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  1. #1
    Player
    MilkieTea's Avatar
    Join Date
    Dec 2020
    Location
    Interdimensionality
    Posts
    2,134
    Character
    C'erise Vanesse
    World
    Maduin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by MagiusNecros View Post
    Current endgame content only does like 2% on bosses in the raids. I can do more damage on Reaper by just attacking the boss with my regular attacks. Most of the time I don't even use Limit Breaks anymore.
    That would be 8% in the span of about 3 secs for LB cast etc, which… if your party does 8% in 3 seconds normally then I’d love to see your numbers.

    And the 15-1 references non-current content, IE doing Titania while Diamond was current. I don’t have a reference for that now seeing as current EXs are still the first EXs of the expac.
    (7)

  2. #2
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by MilkieTea View Post
    That would be 8% in the span of about 3 secs for LB cast etc, which… if your party does 8% in 3 seconds normally then I’d love to see your numbers.

    And the 15-1 references non-current content, IE doing Titania while Diamond was current. I don’t have a reference for that now seeing as current EXs are still the first EXs of the expac.
    Uunga buunga Reaper Enshrouds back to back does a lot more damage overall. Same with Black Mage just casting. I actually prefer melee DPS that have lower personal DPS to use their limit breaks. Better value.

    I'd have more incentive on using Limit Breaks if each player had their own Limit Break gauge.

    15-to-1 examples would be fine. Faster clears and Limit Breaks would be impactful.

    I dunno Melee LB has always done at least 5% on average to any boss. Seeing it only do 2% is pretty pathetic.

    Only Limit Breaks that are fun for me to use is select skills that kill the Blue Mage(Final Sting/Selfdestruct) or using Caster LB's in huge wall to wall pulls.

    Which if you want to strike a balance just put limit breaks on a long Cooldown like Tank invulns. I don't think players would mind a job capstone skill that performs like their own LB exclusive to that class.
    (2)

  3. #3
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    LB as it stands I feel is only a gain if it is used during downtime or if can push/skip a phase. Or if you run with pugs know they won't use LB to save their lives and just use it for them.

    Caster LB3's i have a special disgust for since they blind the whole party to any mechanics happening. Specifically RDM.

    BLM LB3 I feel takes too long to do it's damage.
    (2)

  4. #4
    Player
    AnimaAnimus's Avatar
    Join Date
    Feb 2012
    Posts
    1,344
    Character
    Cynric Zerr
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    I would love for them to bring back some sort of player combo system. Magic bursts in XI were crazy fun to do and were insanely helpful. As it stands right now, I just go into duties and do my thing, I have exactly 0 reason to interact with my party and I have exactly 0 reason to pay attention at all since the entire game can be done with nothing but muscle memory.
    (7)

  5. #5
    Player Caurcas's Avatar
    Join Date
    Jan 2020
    Posts
    1,527
    Character
    Caur Kagon
    World
    Siren
    Main Class
    Dark Knight Lv 90
    Really they should shift them to being personal and basically change them to act as supers/DTs for an individual to use as they see fit to optimize.
    (2)

  6. #6
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Caurcas View Post
    Really they should shift them to being personal and basically change them to act as supers/DTs for an individual to use as they see fit to optimize.
    You mean....Job Gauges?
    (2)

  7. #7
    Player
    Mika_Zahard's Avatar
    Join Date
    Nov 2017
    Location
    Ul'dah
    Posts
    489
    Character
    Mika Zahard
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Malthir View Post
    It's basically just used by melee dps 90+% of the time,
    Because melee LB (specially 3) does the most damage of all of them. I really suggest you to look at the wiki to see why that happens.

    https://finalfantasy.fandom.com/wiki...sy_XIV)#Braver

    Quote Originally Posted by Malthir View Post
    Something that has irked me for years is how limit break feels very meh.

    ...occasionally it's for healers to save everyone from a wipe and once or twice an expansion...
    Well you said so yourself, healer LB3 has very specific purposes: Save a run/prevent raises from getting the 25 or 50% stat debuffs, and full heal the party.

    Quote Originally Posted by Malthir View Post
    ...and once or twice an expansion they have the obligatory boss the tanks need to lb3 on your the party wipes.
    And this one is a design choice from Devs.
    If you have a problem with those, you should suggest something .. better for Devs to take into account.

    You suggested DoTs, but people dont like dots, specially keeping them up (check old SMN complains).
    (1)

  8. #8
    Player
    Malthir's Avatar
    Join Date
    Sep 2018
    Posts
    362
    Character
    Malthir Durnith
    World
    Cerberus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Mika_Zahard View Post
    Because melee LB (specially 3) does the most damage of all of them. I really suggest you to look at the wiki to see why that happens.

    https://finalfantasy.fandom.com/wiki...sy_XIV)#Braver


    Well you said so yourself, healer LB3 has very specific purposes: Save a run/prevent raises from getting the 25 or 50% stat debuffs, and full heal the party.


    And this one is a design choice from Devs.
    If you have a problem with those, you should suggest something .. better for Devs to take into account.

    You suggested DoTs, but people dont like dots, specially keeping them up (check old SMN complains).
    I'm not suggesting Dot's I'm suggesting some kind of system that involves the entire party, if the limit break is a party bar it would be nice if the party felt involved in using it. For most players it's just a button you never press, just a bit of a waste IMO.

    I was suggesting to either make the limit break an individual bar even give them to potential to combo off each other, or do some form of system similar to that of LOTRO's in which all the party gets to pick how the limit break plays out and instead of one character doing everything the animation is tied to the party.

    Quote Originally Posted by Cabalabob View Post
    I always thought it would be a more fun and co-operative system if every job got a personal LB and by using them in a specific order you could create a specific aftermath effect. Similar to systems like ffxi’s skillchains, 1.0’s battle regimen, or single player games like ff tactics combo system or ff12’s mist system.

    For example every player could get a single LB bar that lets them use a job specific attack that’s just a powerful attack in its own right (not as powerful as a current LB but still worth using). Every person that uses one adds an aftermath stack and changes their LB button to “trigger aftermath”.

    Aftermaths would basically be the current LBs and the more aftermath stacks you build the more powerful the resulting effect.
    That's pretty much the system lotro had that I was talking about. Every party member picks between damage, heal, dot or mana back depending on the combo from the party changes the attack it is pretty simplistic but still better than what we have. Something like this would be cool IMO, personally I lean towards give all characters a personal limit break some form of a cool attack obviously not doing as much damage as a current LB3 and then have a combo system if a DPS and Tank use limit break one after another then a big attack goes off that damages and buffs the party or something to that effect.
    (2)
    Last edited by Malthir; 02-04-2022 at 05:49 PM.

  9. #9
    Player
    Mika_Zahard's Avatar
    Join Date
    Nov 2017
    Location
    Ul'dah
    Posts
    489
    Character
    Mika Zahard
    World
    Balmung
    Main Class
    Paladin Lv 100
    As the poster above, melee normally will use their lb on raids when its "safe" and "required".

    I play melee a lot as of late, i normally play blinding mage (rdm), and before we reach LB3 bar i always pay attention to the state of the battle, if i see we're doing well and there's no risk of a wipe or something going bad quite soon, i'll use LB on cd to try to stretch for a LB1 later in the same fight. IF i see the healers are struggling or people are standing too much in bad, i will delay LB3 application till i can see the fight has gone long enough to safely use it.

    You say you see a lot of melee doing it .. its very common for melee to do so in certain dungeon bosses (Specially final bosses) and in other AR bosses, but not all cases.

    There's certain fights where one doesnt normally use LB3 sans healer, to leave the fully lb2 for the trash that will come next in AR. Best examples i can come with are the iron guard bots on Ridorana Lighthouse, the large bots after 1st boss in PvP murder bunker, and some may save LB2 for 2P clones after Hanz/Gret or after Red Girl in Tower.
    (0)

  10. #10
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    I feel like limit break should actually live up to its name: a pnce per combat, all stat enhancer that is also a double edged blade. It can be something as simple as tripling next spell/ability/weapon dmg by 300% but unable to use skill for 5mins. Or like old school Berserk except in this case, you boost all your stats by 150% then get pacified for a couple seconds
    (0)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

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