You leave Vermilion Scourge alone. I need some way to tell people I'm tired of scraping them off the floor, and if their eyes must suffer for it, all the better.
You leave Vermilion Scourge alone. I need some way to tell people I'm tired of scraping them off the floor, and if their eyes must suffer for it, all the better.
LB is a very poor system. At least for DPS ones, I've never found it particularly fun pressing a button and picking my nose for 10 seconds while an animation I've seen a thousand times plays for over9000 damage. There is nothing engaging or interactive about this. If anything, it feels bad to have your rotation all wonky because of that atrocious animation lock. When LB damage does matter, I will press this button reluctantly and just feel bad about it. When it doesn't, I simply don't bother most of the time. Amusingly, out of all three DPS LBs I find ranged LB the most interesting one since it at least provides some consideration if you want to hit multiple targets with awkward positioning. And that's still pretty shallow.
LB generation is a highly obfuscated system with exceptions to exceptions and very shallow interactivity especially for the DPS player themselves. And the few ways of actively generating LB involve doing things that are highly counterintuitive - i.e. intentionally eating mechanics or removing and re-equiping your gear before the pull.
Tank LB feels like a pointless gimmick most of the time with SE remembering a couple of times per expansion to put in a forced tank LB mechanic like they do with Esuna or Interrupts. Such fun. And of course the one and only healer LB. The universal - "we get to not learn one mechanic per encounter" - tool. The one LB that actually does something mildly different and unique (except for LB1 and LB2 versions, lol). But is it really enough to carry the entire system and justify not replacing it with a single use duty action with the same effect? I'm honestly not sure.
I concur... Limit Breaks, to me only feel interesting to use as a healer, because it's a big adrenaline rush when you save a near failed run with the mass rez. The tank one is even more obscure, as the uses are really really niche.Something that has irked me for years is how limit break feels very meh.
It's basically just used by melee dps 90+% of the time, occasionally it's for healers to save everyone from a wipe and once or twice an expansion they have the obligatory boss the tanks need to lb3 on your the party wipes.
Personally I would love to see a system similar to LOTRO's fellowship maneuver. If you've never played that game it's a system that when triggered the whole party the option of a damage attack, DoT attack, Heal or mana back move. Depending on what each person presses a different big animation attack occurs with different effects.
I'm not suggestion exactly like that, just think that limit break system feels abit boring for most players, wanted to see if anyone else feels the same and what you all think should could be done that would be more enjoyable and involve the whole party or even have independent limit breaks for each character?
The dps version, looks amazing but it's kind of just there? Most of the time is very inflexible as in to use just near the end of the fight... It saves what, 40 seconds of the fight? Plus more often than not puts the dpser at risk of dying of something.
I don't really hate the system, but in practice it feels uninspired for what the Limit Break is conceived in the Final Fantasy franchise. That impact only shows in the healer LB3.
I don't really know how to revamp it without disrupting or creating a balancing nightmare for the developers, but maybe it would be cool if the dps LB3 was actually finishing move if used against a boss in critical state HP (still being usable normally in other situations). Perhaps making the cast time a little longer to add in the adrenaline.
Last edited by Raikai; 02-04-2022 at 12:56 PM.
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.
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.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 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.
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.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.
Last edited by Malthir; 02-04-2022 at 05:49 PM.
Never liked LB being a shared party resource. It's flawed so I assume at least some of the dev team are also not happy with it but keeping this way to avoid rebalancing other parts of the game.
Healer LB is required in UwU for the doom mechanic. Some used healer LB for the heal mechanic in P3S
Tank LB is required in UCoB, and used quite a bit in savage, many used it for the last line AoE in P2S
All usable aside from DPS this tier, and they have done a good job at allowing raids to see more of the fight and even clear that don't involve melee. So no they really don't need to change anything, just keep being more creative that it's not only for damage
Guys guys, lets not pretend we don't all know why none of the dps want to press the lb button.
Because it doesn't count on their parse. While it is always a dps gain for the party it is always a dps loss for the player.
Add lb damage to someones parse and they'll be frothing at the mouth to press that button.
Originally Posted by Someone
Just because other players play the game. Does not mean you got to be mindful, or careOriginally Posted by Someone 2
The problem ISN'T healers rotation is busted or boring...
To be fair that's entirely a community decision. You know what also ruins a parse though? Dying to a 1% enrage. If people refuse to LB in a prog setting because of 'muh parse' they are hardcore griefing and the party should really reconsider their approach to that person.Guys guys, lets not pretend we don't all know why none of the dps want to press the lb button.
Because it doesn't count on their parse. While it is always a dps gain for the party it is always a dps loss for the player.
Add lb damage to someones parse and they'll be frothing at the mouth to press that button.
Many times being forced to use the lb means the parse is over aka the wipe is justified in their mind since that's the point of the run.To be fair that's entirely a community decision. You know what also ruins a parse though? Dying to a 1% enrage. If people refuse to LB in a prog setting because of 'muh parse' they are hardcore griefing and the party should really reconsider their approach to that person.
But that's what parse parties are for. Some dps can't get out of that mindset though and bring that baggage to prog and hold statics back for no reason.
Hell just 2 weeks ago my group had to replace our monk because they refused to hold dps during p4s p1 and spent 3 hours dying to lighting during pinax when all we needed was a perfect run.
That and they refused to melee lb despite the many discussions we had about when it was going to be used. Thankfully they had the grace to see themselves out.
Originally Posted by Someone
Just because other players play the game. Does not mean you got to be mindful, or careOriginally Posted by Someone 2
The problem ISN'T healers rotation is busted or boring...
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