There is no reason for any skill LB or not to do more than 50% HP let alone 80-90%
It is one thing to change pvp to get a more casual player, it is totally another to have completely brain dead mechanics, and abilities.
There is no reason for any skill LB or not to do more than 50% HP let alone 80-90%
It is one thing to change pvp to get a more casual player, it is totally another to have completely brain dead mechanics, and abilities.
A singular skill dealing lots of damage wouldn't be too bad if most of them didn't either snapshot or disable you in one way or another, making the counterplay a lot harder.
You can see stuff like people avoiding hitting SAM when they have LB up or trying to bait them to waste their counter, but you can't do much about MNK training your ass aside from trying to get close enough to teammates for them to peel.
Stuff like MCH LB and RDM combo finisher snapshotting means you can die to them even when you are trying to pre-emptively guard.
I guess they could try to tune things down, but then immortal comps would probably go up as finishing people becomes harder. A lot of the issues stems from the game engine and netcode itself, server ticks can result in very unintuitive outcomes like being able to finish elixir through some hits if its close enough to end the cast.
Attacks having the potential to deal around 50% of your max HP alone isn't bad AS LONG AS THERE'S COUNTERPLAY, something half the damaging LBs lack. Samurai LB goes through guard, ninja LB just oneshots at half HP through guard and also snapshots so even getting healed above half your HP won't matter, monk straight up gets extra damage when you hit someone who's guarding along with an animation lock during which you can use purify for some reason. It's shit design, but that's just my opinion
This. Limit breaks are basically ultimates in fighting games, and I have no problem with the concept in and of itself. However, like those games, all LBs should at least have counterplay against it so it does feel like a "push to win" move, which I think is where core complaints stem from (even if those people don't realize it).
Ya LB's going through guard, especially ones that can one shot you are really annoying. LB's like RPR breaking guard is fine, but sam and nin LB's going through guard is dumb.Attacks having the potential to deal around 50% of your max HP alone isn't bad AS LONG AS THERE'S COUNTERPLAY, something half the damaging LBs lack. Samurai LB goes through guard, ninja LB just oneshots at half HP through guard and also snapshots so even getting healed above half your HP won't matter, monk straight up gets extra damage when you hit someone who's guarding along with an animation lock during which you can use purify for some reason. It's shit design, but that's just my opinion
Guard only boosts defense though. NIN's LB is hp related regardless of stat boosters.
I'm slightly confused with this post since most bursts can deal around 50% within a short time. Still, I'll rather deal with the LBs being mentioned here than MCH's Chainsaw. It doesn't change the fact that some needs a second evaluation.
Its a 90% damage reduction. Its existence was clearly designed to counter play certain mechanics. The fact that some LB's can go through it and outright kill you makes its design pointless. LB's have limited counter play, which is why so many of them are broken.Guard only boosts defense though. NIN's LB is hp related regardless of stat boosters.
I'm slightly confused with this post since most bursts can deal around 50% within a short time. Still, I'll rather deal with the LBs being mentioned here than MCH's Chainsaw. It doesn't change the fact that some needs a second evaluation.
Let's also not forget chainsaw's 3% insta-kill proc. There's basically no counter to this either, it's pure chance for it to happen and getting killed from it feels extremely cheap.
As for the Sam LB with people saying that you can play around it and just not hit a Sam with their shield up. Yeah, sort of but not always. With the way lag and server ticks work, it's entirely possible to get screwed regardless of how well you pay attention. You can somewhat game the slow tickrate and crappy netcode to time chiten at the same time as an enemy's attack to force them to hit you and them getting the debuff, leading to some really cheap kills. The chiten + LB combo is fine in theory, but in practice it's poorly applied because of how sluggish the game engine can be.
Pretty much I love getting 1 shot by a SAM who accidentally got hit by one of my AOE's while his Chiten animation its completely invisible unless I target him in between 20 people around. I love so much how their LB have like 20km Range and can take a fully party down meanwhile Kuzushi Effect cannot be dispelled.
Let's not forget the Chiten+Guard combo just in case you wanted to stun/silence him when they dive your raid.
At least NIN's LB is easier to shut down. If the snapshot doesn't have you below 51% it barely does any damage, if they're killed/stunned/poly during the animation they lose the LB and their target lives. Only bright side of that one, it's very hard to chain with it due to that reason.Attacks having the potential to deal around 50% of your max HP alone isn't bad AS LONG AS THERE'S COUNTERPLAY, something half the damaging LBs lack. Samurai LB goes through guard, ninja LB just oneshots at half HP through guard and also snapshots so even getting healed above half your HP won't matter, monk straight up gets extra damage when you hit someone who's guarding along with an animation lock during which you can use purify for some reason. It's shit design, but that's just my opinion
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