



Field effects are probably due to ground AoEs, so you don't unknowingly pull mobs out of another party's stuff in alliance raids.What really needs to happen is that Battle Effects settings needs to be tweaked so that Show None actually means show none. If I have Others set to show none, why in God's green Earth does it still show other alliance's field effects and limit breaks? The amount of times I've stood in another alliance's Asylum or Sacred Soil wondering why I'm not actually regenerating health is too high to count.




Healers use their limit break all the time when things go wrong to revive the party.
Tanks don't use their one much but a really good tank can find some perfect split second moments to use it to prevent a wipe and sometimes it can be used preemptively before a healer limit break would be needed. You can use it in howling eye extreme when the party kills the shield plume and you have the option to use it in jade stoa as an alternative to bothering with the DPS check.
The tank limit break would be better if it applied a shield that absorbs damage, maybe worth 30%, 60% then 150% of maximum health with a much longer duration, at least 30 seconds. The biggest problem with it right now is that a buff that expires after a few seconds feels useless, but if it gave the party a period to ignore mechanics completely for 30 seconds because they have a really strong shield, it would not always feel like such a dent on overall DPS and it would prevent the DPS from having to interrupt their rotation to use it too.
Can SMN get a redone limit break? It was nice in 2.0 before bahamut was summonable now it comes off as goofy



Exactly this. If you're the tank of another team, you still want to know where salted earth is, for example.
Though I would prefer if show limited at least removed the giant star in the middle of earthly star. It can get pretty blinding if the Astro targets the boss with where it places, especially when it gets closer to popping. Leave the starfield border so I know if I'm in it, sure, but the other part is distracting.




I actually talked about each player getting their own LB Bar with a Friend.
But then realized, the game would have to be Balanced around that....So Bosses or enemies in general will have more health, or the Limit Breaks might just lose Potency so you wouldn't completly trash a boss with it.
So...I love the idea, but I think its also a bad idea, just because I dont have a good feeling about the balancing around it that would have to be done.
Similar to adding Elemental Weaknesses to enemies and bosses
from what I understand must be reason why? they gave everyone there own limit break bar instead of a joint one. and yes it a concern some boss fights might become unfightable. however pretty sure brilliant minds of squire enix. would make it so that you wouldn't see much a different its just limit breaks are used more often. like my friend Zanarkand it be monster to balience, and would take alot time from se to tone it make it work
damage of the dps need be toned down a bit for sure. but if had all 4 dps use limitbreak at same time thats alot of damage
11 had system like this its not doable. however its alot of work. i like see more situations where tanks and healer or any player for that matter can use there limitbreak. without letting there team down



Summoner didn't even have a unique LB3 in ARR, it shared meteor with black mage. Paladin and warrior shared the paladin one, white mage, scholar and bard shared the white mage one, all melee dps had the monk one. All jobs didn't start getting unique LB3 animations until HW.

Change it so that everyone gets a personal lb that they can build up meter for. the meter fills up rather quick compared to the now new group lb. The new group lb is only for lv2 and lv3 lb. the meter will now show lv1 as your own lb with a color change and the last 2 with the usual orange yellow look. Now this new meter for the lv2 and lv3 fills more quickly if you continue to do your regular job (dps do dps, heals do heals, tanks tank) alongside use your lv1 lb since your own personal limit break fills much more quickly.
Basically with this new setup, your encouraged to constantly use your own lb as it keeps filling up that way your group can get to lb3 more quickly and be able to use lb3 more too.


In theory, it sounds nice.
But...it's basically adding a new job gauge to every single job.
How do you make it feel good compared to the job gauges? Just by making it a flashy nuke?
And it also impacts other things for expert players:
Do you have to line it up with the raid buffs?
Does it weave in nicely in the rotation, or does it delay your whole rotation if you use it?
I think the main changes that would be cool are
1) LB1/2 of healers and tanks should deal damage, so that they could actually have a reason to press the button in dungeons.
2) ranged/caster LB3 could hit stronger if it only hits one target, so that we could see them being used more frequently than just when there are annoying adds.
3) tank LB3 to be required more often, or updated to an overall stat buff instead of just increasing defense...since the game is all about DPSing...It's usage is a bit too situational and scripted at the moment.
4) RDM LB3 visual effect should be toned down a bit
Imo the Limit Breaks are cool because we rarely get to use them.It would have been neat if individual players has their own personal Limit Break bar -- even outside of group content. But, I don't think the current system will ever change. For example, there are boss fights where it's actually required for the Tank to use LB or else the group wipes.
By the way, what is "good gameplay" and how is the game supposed to recognize it?
If we all had them and got to use them everytime then it'd just be another big channeled ( an especially long one ) ability.
I think it'd stop feeling cool after a while, the infrequency is part of what makes it feel awesome when you get to use it.
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