I dont understand how this is not on...I love the idea of group limit breaks , but i think we should get individual ones as well. It will add another dynamic to the combat. Every class should have a few limit breaks that you can choose from and this will add in an element of customization. Why isnt this in game...is this like hard to program. I simple don't understand.
playing: Dragon Age
Waiting: for FF14, Mass Effect
Want to try: Fallen Earth
Comments
Agreed - what made limit breaks special in the previous games was their uniqueness to each character, not the class.
That said, I wouldn't object to the addition of FFXI style '2-hours" or some equivalent if properly balanced, but honestly they were rarely used in FFXI, but with the different content style of XIV, they might be moreso.
It woudnt be just another weapon skill if it was something over powered as a limit break should be and can only be used when the limit break bar is full and maybe a combination of being in critical health so it cant be used that often. The whole purpose of a limit break is to be used in a desperate critical situation to turn the tide around. And of course it should also look way more fancy in animation than just a normal weapon skill.
I think you undermined your own argument by describing them as 'overpowered'.
Also, the critical health idea wouldn't work - people would exploit it in raids, leading to some ridiculous behavior. There was a time in wow that paladins dealt more damage the lower their health was...they were encouraged to stand in the fire...Also if XIV raids are balanced anything like WoW raids, being in critical condition will be a fairly common thing, and not the desperate rare situation you are going for.
A 2-hour or some other long cooldown might be fine for that - you'd be careful to use it at the right time. The bar, while fun and FFish, would be redundant in that case, unless it decayed when not fighting so that it'd only be usable in extended boss fights or persistent dungeon crawls...
Then, you'd basically be left with the tp gauge from XI with the 2-hour from XI tied to it...I think the people complaining about this fall into one of a few categories
a) "No fair I want to be able to do that really cool attack too! Why does only person get to use it?" As opposed to seeing the value in having one person or another use it at the right time, under the right conditions, to obtain the ultimate goal of victory.
b) "My limit break sucks so I don't get to use it very often, I want something I can use too". Even though it's pointless. It would be nothing but fluff. The dev response would be simply increasing mobs hp...not going to change any dynamic at all.
c) "I miss skillchains". They were pointless, and after RotZ rarely even thought of. No reason to do all the extra work creating a new SC system, balancing it, etc just to end up in the same spot we were before.
Bottom line: People are always going to ask for more, that's a given. Just gets annoying after a while. People get a taste of something and want more it, and for themselves, no matter how pointless it would be.
Tell me with a straight face you woulnt want Omnislash ? seriously ? you know you want it.....you can alrady hear that sound.....
I woulnt mind a personal limit break to spice combat up, maybe it might be something for the future ?
This ^
It boggled my mind why NONE of the die hard final fantasy fans were fighting to keep the limit break system in beta.
Now, I fear it's much too late. Coming from FFXI, I'm baffled as to why they would get rid of it. Yes, it makes combat much much easier, too easy imho. But it does so by losing one of the main group dynamics from FFXI, and that's skillchains & magic bursts.
They already have limited limit breaks in the game, there's no reason why they couldn't revamp that per class. Or even add in a simplified skill-chain system for some of the harder content that's supposed to be added.
Skillchains were MADE pointless, in attempt to make FFXI a more casual / solo-friendly game. It got dumbed down, turned into TP burn parties, and now it's been dumbed down further.
Limit breaks have always been a staple of the Final Fantasy IP. It's insane to see so many die hard fans just letting this key component of the franchise die, like it's no big deal. R.I.P. one of the more interesting systems FF had to offer the RPG world.
I think the reason we won't be getting them is because of the way the weapons and weapon skills are setup. In FFXI each weapon had it's own skills, but weapons like a dagger could be equipped by multiple jobs. In FFXIV your weapon determines your job, so instead of having weapon skills we have job or class skills.
With the way the global cooldown is we use our weapon/job skills every 2.5 seconds, instead of %100 TP. I think we would have to go back to the old system to be able to chain skills, since we use them too fast now.
I would like to see 2hr abilities make a comeback, Hundred Fists ftw.
Edit: For some reason I had Skillchains in my head. I do wish the Limit Break system had more complexity though.
Except it isn't designed with individual gratification in mind. Its a mechanic designed to be used in a strategic way to benefit an entire party and contribute to the overall success of the group. But all people are seeing is "OMG LIMIT BREAKS! WHY DON'T I HAVE ONE?!?!"
Aye, but that's one of the things that made them great.
I get why they don't have them. But I also don't agree with the decision. It's carving out a significant piece of FF's soul to appeal to instant gratification, ego players. And I get what you're responding to.
If they just gave people individual limit breaks just to have them, then it would be stupid.
However, if they kept them as something meant for a group dynamic, tied it into a combo system (even if not as robust as FFXI), and balanced boss fights around it. They'd now not only have a much more interesting group dynamic in the game, but also an easy metric on which to balance boss fights. Have the easier fights balanced around not having the limit break, and have the harder fights require it. Which is something they've already been talking about doing for certain fights, except it's much, MUCH more simplified.
When FFXI was first released, Skillchains were a big deal, and it helped distinguish the good parties from the bad. It also helped make the more difficult encounters go by a lot faster, as well giving backline classes something to pay attention to. It seems like an awful lot to give up, for very little benefit.
- That said, I don't expect the limit break system to change, at all.
This. It's not just a simple matter of adding and balancing limit breaks on an individual level (though make no mistake, that is a 6 month plus task in and of itself). You would have to redesign the entire battle system from the ground up. After all, you need to determine exactly how much each skill is going to fill the limit break bar if it's individual. Does everyone fill at exactly the same rate? Does taking damage increase it as well? etc.
So, are limit breaks the exact same as they have been in every other FF? No.
Are they working as intended by the developers? Are they unbroken and well-functioning? Yes.
Why go back to the drawing board entirely just to develop a whole new system that may or may not be working or balanced? Because some people want to do things on par with what they've seen the group limit breaks do? Simply because some people want to feel big and bad on and individual level outside of their skillset? The Limit Break system as it is now accomplishes the same thing as a skillchain system or individual coordinated limit break system would. It does so in a different way, but it's essentially accomplishing the same thing. Co-ordination is still required, timing is still required, selection of the proper one to use at the proper time is still required. The only difference is now the group contributes to one event that reaches critical mass, and has more depth because there are three different levels, all with varying degrees of effect.
Edit: Wanted to include an example to emphasize my point
In ffxi, assuming there are no negative effects (reflect, etc) and under the perfect situation (having two DD's with the correct WS that can form an SC and having a BLM to MB with), you simply SC/MB as much as you possibly can to maximize the amount of additional damage being done from SC/MB.
In FFXIV there's more to think about, even if it SEEMS more simplified. Do you use a level 1 LB on all three (assuming there are three) bosses along the way in a dungeon? Do you use no LB until you hit the last boss because it has a really nasty AoE or spawns a ton of adds and you need the BLM LB AoE to make it easier/possible? This requires much more strategy than the skillchain system ever did.
I have no clue what you are on about. Any FF fan knows that the mechanics of each FF installment vary, often widely, and that limit breaks have hardly been in all or even most of the games - VII being the first in title and, until XIV I believe only use of the title 'limit break' - there were games where some similar mechanic showed up, but always with some variation. It might be something recognizable about the series, but its hardly a distinguishing feature anymore, let alone a 'staple'. Them not being in for 1 game hardly spells their 'death' within the franchise as a whole given its nature.
Furthermore, if there was something that made limit breaks special in past games, it was that they were the specific *signature* moves of a given character (hardly an idea first used in FF games as far as RPGs go, btw) - a character breaking their *personal* limits. Cloud breaking Cloud's limits by doing what only Cloud can do best, not Cloud breaking the limits of what any mercenary can do. They were not bound to 'job'. In no game where the job system was featured did limit breaks make an appearance, save in name only in XIV now, because generic job-bound ultimate moves would be just that and not limit breaks. Frankly, they should not have even used the title 'limit break' for what we have in XIV as they are generic and group-based rather than personal signatures, and individual job-bound ultimate abilities would not be any more worthy of the title, going by the franchise norms.