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  1. #1
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Yeah, LB's in general just are in a particularly rough spot.

    It's basically a binary option of either it's 100% useless or 100% useful (In the case of Tank/Healer LB's)

    Then outside of that it's basically mDPS LB's > rDPS LB's because most of the time you're wanting to LB a boss, in which case the higher damage ST ones from mDPS are better.

    Making LB's individual, while not only causing a huge balance issue (Since, either every class would be designed with completely unique L1/2/3 LB's and balanced around how quickly they generated LB's) or it would change very little as Tank/Healer LB's would still be binary useless/useful. The major thing would be pushing more mDPS to be in parties for multiple ST burst LB's.

    Honestly, if they want to make all LB's useful, without just slapping in mechanics that force specific ones to be used or its a wipe, would be to enhance the less desired LB's in some way.

    An example could be directly buffing some LB effects. Such as making damage mitigated/healed by Tank/Healer LB's give a proportionate damage boost. Or making rDPS LB's debuff the enemy increasing damage taken.

    Or an alternative could be something like being able to Combo LB's. Taking inspiration from Ungarmax (The Squadron LB where all 4 members channel together for DD and a damage boost). What if instead of LB's being a one shot of a single person gets to use a LB and that's it, what if classes from other roles could, after that one person has started their LB, could ALSO LB to create new effects?

    Such that you could end up comboing in different ways for different effects. Such as DPS > Healer > Tank would produce a different outcome to Tank > DPS > Healer.

    Which, yes, would require a lot of balancing to incorporate, but once done would mean that all roles would have viability to use LB's without situations like currently where they are either pointless or absolutely needed, if of course the effects ended up balancing out each of the 3 DPS types (mDPS/rDPS/magDPS) so that mDPS wasn't always the superior one for bosses.
    (4)

  2. #2
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Kalise View Post
    snip
    I feel that while making LB more like adrenaline will result in some problems, i feel it also frees up more options for everyone that isn't a melee dps. caster and ranged LB can be used for extra burst damage on adds without sacrificing potential damage to the boss. tank LB can be used to by the tanks as additional mitigation for raidwides or to block a tank buster, reducing the strain on healers who have trouble with CD planning. Healer LB could even potentially keep multi rez, at the cost of reduced range and imposing weakness onto all revived. Honestly i feel it would be better for the game in the long run.
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,825
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kalise View Post
    Making LB's individual, while not only causing a huge balance issue (Since, either every class would be designed with completely unique L1/2/3 LB's and balanced around how quickly they generated LB's) or it would change very little as Tank/Healer LB's would still be binary useless/useful. The major thing would be pushing more mDPS to be in parties for multiple ST burst LB's.

    Honestly, if they want to make all LB's useful, without just slapping in mechanics that force specific ones to be used or its a wipe, would be to enhance the less desired LB's in some way.
    This. To be fair, if each job had a couple LB options or were more flexibly based, we could probably manage individual LBs and have a more interesting game for it, but the easiest way is definitely just to make the lesser used LBs more useful, including rank 1 and rank 2 LBs in general.

    Right now the best mitigating factor of the tank LB's usage is how much can LB gauge can be recovered over the mitigated strike, as defensive percentile absorption (or eHP of absorption) will supply gauge. A more nearly linear growth of its % mitigation would probably help as well. At present it scales 20-40-80. It should probably be nearer to 25-50-80, or even 30-55-80, so that the first LB can actually meet significant breakpoints, even if that means reducing its gauge pay-off to compensate as to be a viable option without being an obligatory gimmick.

    Healer LB needs something more as well. Greater immediacy would be an obvious start, or even HP-splitting, healing from a minimum to maximum % on each target, with the total healing (based on party HP) distributed to most wounded members. Perhaps we could include partial mana restoration or debuff cleansing as well. And, of course, the healing itself should supply proportionate gauge. (To be honest, healer LBs in particular give me strong hopes for the prospects in individual LBs, or effects which could replace them entirely.)
    (1)