Flintlock
Pro Adventurer
(Regarding the thread title, obviously they're not all called limit breaks, but that's probably the name that most of us would use to describe all of them)
Each system has its own strengths and weaknesses, but which is the best, and which is the worst?
I think Final Fantasy X has the best system, Overdrives. Characters build them up, initially through taking damage from enemy attacks, but later through a variety of other means. That's one of the things I really like about the system; it can be tailored to suit your needs. For example, I always equip Rikku (and anyone else who knows the steal command) with Slayer in an area with Machina, because it charges fast. On the other hand, Slayer is useless in boss battles, so it's not all-powerful. The Overdrives all have their own methods of activation, which I think is more fun than just unleashing them with a tap of X. Another important feature that Overdrives had was that they did not have to be used at any particular time - they could be saved for a later battle - and they did not take the place of the regular attack command, so they weren't a disadvantage or an annoyance to have at any time.
The worst system, on the other hand, came in the very next (main series, single player) game. Final Fantasy XII has Quickenings, which made no sense to me. Rather than being last-gasp moves that were the result of suffering for a long time, it's possible to charge them up by... walking around in circles. Or touching a save crystal, or going to sleep on an airship, and so on. For some reason they are linked to your characters' MP through Mist Charges, which meant that using them would leave you needing to restore your MP immediately afterwards. The attacks could be chained together, and although they could be powerful, they were completely uninspiring. Each character's Quickening of a given level did the same damage as any other character's and none of them were elemental or inflicted any status effects (even though some of them had the appearance of being fire- or ice-based). Although they had their uses in some boss battle strategies, they were pretty much all-or-nothing attacks, due to the need to restore MP afterwards. Even Square Enix recognised the problem of linking them to MP, because they fixed it for the International version of the game.
As for the other games, I have pretty much never got a desperation attack in VI, as they are quite rare. VII's limit breaks were good, but it was annoying that they stopped you from using the regular attack command. Some characters' final limits were disappointing, too, because they only hit once and there was a 9999 damage limit. VIII's limit breaks were too easy to access with Aura and too powerful, at least for Squall and Zell. It also felt silly to keep tapping triangle in the hope of getting one - what did that represent in the game world, anyway? The biggest annoyance of IX's trances was that they could be activated at a bad time, like the very end of the battle. Other than that, I understood the premise behind them, and I liked that they were actually used as a plot device outside of battle, unlike pretty much every other game.
Sorry, long post. What do you think?
Each system has its own strengths and weaknesses, but which is the best, and which is the worst?
I think Final Fantasy X has the best system, Overdrives. Characters build them up, initially through taking damage from enemy attacks, but later through a variety of other means. That's one of the things I really like about the system; it can be tailored to suit your needs. For example, I always equip Rikku (and anyone else who knows the steal command) with Slayer in an area with Machina, because it charges fast. On the other hand, Slayer is useless in boss battles, so it's not all-powerful. The Overdrives all have their own methods of activation, which I think is more fun than just unleashing them with a tap of X. Another important feature that Overdrives had was that they did not have to be used at any particular time - they could be saved for a later battle - and they did not take the place of the regular attack command, so they weren't a disadvantage or an annoyance to have at any time.
The worst system, on the other hand, came in the very next (main series, single player) game. Final Fantasy XII has Quickenings, which made no sense to me. Rather than being last-gasp moves that were the result of suffering for a long time, it's possible to charge them up by... walking around in circles. Or touching a save crystal, or going to sleep on an airship, and so on. For some reason they are linked to your characters' MP through Mist Charges, which meant that using them would leave you needing to restore your MP immediately afterwards. The attacks could be chained together, and although they could be powerful, they were completely uninspiring. Each character's Quickening of a given level did the same damage as any other character's and none of them were elemental or inflicted any status effects (even though some of them had the appearance of being fire- or ice-based). Although they had their uses in some boss battle strategies, they were pretty much all-or-nothing attacks, due to the need to restore MP afterwards. Even Square Enix recognised the problem of linking them to MP, because they fixed it for the International version of the game.
As for the other games, I have pretty much never got a desperation attack in VI, as they are quite rare. VII's limit breaks were good, but it was annoying that they stopped you from using the regular attack command. Some characters' final limits were disappointing, too, because they only hit once and there was a 9999 damage limit. VIII's limit breaks were too easy to access with Aura and too powerful, at least for Squall and Zell. It also felt silly to keep tapping triangle in the hope of getting one - what did that represent in the game world, anyway? The biggest annoyance of IX's trances was that they could be activated at a bad time, like the very end of the battle. Other than that, I understood the premise behind them, and I liked that they were actually used as a plot device outside of battle, unlike pretty much every other game.
Sorry, long post. What do you think?