Make Superbolide & Hallowed Ground 4 min CD's.
Thanks.
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Make Superbolide & Hallowed Ground 4 min CD's.
Thanks.
Posts like this are why jobs got homogenized. Whether that's a good thing or not, I'll leave for others to comment.
It does lead to some communication, such as who will invuln first, when we only need very little of that even to get through Savage as it is.
I do think the actual benefit of invincibility is overblown and that SE value it too highly. Anyone that has used Blackest Night a lot on Dark Knight knows how it can make you feel invincible for a while on a 15 second basis, leaving few-second gaps where you're vulnerable. With invulns only lasting around 10 seconds, it's not going to be overpowered in any kind of way as long as the cooldown is a minute or more, because of the way bosses have mechanic, after mechanic, after mechanic.
I feel a big point, and what OP is likely getting to, is that a supermajority of players don't use invuls at all, and they are primarily used to cheese TBs that normally require swaps or multiple players, with that in mind, nothing but the actual CD length matters, and WAR is disproportionally benefited by having the shortest cooldown, a good example this expansion was EX2, that had enough time between TBs that a WAR could take them both without ever needing to swap, while any other Tank would need to swap.
So, is Living Dead batter than Hallowed Ground and Superbolide that it gets to keep it's 5 minute cooldown?
Paladin is already crazy right now. It doesn't need to be better.
Nah. I think all tanks but PLD needs to lose their invuln :^)
I agree with this. Either that or some other tanks can use them with a lot of per-requisities and maybe even sacrifices. Like what if Warrior needed to spend 100 fury for a Holmgang?.
As it is, they are too boring.
So many mechanics are just cheesed with Invulns, but these are on *hard* fights. Fights we shouldn't be needing to resort to it. it's boring. Half the tankbusters in Savage and Extreme I don't even get to do properly because lol invuln.
Being completely fair, the devs have ways to make damage ignore invul, for example you can't Invul Enrages no matter what, anything that you *can* invul, it is something that the devs wanted to leave the option to invul, so it is by design... there is an issue to be stated that anything that can be Invul'd through will, but eh, that can genuinely be solved by making frequent enough TBs if the devs want them to happen while still leaving the option, a boss could throw out a TB after every major mechanic to force past the Invuls, while still leaving the option for some to be cheesed.
Just like how there is a lot of knockback that you can't Arm's Length/Surecast/Inner Release and ignore, so any KB that you can KB immunity through, it is something the devs wanted you to to have the option for KB immunity.
I rather want them remove all tanks invulnerability and heavily nerf their self-sustain and mitigations to give healers something else to do then just spamming single DPS skill like 95% of time in 90% of the content.
Remove Invuns. They have needed to go for a long time. This game does not need them. Force Tank swaps and cooldown rotation. Even in Savage you still don't Tank Swap and just ignore any major buster mechanic. That's embarrassing.
They have the capability to prevent Tank Swap cheese though, because it was done in P8S for example. If you only invuln'd that, you were dead. I think Valigarmanda was like that as well. The DoT does extra damage if there isn't a swap, so once invulns goes, bye.
All I know is that I'm not a fan of DRK or GNB invulns and avoid using them.
I agree with most of this but tanks having a panic invuln on 10 minutes shouldn't be that outrageous. As a former healer main I want to feel something when healing, sure, but at the same time if we go too far the other way too abruptly there's going to be a massive dropoff of tanks which creates a whole new problem.
Totally agree that tanking is laughably braindead, though. I remember going from tank main to caster and healer main in EW and finding out how much I sucked.
I can dismiss all roles as being nothing:
"Tanks just stand there and do nothing, eating mechanics".
"Healers just spam their 1 attack".
"DPS just do damage"
But actually playing each of them you learn otherwise, because certain DPS (especially melees) get very distracting just doing simple mechanics that tanks and healers find easy and they die to things that tanks don't. As a tank you realize you're doing lots of mechanics so that the other roles don't have to deal with them, and considering others' such as dragging things into AoEs and opening back and sides for positionals. As a healer you realize there are fights that exist that require actual prog of your heal rotation.
In dungeons, they're all braindead. Lucky if a mechanic even kills DPS in these since you can get away with eating a tankbuster on a DPS.