Yeah, that's a real problem and all but the thing is this is a Playstation 4 game aka a platform that is worse than any $200 PC from Best Buy. I feel like people misunderstand the concept, the game is 'emulated' on PCs, not the other way around.
Yeah, that's a real problem and all but the thing is this is a Playstation 4 game aka a platform that is worse than any $200 PC from Best Buy. I feel like people misunderstand the concept, the game is 'emulated' on PCs, not the other way around.
The fact that this is a limitation is baffling to me.
Part of the problem is SE's insistence on applying effects from actions as multiple 'buffs', rather than compiling them. For example, look at the premier example of 'buff bloat', SGE. Physis is a HOT for 15s, and a 10% increase to healing for 10s. A DT trait extends that second part to 15s too. Why not A: make the 'healing increased' effect 15s by default, and B: compile the HOT and 'healing increased' effects into one buff, instead of being two buffs?
Kerachole has a HOT attached after level 78. The mitigative effect and the HOT both last 15s. Why not have the mitigative effect also handle the HOT part, instead of stapling a second buff onto the action at level 78?
Haima and Panhaima both apply 'Barrier' and 'stacks of 'this replenishes the Barrier when it breaks''. Why doesn't the 'stacks of Barrier' buff also work AS the Barrier? Why the weird workaround?
Holos/Holosakos is the only one that makes sense to have as two separate buffs, as it's a Barrier and a mitigation. If it were one buff, breaking the Barrier would remove the mitigation at the same time (not good)
Point is, with 5 buttons on SGE, I can fill up 10 slots of the 32 for the buff cap. Heck, looking at Tanks, they now have a second effect applied to their 120s (eg Guardian also applies a barrier), Heart of Corundum applies 3 buffs, Holy Sheltron applies 3, Bloodwhetting applies FOUR different buffs at once!
But wait, when the updates to Dark Mind/Dark Missionary/Heart of Light happened, that made them also work on Physical damage, that change wasn't done via 'oh there's now a second buff that applies the new portion of the effect', no, the base effect of them was updated to also include the Physical mitigation. Rampart, too, got a new effect in DT, wherein healing received is increased by 15%. But this wasn't applied via Rampart granting two buffs (the mit and the healing increase), no, it's still just one buff, that now handles both halves.
So why the heck is there the inconsistency?
Last edited by ForsakenRoe; 04-26-2025 at 10:24 PM.
Well, the issue was bad enough for TOP that they, very literally, banned some class comps because running SAM + DNC + AST + SMN + WAR + MNK would straight up delete buffs during phase 3.
Also, you'll be pleased to know bosses have a debuff cap as well. It's a major problem in BA/DRS, and was an absolutely massive problem in Heavensward where every alliance would see the debuff limit hit, what with summoners having 3+ DoTs, ninjas having 2, BLM having 1, WHM having up to 3, SCH having 4, PLD 2, every other tank having 1. If anyone ever sees me say the game's server infrastructure is awful for DoT design, this is a major part of it.
PS4 ? The world has moved on to PS5 when the 7.0 update was implemented .under which rock have you been living your life ?
Last edited by Bibine_Bine; 04-28-2025 at 05:42 AM.
If for some reason they're unable to increase the buff cap due to technical difficulties then they shouldn't make the current cap easier to reach with the amount of buffs jobs can currently give. As mentioned by someone above, there are a lot of actions that give multiple buffs when they can just be combined into a single buff with almost no consequence.
Less than one week before Occult Crescent releases and the buff cap likely becomes an issue again in Exploratory Content. When will they address this problem?
Bumping because hitting the buff cap is going to be a reality within the Forked Tower due to the many permanent buffs/debuffs, the lack of extra HP from mastering phantom jobs (thus requiring more mitigation compared to DRS), and the different buffs inherent to the normal jobs (particularly the burst-based "X ready" ones).
Been progging FT these past weeks and today was the first time I got Dance Partner, which led me to buff cap several times in the fights and often lose Starcross and particularly Raiden Thrust. I'm sure I can modify the burst windows so that only 1-2 conditional buffs are up at the same time to avoid capping but this problem should not be a thing in the first place.
Please, raise the buff cap!
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