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  1. #1
    Player
    Anthonywb's Avatar
    Join Date
    Jun 2016
    Posts
    21
    Character
    Ishimaru Masahiro
    World
    Omega
    Main Class
    Dragoon Lv 80

    Limit Break too Limiting

    Played some smash brothers on switch. Absolutely loving the ultimate moves and the feeling of pressing that button, you just get immediate satisfaction. Each character has their own special “LB”

    What I’m suggesting is probably a pain in the ass to put into the game,

    BUT not impossible. Suggesting making limit breaks individual skills, less power full. Just like normal FF games.

    We should be able to upgrade or have different limit breaks as we level up and equip materia which also affects each individuals limit break.

    “Also? Make both sides happy, have a vote or option before he dungeon or raid starts,

    Group limit break or individual limit break”

    ^ I don’t like this idea, br it is a suggestion to please both sides.

    As fun as this game is, the jobs are just so generic and unoriginal. We need a form or personalisation.


    What do you all think?
    (3)

  2. #2
    Player
    Halivel's Avatar
    Join Date
    Sep 2015
    Location
    Golmore
    Posts
    1,476
    Character
    Elja Djt-dvre
    World
    Sagittarius
    Main Class
    Black Mage Lv 100
    I think it is possible to implement in future. We have individual LBs in PvP for example. And I personally really would be glad to see something like this in general gameplay.
    (0)
    Last edited by Halivel; 03-30-2019 at 08:48 PM.

  3. #3
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    I think individual Limit Breaks could be interesting.

    Since, they'd feel better to use, so it's not just 1 person gets to have fun using the cool flashy limit break. It'd fit better with capturing the feel of previous FF titles which had characters having individual LB's. It'd also stop lots of issues with various things incidentally becoming DPS boosts by their LB generation capacity (Things like fluff shielding from WAR/PLD AoE shields don't really help keep people alive, but they do provide a bunch of LB generation which means they're a DPS gain)

    The main issue would be the amount of balancing they would require to make work. So that each class has an appropriate damage LB for how fast they generate LB gauge, which is then factored into their overall DPS. Potentially also making different jobs have different LB's as opposed to the current role based generics (Even if the level 3 variant has unique animations per job, their effects are all the same within a role)

    Overall, I think it could be a beneficial move to make. Just a matter of, will it be worth the time of the developers to implement and balance?
    (3)

  4. #4
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    In 1.0 there was a system similar to limit break called "Battle Regimen" where each individual party member could activate a special skill, and if everyone used it at the same time, it chained them together for bonus damage.

    I think a system like this would be more interesting personally. Where each member gets their own LB and if used in unison with other party members you can create some special effects. For example, if both healers use theirs together it activates the LB3 function of raising all party members. If both tanks use theirs together, it makes all party members invincible for a short time. If all DPS use theirs together it does massive damage and maybe applies something like vulnerability up to the boss for a short time so everyone can do some bonus damage after LB goes off.

    They could go really in-depth with something like this too, where depending on the types and number of LB used together you get some unique effects. For example there could be effects for tanks and healers LBing together, or Healer and DPS LBing together. Maybe some really OP effect if the whole party LBs at the same time.

    Anyway, I do agree that the current LB system is rather bland and could use an update.
    (2)
    Last edited by Zetsumei_Tsunarashi; 03-30-2019 at 09:02 PM.

  5. #5
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Kalise View Post
    Overall, I think it could be a beneficial move to make. Just a matter of, will it be worth the time of the developers to implement and balance?
    I wonder how long it will take for a person to come saying that then it's like another skill for a job taking the charm out of limit breaks. As if the current limit break wasn't just another skill, except with a party-wide cooldown, and one that people want only melee DPS to use most of the time.

    Though yes, I personally was always in support of individual limit breaks. If for no other reason then because it'd let me use them solo, not requiring a sizable party. That and the fact that there would be no reason for people to say that they didn't know there is such a thing as limit break/not having it on their hotbars.

    As for the possible class balancing factor, all that needs to be done is tie the generation to the entire party, but have it character-dependent on it being used. So everyone in a party would help with filling everyones limit break, which anyone could use then. I reckon healers would actually hold onto theirs for a while, for one.

    And no, I don't think that individual limit breaks are a serious balance issue. Just slight increase in the bosses health is more than enough to balance it off. In case of healers, if the limit breaks would still fully revive the party, it's just a second chance to salvage a screw up. Seeing as the first one is often messed up (I can't count the amount of trigger-happy DPS wasting the limit break when party is dying or people resurrecting through skill when the party is completely dry on MP thus wasting the full restoration of the limit break on them that I met) as is, it wouldn't make too much of a difference. Just save a lot of bad blood and prevent utter waste of time because someone wanted to be a "cool kid"...or a troll.
    (0)

  6. #6
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    The thing is, that is what Weapon Skills are meant to be (or at least, their original concept in FFXI - there you had to gradually build up TP to then let rip with a weapon skill when you built up enough, and it carried through into FFXIV 1.0... by ARR though, with TP being adjusted to being permenantly full and so not requiring to trade biffo with the enemy to build it up anymore, they became your standard attacks), so Limit Breaks are meant to be restricted for a reason - they're a party wide fancy attack to use as a last resort, not to make an individual character look cool.

    So I do not see SE changing this.
    (4)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  7. #7
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    I've always thought that FFXIV could make use of FFIX trance system.
    (4)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  8. #8
    Player
    Shadowbringer's Avatar
    Join Date
    Dec 2018
    Posts
    11
    Character
    Umbral Latina
    World
    Cerberus
    Main Class
    Summoner Lv 60
    I dont mind either "Group limit break or individual limit break" , but i agree that its feels bland and could use some updates.
    If its become individual limit break though, i want the system to force "everyone" in the party to need to use it at some point in the fight.
    Most of the DPS right now are refuse to LB because of FFlogs, reason is they lose slightly of damage...
    (and ppl says fflogs/act dont affect the game... but strongly encourage player to not do their job properly for self benefits, including uptime and not avoiding mechanics)
    (0)

  9. #9
    Player
    Enla's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    2,748
    Character
    Crushing Fatigue
    World
    Balmung
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Deceptus View Post
    I've always thought that FFXIV could make use of FFIX trance system.


    I would literally die of happiness if they somehow integrated the trance system. It's always been my favorite 'limit' dynamic in the series.
    (0)

  10. #10
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by kikix12 View Post
    And no, I don't think that individual limit breaks are a serious balance issue. Just slight increase in the bosses health is more than enough to balance it off. In case of healers, if the limit breaks would still fully revive the party, it's just a second chance to salvage a screw up. Seeing as the first one is often messed up (I can't count the amount of trigger-happy DPS wasting the limit break when party is dying or people resurrecting through skill when the party is completely dry on MP thus wasting the full restoration of the limit break on them that I met) as is, it wouldn't make too much of a difference. Just save a lot of bad blood and prevent utter waste of time because someone wanted to be a "cool kid"...or a troll.
    The issue is that individual limit breaks without balancing to individual jobs would just mean the new meta is to run 4x melee DPS to get 4x their high damage ST LB's.

    Even more so if LB generation wasn't tied to individuals, so you had things like the high damage SAM being able to pump out more DPS through their more damaging melee LB compared to say bringing a RDM who has less personal DPS as well as then being stuck with the less powerful magical LB. Since they'd both have equal opportunities to cast their LB's. Only now, the more damaging class also gets to use their more damaging LB to boot.
    (2)

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