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Limit Breaks - What would you choose?Follow

#1 Jul 01 2013 at 2:00 AM Rating: Good
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I would like start by saying that I hope SE already has more in store for LB's upon release, and that these were placeholders until then to let us test them. That's not to say that I don't like the system for it, I just don't like the way it was executed. Pug's shouldn't be using Braver. Warrior's shouldn't be using Final Heaven. Why is this Archer healing me!?

That being said, I made my own list also just for the fun on it. I left out Braver and Bladedance... because I don't feel like any current jobs represent them well enough. I kept CNJ GLD and THM the way they were.. but buffed GLD because it's pretty weak as it is.

Ryklin wrote:
GLD
T1 - Shield Wall: Reduces Damage Taken by All Party Members by 20% for 25 seconds.
T2 - Mighty Guard: Reduces Damage Taken by All Party Members by 40% for 20 seconds.
T3 - Last Bastion: Reduces Damage Taken by All Party Members by 60% for 15 seconds.

MRD
T1 - Raging Rush: Delivers an attack with a potency of 2300 on a single target.
T2 - Law of Inertia: Delivers a whirlwind attack with a potency of 3000 to all enemies near point of impact.
T3 - Knights of the Round: Delivers a fierce and ground-shaking attack with a potency of 9000 on a single target.

THM
T1 - Skyshard: Deals an attack with a potency of 1400 to all enemies near point of impact.
T2 - Starstorm: Deals an attack with a potency of 3000 to all enemies near point of impact.
T3 - Meteor: Deals an attack with a potency of 5400 to all enemies near point of impact.

CNJ
T1 - Healing Wind: Restores 25% of HP to all nearby party members.
T2 - Breath of the Earth: Restores 60% of HP to all nearby party members.
T3 - Pulse of Life: Restores 100% of HP to all nearby party members, including KO'd.

ARC
T1 - Explosive Arrow: Delivers an explosive attack with a potency of 1400 to all enemies near point of impact.
T2 - Eagle Eye Arrow: Delivers multiple shots at once with precise aim and a potency of 3000 to all enemies near point of impact.
T3 - Artemis Arrow: Delivers a divine attack from above with a potency of 5400 to all enemies near point of impact.

PUG
T1 - Burning Rave: Delivers a fiery flurry of attacks with a potency of 2300 on a single target.
T2 - Dolphin Blow: Delivers an uppercut attack with a potency of 5000 on a single target.
T3 - Final Heaven: Delivers a charge power attack with a potency of 9000 on a single target.

LNC
T1 - Hyper Jump: Delivers a quick and piercing attack from above with a potency of 2300 on a single target.
T2 - Shadow Jump: Delivers an onslaught of attacks from between the shadows with a potency of 5000 on a single target.
T3 - Dragon Dive: Delivers an attack with the spirit of a dragon for a potency of 5400 on all enemies near point of impact.

ACN
T1 - Runaway Train: Evokes the power of Doomtrain to inflict Sleep, Poison, Silence, Slow and Stun on the enemy, while draining health from the enemy with a potency of 700 to Restore 15% of HP to all party members.
T2 - Judgement: Evokes the power of Alexander to deal an attack with a potency of 1500 on a single target while Restoring 25% of HP to all party members.
T3 - Flames of Rebirth: Evokes the power of the Phoenix to deal an attack with a potency of 3000 to all enemies near point of impact, while Restoring 35% of HP to all party members, including KO'd.


What kind of limit breaks would you like to see?
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#2 Jul 01 2013 at 2:14 AM Rating: Good
I don't think it's a placeholder because the things you mentioned were featured in the recent official trailers.

However, I like your ideas and I will think about what I would like to see.
#3 Jul 01 2013 at 8:12 AM Rating: Decent
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I just played over the weekend for the first time during beta... and only got to level 13 with limited playtime this week.

Can you tell me when Limit Break's become available?

I haven't seen it yet.

Thanks!
#4 Jul 01 2013 at 8:18 AM Rating: Excellent
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Ryklin the Malevolent wrote:
I would like start by saying that I hope SE already has more in store for LB's upon release, and that these were placeholders until then to let us test them. That's not to say that I don't like the system for it, I just don't like the way it was executed. Pug's shouldn't be using Braver. Warrior's shouldn't be using Final Heaven. Why is this Archer healing me!?




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#5 Jul 01 2013 at 9:57 AM Rating: Good
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I think one thing for people to remember, with the exception to 11, *many* of the old Final Fantasy's have Archer as a moderate White Mage/ Healer/Bard type. This isn't actually something new, but it is painful when they switch them around like that (I remember how people were made that Healing Wind was a part of Dragoon, and made it less of a DD when previously every Final Fantasy had Dragoon as a DD, and now you had them subbing Whm or Rdm to get access to healing Wind).
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#6 Jul 01 2013 at 10:01 AM Rating: Good
Hairspray wrote:
I just played over the weekend for the first time during beta... and only got to level 13 with limited playtime this week.

Can you tell me when Limit Break's become available?

I haven't seen it yet.

Thanks!


Need to be in a light party of 4 or more.
#7 Jul 01 2013 at 10:06 AM Rating: Decent
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Maybe I've been playing too much FFXI, but my personal opinion is that Knights of the Round should go to GLD and not MRD, because KotR is a sword weaponskill in XI.
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#8 Jul 01 2013 at 10:09 AM Rating: Excellent
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I quite simply don't understand why limit breaks are restricted to just parties. Why can't we have "smaller" limit breaks for less? (Or "individual" limit breaks. Insert whatever terminology you want here.) Why the insistence of restricting the ability to parties?

I think (whether you agree or not) one of the more repeated criticisms is the "boring" or "slow" combat. It would go a bit of a way towards alleviating some of the boring combat early on. Why not?
#9 Jul 01 2013 at 10:13 AM Rating: Good
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UltKnightGrover wrote:
Hairspray wrote:
I just played over the weekend for the first time during beta... and only got to level 13 with limited playtime this week.

Can you tell me when Limit Break's become available?

I haven't seen it yet.

Thanks!


Need to be in a light party of 4 or more.


Aye. This ^^

Which reminds me, has anyone ever tried grouping beyond 4 people yet? It goes Light Party > ??? > ???. I've only ever seen 1 Limit Bar (2 when you enter the final boss area of a dungeon), but I've never tried going beyond the 4-man Light Party yet.

On a side note: The level 2 Limit Break Bladedancer (I think? Blade-something anyway), activated by a STR class (LNC, PUG) is absolutely wicked!! I did it this on the last test day on my LNC and my jaw just dropped. Plus it did almost 1200 dmg (with mods from abilities, of course) to the last boss of Tam-Tara Deepcroft. Weeeeee! ^^
#10 Jul 01 2013 at 10:26 AM Rating: Excellent
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The Limit Break system is pretty terrible in my opinion. They really just ought to have individual LB based on the class/job the player is using. It doesn't feel like a team mechanic at all. It seems like they just added a flashy ability and named it Limit Break to foster some little bit of nostalgia. In the parties I've been in, people just race to jam on the button once its ready OR people forget that it's there and take on bosses without it (and still win).

Something like what the OP posted is much better. I would suggest that instead of allowing classes to get to Lv3 Limits, make that exclusive to Jobs. Have it so that each job has a Lv3 Limit that is fitting to its role in a party and the theme of the Job itself. That way, when they start adding new Jobs, they aren't doing Limits that don't necessarily fit the theme of what the job is supposed to be doing.

For example, if Dark Knight branches off Gladiator, PLD and DRK should have different Lv3 Limits that fit the job theme instead of them both doing the same Lv3 Limit determined by their base class of Gladiator. Another example being BRD and (possibly) RNG. I can see BRD getting a healing/support type Limit while Ranger would probably get a high damage single/multi-target LB.
#11 Jul 01 2013 at 10:28 AM Rating: Decent
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Ralrra wrote:
Maybe I've been playing too much FFXI, but my personal opinion is that Knights of the Round should go to GLD and not MRD, because KotR is a sword weaponskill in XI.


I based it off of the FFVII summon, the original kotr as far as I know, where the last knight used an axe. This is the only attack in a previous game that involved one that I could think of.

Again, this is just my opinion, and just for fun!
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#12 Jul 01 2013 at 10:29 AM Rating: Good
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Ryklin the Malevolent wrote:
Ralrra wrote:
Maybe I've been playing too much FFXI, but my personal opinion is that Knights of the Round should go to GLD and not MRD, because KotR is a sword weaponskill in XI.


I based it off of the FFVII summon, the original kotr as far as I know, where the last knight used an axe. This is the only attack in a previous game that involved one that I could think of.

Again, this is just my opinion, and just for fun!

Well, that makes sense then. I never got KotR in VII. Smiley: frown
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#13 Jul 01 2013 at 10:30 AM Rating: Decent
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Ryklin the Malevolent wrote:
I based it off of the FFVII summon, the original kotr as far as I know, where the last knight used an axe.
The last knight uses a sword.
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#14 Jul 01 2013 at 10:34 AM Rating: Good
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Ralrra wrote:
Ryklin the Malevolent wrote:
Ralrra wrote:
Maybe I've been playing too much FFXI, but my personal opinion is that Knights of the Round should go to GLD and not MRD, because KotR is a sword weaponskill in XI.


I based it off of the FFVII summon, the original kotr as far as I know, where the last knight used an axe. This is the only attack in a previous game that involved one that I could think of.

Again, this is just my opinion, and just for fun!

Well, that makes sense then. I never got KotR in VII. Smiley: frown


Here's what you missed...

http://youtu.be/heL6FCojAbI

And yea, totally a sword on the last dude. Although there was a big Axe in there.

Edited, Jul 1st 2013 12:34pm by Kashius1138
#15 Jul 01 2013 at 10:34 AM Rating: Default
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lolgaxe wrote:
Ryklin the Malevolent wrote:
I based it off of the FFVII summon, the original kotr as far as I know, where the last knight used an axe.
The last knight uses a sword.

Huh .. Always thought it was an axe. Though its been awhile since I played 7 so my memory could be deceiving me. Oh well, I still like the idea of a giant *** axe slamming down on the enemy!

Edit:: a yes I was thinking of this guy.

Edited, Jul 1st 2013 11:38am by Ryklin
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#16 Jul 01 2013 at 10:34 AM Rating: Good
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Kashius1138 wrote:
The Limit Break system is pretty terrible in my opinion. They really just ought to have individual LB based on the class/job the player is using. It doesn't feel like a team mechanic at all. It seems like they just added a flashy ability and named it Limit Break to foster some little bit of nostalgia. In the parties I've been in, people just race to jam on the button once its ready OR people forget that it's there and take on bosses without it (and still win).

Something like what the OP posted is much better. I would suggest that instead of allowing classes to get to Lv3 Limits, make that exclusive to Jobs. Have it so that each job has a Lv3 Limit that is fitting to its role in a party and the theme of the Job itself. That way, when they start adding new Jobs, they aren't doing Limits that don't necessarily fit the theme of what the job is supposed to be doing.

For example, if Dark Knight branches off Gladiator, PLD and DRK should have different Lv3 Limits that fit the job theme instead of them both doing the same Lv3 Limit determined by their base class of Gladiator. Another example being BRD and (possibly) RNG. I can see BRD getting a healing/support type Limit while Ranger would probably get a high damage single/multi-target LB.


This idea is pretty awesome. Here's what I see you suggesting:

Lv. 1 Limit Break = Individual limit break
Lv. 2 Limit Break = Party limit break
Lv. 3 Limit Break = Class (in light party or higher) limit break
#17 Jul 01 2013 at 11:03 AM Rating: Good
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Yotis wrote:
This idea is pretty awesome. Here's what I see you suggesting:

Lv. 1 Limit Break = Individual limit break
Lv. 2 Limit Break = Party limit break
Lv. 3 Limit Break = Class (in light party or higher) limit break


While I was mainly talking about the Lv3 Limits, your addition is pretty much perfect.

Lv1 Limits should be something can do whether or not they are in a party and is based on the class of the player. These would be about as powerful as the 2hr abilities were in FFXI. Very handy in solo play in situations that might normally be overwhelming and an "OH ****!" button in party situations.

Lv2 Limit should only be usable in a group setting and also be based off the class the player is using. These would be suited more towards party play and allow for combo opportunities. The game really needs something that requires coordination between players - Limits are a great opportunity.

Lv3 is Job specific and requires some type of coordination between party members to activate. Perhaps in order for someone to do a Lv3 Limit, they must be granted Limit from another party member? Or maybe a Lv3 can only be activated after another team mate has activated a Lv2?

The system needs to be more about group coordination than it is now. Right now the Limit Breaks feel like someone responding to, "There is no 'I' in 'TEAM'" with, "But there is an 'M' and an 'E'!!!" and then subsequently popping off a Limit Break at an inappropriate time just because they felt like it. I just don't like it...
#18 Jul 01 2013 at 11:24 AM Rating: Decent
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So the thought above would have the individual be able to usurp everyone's chance at a level 2/3 Limit? As a THM I'd be able to use my LB1 and wipe everyone else's meter? Or am I mis-reading. Frankly I prefer the FFVII system where everyone gets their own meter. That way you get personal satisfaction for playing appropriately. I do like the team break as well, but think that it should be some sort of general mechanic: the same device, but more potent as the team progresses as a whole.

The team Break would be like a def boost, then a def boost plus a heal, with an added damage boost for the whole team at rank three. That way everyone gets to participate in the system, individual breaks to use as you wish and then a team break to use for the team.
#19 Jul 01 2013 at 11:36 AM Rating: Good
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Krycis wrote:
So the thought above would have the individual be able to usurp everyone's chance at a level 2/3 Limit? As a THM I'd be able to use my LB1 and wipe everyone else's meter? Or am I mis-reading. Frankly I prefer the FFVII system where everyone gets their own meter. That way you get personal satisfaction for playing appropriately. I do like the team break as well, but think that it should be some sort of general mechanic: the same device, but more potent as the team progresses as a whole.

The team Break would be like a def boost, then a def boost plus a heal, with an added damage boost for the whole team at rank three. That way everyone gets to participate in the system, individual breaks to use as you wish and then a team break to use for the team.


I kind of like this idea. To add to this:

The team LB's can sort of be "passive", as in there is no command to execute a team break... once the level one bar fills, everyone in the party gains that passive boost. The boosts could correspond to your class, so not everyone would get the same boost. For example... the Level One meter just filled. GLA would get a passive +150 HP, while the CNJ gets +10 MND, PUG gets Attack Speed +5%. Level Two bar - GLA gets +150 HP, Physical DMG reduced 8%, etc etc. Something to that effect.

To this, they could make it so that the 3 bars take significantly -longer- to fill, since everything is passive, and then to prevent abuse of this system, they could make it so that the Limit Bars automatically reset to zero if a new member joins the party, or an existing member changes classes.

Meanwhile, everyone will have access to their own, individual LB bars that they can execute whenever they please (once its filled, of course). Maybe they could even do something like... A melee's LB can be combo'd with another melee's LB to create a skillchain (when used ~5 secs from the first LB), which the nuker can magic burst on with his own LB (Or just any spell lol). Ohh the possibilities!



Edited, Jul 1st 2013 1:39pm by Swiftskye
#20 Jul 01 2013 at 11:43 AM Rating: Excellent
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I think the overarching theme here is: limit breaks aren't reaching their potential.

They shouldn't just be graphically awesome. They should be an integral (and necessary?) part of gameplay/combat.
#21 Jul 01 2013 at 11:56 AM Rating: Good
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Yotis wrote:
I think the overarching theme here is: limit breaks aren't reaching their potential.

They shouldn't just be graphically awesome. They should be an integral (and necessary?) part of gameplay/combat.


Agreed. While the current system can be clutch, it's prone to what someone else suggested (someone fires them off as soon as they're available, or they're forgotten/not used because everyone is either saving for when you need it or just don't want to pull the trigger because they're jacking the system from the team). Without voice communication the current system is prone to misuse; how is a team supposed to coordinate on the fly unless they know they have to wait for the third boss to let the GLD use it for the damage reduction because of a big attack? Type it out? By the time you've agreed it's a good time to use it, your chance has passed--this is much worse for PS3 because of the painfulness of chat with a controller or the slowness of transitioning between controller and keyboard, never mind the fact that you're typing when you should be playing.


Edited, Jul 1st 2013 12:57pm by Krycis
#22 Jul 01 2013 at 12:35 PM Rating: Good
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The downsides of the current system is that in a regular pug group, the limit break is a first come, first serve system, so it doesn't really allow pugs to fully utilize it, and it is apparent because the current dungeons do not require them to succeed. I predict that in the end game content the use of party limit breaks will be necessary for boss fights, and which one required will be different on different fights.

A solo limit break will be players a feeling of power and accomplishment, and also let them know that they were not left out on some "fun" aspects of the game. They could be anything from a timed sensitive limit break (Two Hour) or a bar that builds up (Weapon Skill) They couldn't be something that was required in solo play, but could be something that would save you if you were close to dying.

So while I agree with the current system that is in the game, I would like to see solo limit breaks, and unique team limit breaks for each class/job.
#23 Jul 01 2013 at 12:48 PM Rating: Good
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KotR - Lvl 3 only limit break, can only be used if all stat bonuses (the ones you get for different classes joining the party) are fulfilled, and only triggers if every party member hits their LB within 1 second of each other.

Yes, it's absurd (as absurd as getting KotR was in VII), and it involves multiple classes just like KotR involves a whole party attacking with many and varied weapons/magic.
#24 Jul 01 2013 at 1:31 PM Rating: Good
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Kashius1138 wrote:
Ralrra wrote:
Ryklin the Malevolent wrote:
Ralrra wrote:
Maybe I've been playing too much FFXI, but my personal opinion is that Knights of the Round should go to GLD and not MRD, because KotR is a sword weaponskill in XI.


I based it off of the FFVII summon, the original kotr as far as I know, where the last knight used an axe. This is the only attack in a previous game that involved one that I could think of.

Again, this is just my opinion, and just for fun!

Well, that makes sense then. I never got KotR in VII. Smiley: frown


Here's what you missed...

http://youtu.be/heL6FCojAbI

And yea, totally a sword on the last dude. Although there was a big Axe in there.

Edited, Jul 1st 2013 12:34pm by Kashius1138

Yeah, back in the day I actually remember putting names to each one of the knights with the final one being King Arthur using Excalibur... And each attack was a different element, which was nice, as it would allow for some damage spikes, and drop offs (I think there was even a knight that could heal certain mobs... though everything pretty much died when the knights came out!!!.

What was really fun was getting off a 2x Knights of the Round while in All lucky 7s... you would deal 200k damage with a single round. Added to the 300k damage you would do from All Lucky 7s initial attack, it was a nice healthy dent in any of the weapons (though it was always a pain to trigger AL7 on Ruby)...

Which reminds me... They should add an AL7 Limit Break. Obviously it shouldn't do 7777*40 Attacks, but just something in honor of it:).
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#25 Jul 01 2013 at 4:49 PM Rating: Decent
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Here's what I would like to see:

Lv. 1 Limit Break = Individual limit break(would want these to function as ultimate weaponskills 2-3x power of non LB weaponskills or spells.)
Lv. 2 Limit Break = Party limit break(passive party buffs)
Lv. 3 Limit Break = Party Limit break(Implement renkei but with a twist, only tier one limit breaks are allowed to be used in the skillchain.

Lv1 Limits should be something one can do whether or not they are in a party and is based on the class of the player. These would not be about as powerful as the 2hr abilities were in FFXI. A return of two hours would lead to zergfest and X class getting invites to certain fights just for the two hour. Limit breaks in this category would equate to weaponskills/spells not available under non limit break readiness.

Lv2 Limit should only be usable in a group setting and also be based off the class the player is using. These would be passive buffs. If you chose to use a tier three limit break. A choice would have to be made to drop the persistent passive buffs for huge LB3..

Lv3 is Job/Class specific and requires renkei between party members . Limit break 3 on it's own would be weak or equal in comparison to a job/classes unique Lvl.1 LB. But through renkei the damage/effect bonus off a skillchain would trump any Lvl.1 LB by two-three fold.

Kashius1138 wrote:
The system needs to be more about group coordination than it is now. Right now the Limit Breaks feel like someone responding to, "There is no 'I' in 'TEAM'" with, "But there is an 'M' and an 'E'!!!" and then subsequently popping off a Limit Break at an inappropriate time just because they felt like it. I just don't like it...

If the bonus from tier three absolutely trumps tier one limit break. Players could still pop off an individual LB., but risk looking amateur when they ignore player synergy. To expound this contrast, the most difficult encounters could make non skillchained LB severely resisted.

Edited, Jul 1st 2013 7:03pm by sandpark
#26 Jul 01 2013 at 9:08 PM Rating: Excellent
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Quote:
So the thought above would have the individual be able to usurp everyone's chance at a level 2/3 Limit? As a THM I'd be able to use my LB1 and wipe everyone else's meter? Or am I mis-reading. Frankly I prefer the FFVII system where everyone gets their own meter.


No. Everyone would have their own meter.

Quote:
Lv1 Limits should be something one can do whether or not they are in a party and is based on the class of the player. These would not be about as powerful as the 2hr abilities were in FFXI. A return of two hours would lead to zergfest and X class getting invites to certain fights just for the two hour. Limit breaks in this category would equate to weaponskills/spells not available under non limit break readiness.


I meant on the same relative power level of the 2hr abilities. Like the equivalent of an Eagle Eye Shot or Benediction. Every class would get something pretty beefy and useful. It would be enough to get out of a hairy situation against an elite but against bosses it would be best stored up for a more powerful limit. I believe we're thinking along the same lines for LB1.

Quote:
Lv2 Limit should only be usable in a group setting and also be based off the class the player is using. These would be passive buffs. If you chose to use a tier three limit break. A choice would have to be made to drop the persistent passive buffs for huge LB3..


Interesting concept. How big of a buff we talking?

Quote:
Lv3 is Job/Class specific and requires renkei between party members . Limit break 3 on it's own would be weak or equal in comparison to a job/classes unique Lvl.1 LB. But through renkei the damage/effect bonus off a skillchain would trump any Lvl.1 LB by two-three fold.


I think the bit about LB3 being Job specific is pretty important. A) It fits the theme of what a job is supposed to be - especially useful in a group, B) It allows for more as more Jobs are added since Jobs will definitely outnumber classes, C) It prevents the situation where a DD specialization of Archer is doing a group heal or a Tank spec of LNC whips out Cloud's Buster Sword.

I like the idea of combining them, but I'm hesitant to say that they should copy the Skillchain system so exactly.

Quote:
If the bonus from tier three absolutely trumps tier one limit break. Players could still pop off an individual LB., but risk looking amateur when they ignore player synergy. To expound this contrast, the most difficult encounters could make non skillchained LB severely resisted.


Great idea!
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