Limit Break has always been kind of weird imo. It's a party wide mechanic that slowly charges over time during a fight depending on a multitude of factors such as damage taken, healing, etc. But the use of it has been very narrow and actually has seen nerfs overtime to the damage side and outside of mandatory tank LB requirements as well as animation's of LB3, i think this mechanic overall has become very outdated with the current game and could use an overhaul.

With the introduction and confirmation of Dynamis in the story that fuels the LB, i think even from a story perspective a rework could do wonders for each job and also enhance job identity across the board.

I will not be listing any potencies or specific job effects (outside of some suggestions as a starting point) as i want this to be a more open ended discussion and give people freedom to put out their own ideas and to give the dev team more freedom to come up with their own ideas.

Splitting Limit Break between Personal and Party

Party: This will remain relatively the same but with some changes to make it more dynamic while its function will be the same. LB charge will be a single bar now and will always effectively be LB3 but Potency will be heavily tied to party size. In addition to that change, the LB bar will not reset if someone DC's during a fight, instead its potency will dynamically scale giving you more chances to stay in the fight should anything go wrong which should be a big QoL improvement over how LB currently works.

Personal: This is where the rework comes into play. Every job will be given a completely unique LB that is a fully separate UI that is tailored to each job. This LB will work sort of more similarly to how PVP LB Gauge is filled and will fill much faster than the Party LB. By performing your job actions the bar will fill faster or slower depending on how well your job is being performed.

This Personal LB should be designed to make each job feel unique by giving them self focused buffs that you cant get anywhere else. Things like Haste, Enhanced Resource Generation, Damage Reflection, Souleater (Hp to Damage enhancement), etc. as some examples of what a personal LB would do. Bringing back old mechanics from earlier in the games life or even from other games entirely to bring way more unique identity to each job would be a breath of fresh air to how each job plays and would also increase the depth of combat a bit.

I think this outdated mechanic would benefit heavily from a rework since its been kind of left off to the side for a long while now and hopefully this post will encourage more open discussion and ideas on how we can make it better and more fun.