They do not want to do this for balance. If they account for LBs in DPS checks, players who die will have an even harder time clearing the DPS checks, if they don't, players who don't die will blow right pass the DPS checks.Dear Dev. Team,
Please make Limit Break an individual resource instead of shared resource since most people don't bother with unless they know they are going into encounters where using it is mandatory for clearing, but even then they would still feel bad about using it because they wiped and should have saved it for the healer anyway...
Sincerely,
The playerbase who actually play the game.
P.S. Find more uses for TP gauge and fix DRK balance, the DRK mains are getting annoyed for constantly asking for you to fix DRK. And make melee range Role actions do damage so that tanks remember those particular role actions exist.
If the fight is balanced around an enrage timer, then obviously the DPS role needs to be be pushing pushing as much DPS as possible, which includes Limit Break, especially if the encounter has A LOT of raidwide AoE damage output that needs to be mitigated that tanks need to use Limit Break for, and put serious strain on healers MP with ridiculous healing checks that eventually healers need to use Limit Break to get back lost MP and keep the party going(see Extreme, Savage, and Ultimate modes).
Alliance Raids could easily be balanced around using LB3 a lot but a lot of the time most people even forget it's even there so why bother balancing content around a game system that should feel satisfying to use when it's not even on the hotbar to begin with?
As someone who wants to use Limit Break more as a tank, they really need to rework Limit Break system along with fixing the tank and healer balance.
See now this is a problem. I agree that generally using LBs should be somewhat satisfying to use but the reality is that presently they just aren't. AT ALL.
In big bad 24 man alliance raids for example you ding a LB3. so you press it unleash this big bad powerfull limit break to do some real damage...
and................
the boss loses a whopping 1% of his hp... barely even noticable. if you didn't have the HP% displayed you wouldnt even notice the HP bar went down at all.
the only thing worse is when you see an alliance boss at like 9% HP hear 3 big LB3's going off only to see the boss is still standing with 4-5% hp left afterwards...
It just leaves you wondering what's the point?
It doesnt feel satisfying it feels incredibly lacklustre to be honest. so it's really not suprising people just don't bother. It's a waste of time....
Oh yeah... HP sponge bosses... the DPS roles least favorite type of boss... if the boss has a huge health pool anyway then DPS need to use Limit break more than once... but since DPS have 0 patience with a negative 2 modifier... yeah the only other option at that point is lowering the health pool of bosses that only take 1-2% of damage from an LB3 but by doing that defeats the existence of Limit Break... then again Limit Break and Materia systems have aged poorly like Final Fantasy VII's graphics on PS1...See now this is a problem. I agree that generally using LBs should be somewhat satisfying to use but the reality is that presently they just aren't. AT ALL.
In big bad 24 man alliance raids for example you ding a LB3. so you press it unleash this big bad powerfull limit break to do some real damage...
and................
the boss loses a whopping 1% of his hp... barely even noticable. if you didn't have the HP% displayed you wouldnt even notice the HP bar went down at all.
the only thing worse is when you see an alliance boss at like 9% HP hear 3 big LB3's going off only to see the boss is still standing with 4-5% hp left afterwards...
It just leaves you wondering what's the point?
It doesnt feel satisfying it feels incredibly lacklustre to be honest. so it's really not suprising people just don't bother. It's a waste of time....
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