I think Limit Breaks need to work like in PVP, but Barachim's idea of tanks getting 2 different Limit Breaks is something that healers also needs as well.
I think Limit Breaks need to work like in PVP, but Barachim's idea of tanks getting 2 different Limit Breaks is something that healers also needs as well.
While tanks get the least amount of use from LB even counting the scripted ones the few unspcripted times are some of the best uses of LB in the game. Byakko may be the one everyone remembers right now but I remember all the way back in World of Darkness when people hadn't completed overgeared/had the ability to out-level yet during the Cloud phase. People for whatever reason didn't focus enough on the clouds and she got around 8-10, which I saw and popped the tank LB before her skill using the stacks went off. A different group asked why I did: They found out a few seconds later when they tanked the floor.
Now I wouldn't mind finding a better use for Tanks when it comes to LBs, but the tank LB does have a place even if its rare.
Only seen it used in Alexander Prime
I'd really like this tbh. Or just an alternative to how LB's work. In FF they were a means to turn the tide of a fight when all hope was lost... hence the name "limit break", when you're broken to your last bit of strength and just want to go all out. Or as Cloud puts it "breaking my limit", by not holding back any longer.
I feel like DPS using it is the ultimatum, though I've seen caster LB and single target LB have their fair share finally... ranged LB's are still in an odd range shape and less damage than the caster LB. Then there's the only useful LB3 for healers, and tanks only ever being used for scripted nonsense and VERY rare events. Recently I've found myself using it often, I won't say spoilers but midway through a trial I did, we didn't dps hard enough and the gauge was pretty full. Had a feeling it'd be the case of death so I popped it and low and behold everyone was down to less than 8% of their hp. Got comms for that with the tank LB coming in clutch for that. Then I got one for a recent final battle that pressed a lot of heal checks over and over and one of our healers dc'd iirc. I popped the LB so we could survive the onslaught, our other healer keeping it up, and us proceeding into a dps check. Felt good but I also felt odd using it, like I wasn't sure if we actually needed it or if our healer just had it covered fine.
Overall, I'd love to see them change in how the LB's are obtained, maybe individually based, role based, and so on. Should be when the party is all dead but the healer, it's up to you to use it to save everyone as a last resort mechanic, only once in each pull for the healer role. Or as a tank, it could be prompted when everyone is below a certain amount of HP that you can pop the tank LB once... again, once per pull for all of the tank role. Lastly the dps limit break popping when mob HP is below a certain point, to make it more of a mercy skill, again... only once per pull for all of the dps roles. That way we could each have our job LB3 animations and prioritize their use for the extremes like LB's were supposed to be. Could even limit it to one use per instance or something if they thought it was OP. Just an idea anyways, and would be a lil more interesting than having only DPS use i and then complain when they can't use it or someone else complain at them for not using it for the sake of rotation.
As for scripted events like Alexander, they could just add in a lil tweak to automatically allow access to certain limit breaks in certain instances. Meaning, Aleander Prime for example, when the halfway point is reached, the tank's LB button procs up as if to use it for specifically that moment. They could even keep the levels of the defense/damage for tanks/dps depending on it being a full party or raid boss and etc too, just without the buildup of 3 individual bars for an entire party to share. It'd just modify how the skills stats are presented based on the encounter the enter. trash pulls keeps it the level 1 LB potency for example but the LB3 animation... then enter the bossfight and it becomes the level 2. So on and so forth. Heck, make it an hour cooldown or something even if it was afraid of abuse. They could've easily fixed LB's by now is all I'm saying to make them a bit more interesting and more like the series.
Last edited by Valic; 07-07-2019 at 07:24 PM.
dps never use their Limit Breaks either except the very end of a given fight. That's not very impactful either, nevermind turning the tide of battle. At least Tank LB3 lets your party survive Boss LB's that would otherwise cause wipes, like Alexander, and Omega.
It’s used in both Ultimate fights—UCoB’s Seventh Umbral doesn’t require it if you have a WHM that can handle the healing (though it’s recommended for progression/if you have SCH/AST), and it is required for Ultima’s initial appearance during the LB3 intermission, his Ultima cast after Suppression, and you can opt to use Tank LB1 for Aetheric Boom if your healers want you to.
Tank LB3 can also be useful for progression to allow the party to see more mechanics. Some groups in UCoB opt to Tank LB Heavensfall just to see more of the mechanics.
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Imho each player should have its own limit break in the team and each job should have different limit break.
DRK should have a shield, Warrior not let party members drop below 1 HP, Gunbreaker would increase deffense by 20-30% and Paladin should be able to heal 30-40% hp to everyone.
That would be diverse and more interesting.
Every Job already has a "Limit Break" in their long CDs. Giving each job their own limit break is just having another extra long cd. Having a group resource to use in a limit break differentiates them more from just regular CDs. Last raid tier tank LB was used a fair amount, for safety/ comfort my raid team used it twice in o11s and twice in o12sImho each player should have its own limit break in the team and each job should have different limit break.
DRK should have a shield, Warrior not let party members drop below 1 HP, Gunbreaker would increase deffense by 20-30% and Paladin should be able to heal 30-40% hp to everyone.
That would be diverse and more interesting.
Last edited by ReiMakoto; 07-07-2019 at 09:07 PM.
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"
Eh, i would like to see both of these into one. The player has a DPS/Role Limit break depending on the Tank stance, and then you have the Party Limit Break as your role like we have now.Would be nice if the Limit Break would change, depending on if you had Tank stance on or off. If you have Tank Stance on, you get a Defense Limit Break, if it's off, you get a Damage Limit Break. That way a Tank who is the Last Man Standing, might have a chance to still bring home the win.
Maybe not those specific abilities but could be nice. At that point I'd sooner wanna see somethig like DRK attacks target and puts -50% damage buff on them and more interesting concepts.Imho each player should have its own limit break in the team and each job should have different limit break.
DRK should have a shield, Warrior not let party members drop below 1 HP, Gunbreaker would increase deffense by 20-30% and Paladin should be able to heal 30-40% hp to everyone.
That would be diverse and more interesting.
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