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Limit Breaks Follow

#1 Jun 24 2009 at 11:48 AM Rating: Decent
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Hey all,

So I was thinking about what form of Limit Breaks could be used for FF14 so here we go;

Since FFXIV is "weapon focused" what ever that really means, an interesting idea could be to use the "Quickening" system from FFXII, alone they can do some decent damage, but skilling together with team work can be amazing. now this could be based on a TP meter, FFXI as we all know goes up to 300%TP, which is almost the same as FFXII in the sense that you can have a max of 3 mp bars for Quickenings.

Something else that could be fun is the trance system in FF9, once the bar is filled you unlock your characters hidden powers, so instead of limit breaks being all attack based, why not make it skill based? that way mages and lower DD jobs will be more equal, example can be for mages to have higher cure potency, loss of hate, or maybee an ability that casts a super stong regan with players in range.
DD's would have skills that bring hate, do extra DD with DoT's or buffs,
Well you get the idea.
Trance mode if FFIX isn't player controlled in just activates when full so sometimes it can be wasted, so timing might need to be worked on abit, none the less it sounds like a fun idea....


Anyone else got any ideas?
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#2 Jun 24 2009 at 12:03 PM Rating: Good
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In a different thread, someone mentioned an FFVII-esque bar that slowly fills every time you deal damage or take damage or whatever. When it's full, you have access to your limit break. I think that's pretty neat. For tanks, you could make it whenever they take damage and have their limit be something that really helps their tanking. For healers, it could be every time they heal, and their limit is something that can really make the difference in a pinch.

I'm not a big fan of the current 'you just used this ability, now you must wait 2 hours to use it again'. I think the limitations should be more contextual and less strict and imposing.
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#3 Jun 24 2009 at 12:05 PM Rating: Decent
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Limit break isn't just your 2hr, it's more of your WS in FFXI, and the FFVII style is what FFXI is more or less.
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#4 Jun 24 2009 at 12:13 PM Rating: Good
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My line of thinking was that your limit break is your really big abilities. Weapon skills are more like the little things that uniquely define a melee class and its role in parties. When I think 'Limit Break' I think of an ability that pretty much annihilates my target, which I don't feel Weapon Skills really come across as.

edit - mostly because you dont have a limit break in FFVII every fight, and in FFXI it's pretty uncommon to not use your weapon skill at least once per fight.

Edited, Jun 24th 2009 4:14pm by Kharmageddon
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#5 Jun 24 2009 at 12:20 PM Rating: Decent
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yeah, but the idea behind my post was to change that in FFXVI, FFXI was okay but it's a pain to play a job and never have the need to use your 2hr, so your weapon skill is more or less your 2hr, Also If you look back at FFVIII, you can use that every fight if you wanted, and FFXII you can use it over and over if you have some ether's or elixers.... This idea is not about FFXI alone, it's about a FFXVI, we are not supposed to talk about what FFXI's limit break is.
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#6 Jun 24 2009 at 3:50 PM Rating: Default
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i hope it does go back to the ffvii/ffx style limit breaks. they obviously need to make them class based (if they even do classes) like palidans bar grow through stoic actions while ninja's grows though evasion and technical attacks. that and it was so satifying pulling off an Omnislash, Flame Tornado, or Lionheart to demolish you opponents.
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#7 Jun 24 2009 at 5:23 PM Rating: Default
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Isn't your "Limit Break" basically what umm..TP is?
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#8 Jun 25 2009 at 6:29 AM Rating: Decent
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In ffxi, limit break to me was 2hr abilities.

I had a random thought, what if you had 2 meters. One that looked like tp (still called tp) meter, but acted in a different way depending on the job/weapon. Like you could use tp starting at 50, and use only in incriments of 50, if you build up 400 worth of tp you could rattle off different attacks at 50 tp use each. After battle it deteriates at a pace of about 2-3 every 3 seconds. Another way is in incriments of 100, these would be heavy dds such as knight class jobs and warriors. Limit of 500 for both?

Second meter would be your real limit break meter, in combat the more active abilites you use and weaponskills/abilities/spells used with the tp system would cause this meter to increase throughout a fight, once the meter went to full you could activate one of different abilities that would be considered 2hr in ffxi. Each job had 2 or 3 different ones to choose from but only 1 at a time. Once used the meter resets and they can build it up again for us. After battle ends no matter what however the meter is auto reset.

I'll use two different examples to make my point.

Warrior and Ninja, Warrior has a tp gauge of 500 max, but is currently 0, ninja has same gauge of 500 max and currently 0. They fight along side each other, the ninja attacks quickly and can start using weapon skilled abilities starting at 50, warrior has to wait till 100. The active abilites the warrior has helps to quicken the race and also strengthen the blows to where they pretty much equals out, also the ninja uses more utility in his skills, such as enfeebling and stunning the monster along with damaging attacks. The fight is exceptionally difficult and their flurry of attacks cause their limit break meter to significantly rise. The ninja gets a list of abilities to pop up and uses "mark of shadow" an attacking limit break ability that causes the ninja to disappear and reappear several times doing many attacks and confusing the target. Warrior uses "mighty strikes" which enhances his critical strike rating and attack speed which can scale depending on how strong the warrior is (since no levels) for several seconds. Effectively enhancing his weapon skilled attacks.

#9 Jun 26 2009 at 10:30 PM Rating: Good
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1,603 posts
FFXI's TP system is pretty much what a limit break is, and FFXII's quickenings are basically identical to skillchaining. You're asking to bring back an ability that already exists. It's like me saying, "Hey! Wouldn't it be cool if mages can cast a magic spell after melee characters unleash their special attacks to cause more damage?"

Maybe they can implement weaponskills of some sort that are exclusive to a particular class, and it doesn't matter what weapon they are using. Perhaps a Shield Blast for Paladins that unleashes a surge of energy from the shield with damage based on the amount of hits it has absorbed; A four-fold attack for Red Mages that can inflict up to four status ailments; Breaking moves for Monks that cause damage, and disable certain enemy attacks; Perhaps a Gemini ability for Ninjas that creates a copy who also attacks the target until the ninja clone or actual ninja is defeated; A Rest in Peace ability for White Mages that instantly defeats the undead, or causes significant damage to undead immune to instant KO; a supportive ability for Black Mages reducing MP cost to 1 point for a limited duration; an intimidation move for Dark Knights rendering their opponent incapable of action, or extremely reducing its defense.

I can go on and on... Dragoons have this really cool ability where they...
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#10 Jun 27 2009 at 8:44 AM Rating: Decent
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Well I did change it up a bit, however. I use tp as an example, they may make the same system and call it jp or whatever else you want to call it.
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