DRK Consolidated Feedback Thread
Hey guys, it's time we get serious and organize our feedback so that we can hopefully get Yoshida and his development team to hear our issues and complaints.
This type of thread is very successful in the JP forums. Ideally you should limit your post to a single issue so that other users may upvote it specifically. This will make it easier for the development team to see which the community stands behind the strongest.
That being said, feel free to make suggestions as other users will be able to make their posts as well.
Please be cordial and refrain from derailment as best as possible.
Please Revisit Living Dead Adjustments
This ability is generally a burden.
We usually have to either plan its usage which requires coordination with the rest of the party. Furthermore, the cooldown time is extremely long, which is very punishing if we use it and it does not activate.
I think the core design is flawed in that it shifts a greater burden onto healers than Holmgang does in that it requires healers to heal the DRK to full HP instead of just enough to survive.
Furthermore, if the DRK fails to break Walking Dead, they're left with a greater cooldown timer than Holmgang, and no benefit unlike Hallowed Ground.
Please look into better options for DRK. I think there are plenty of solutions which would still fit with the DRK theme, but be more satisfactory.