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  1. #1
    Player
    Kelg's Avatar
    Join Date
    May 2012
    Posts
    437
    Character
    Kelg Granthal
    World
    Sargatanas
    Main Class
    Ninja Lv 100

    Living dead improvement ideas

    Living dead is supposed to be DRK's "hallowed ground" skill, but it falls short... It requires you to die for it not to be wasted. This is a problem because most of the time if a healer sees you dying, they will blow all their cooldowns and do everything in their power to keep you alive. Every time I try to use living dead, it fails in one way or another. I am either saved, and the skill was completely wasted, or I do become walking dead. Usually when this happens, the situation is usually so bad that we end up wiping anyway.

    A couple ideas I have for improving living dead, based on my experience playing DRK(I am not suggesting adding all of these effects to the skill, maybe just one or two of them to make it a more desirable ability):

    • Increase HP healing from all sources while in walking dead or living dead significantly, maybe something like 50%. This way the skill won't be a complete waste and you won't feel bad for surviving.
    • Increase damage dealt while in walking dead by 30% or so. This would fit the theme of the Dark knight a bit, and would make it be more like a last resort.
    • Increase the duration of walking dead to 15 seconds or so. At this time it's just a worse version of hallowed ground.
    • Give walking dead a distinct visual effect, so that people can know that it's active.
    • Have all actions heal hp for 100% of damage dealt while in walking dead. This would fit the zombie theme of the skill.
    • Make dark arts cost nothing while in walking dead. This could be interesting at least.
    • Make the cooldown become 30 seconds if walking dead doesn't activate.


    Or you could just change the skill to dread spikes like it should of been...


    Something like this:



    Dread Spikes: Covers you with dark spikes that steal hp from enemies who attack you for 100% of their damage dealt. Wears off after hp equal to 50% of your max HP has been drained.
    http://ffxiclopedia.wikia.com/wiki/Dread_Spikes

    Recast 360 seconds.

    Duration 10 seconds.
    (1)
    Last edited by Kelg; 07-02-2015 at 05:41 AM.

  2. #2
    Player
    Zyph's Avatar
    Join Date
    Aug 2011
    Location
    Hecking my bed
    Posts
    804
    Character
    Zafeira Zhalwann
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Having it immediately put you back at 50% HP and only require 50% of your HP to be healed back would be a great goddamn start.
    (1)

  3. #3
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Honestly, imo the ability is mechanically fine as it is and can provide a greater length of time in which the healer can leave you be than the other two.

    The thing is it requires a little more awareness and coordination or else you could end up with a dead tank. Part of this can be simply solved by you as the tank having callout macroed with the ability to let people know you used it and it would also be useful to have a callout macro for when you go into the Walking Dead state.

    Really all it needs is better feedback for when you get the Walking Dead state on you, such as an Aura visual effect or something like that to provide visual feedback to the healer and party.
    (0)

  4. #4
    Player
    Zyph's Avatar
    Join Date
    Aug 2011
    Location
    Hecking my bed
    Posts
    804
    Character
    Zafeira Zhalwann
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by TouchandFeel View Post
    Aura visual effect or something like that to provide visual feedback to the healer and party.
    HP bar turns green and sickly. That would be clear as day for healers.
    (5)

  5. #5
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    A better visual indicator is a must for sure.

    I'd personally liked to have seen some kind of synergy to the HP drains while under the effect. Say a 800% HP return on Soul Eater and Abyssal Drain.
    (1)

  6. #6
    Player
    Dualblade's Avatar
    Join Date
    Feb 2014
    Location
    Night Kdark
    Posts
    2,190
    Character
    Juyon Intoner
    World
    Cactuar
    Main Class
    Gladiator Lv 80
    I think the only true change it needs immediatly is to have things like Benediction work on it (if that is still something that doesn't take it off). Now if it needs other changes besides that then fine, but this needs to be done.
    (0)

  7. #7
    Player
    Illya's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Illyasviel Einzbern
    World
    Ultros
    Main Class
    Marauder Lv 80
    There's nothing wrong with Living Dead and complaining about it when Squenix has never addressed Holmgang is probably tilting at windmills. It's clear that in Squenix's minds, only PLD is allowed to have a genuinely useful, run-saving "OH S***" button because only PLD is the MT in their minds. WAR and DRK are always the OT role as far as the game's designers are concerned.
    (0)

  8. #8
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    try using living dead with an AST healer...

    Honestly I think the ability is goofy and probably the only ability on Drk I'd actually want to see reworked.

    Eg. For 10s all incoming damage is redirected to your Mana pool at 20% of its original damage. If your mana reaches 0 the damage will affect your health as normal.

    Id just pop Living dead and then blood price and wait for the healer to catch up.
    (0)
    Last edited by Hundred; 07-02-2015 at 04:38 AM.

  9. #9
    Player
    Kelg's Avatar
    Join Date
    May 2012
    Posts
    437
    Character
    Kelg Granthal
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Illya View Post
    There's nothing wrong with Living Dead and complaining about it when Squenix has never addressed Holmgang is probably tilting at windmills. It's clear that in Squenix's minds, only PLD is allowed to have a genuinely useful, run-saving "OH S***" button because only PLD is the MT in their minds. WAR and DRK are always the OT role as far as the game's designers are concerned.
    Living dead is not even up to homgang in terms of usefulness.

    Holmgang, recast 180

    Pros
    Can stop you from being knocked off the arena by attacks like landslide
    Can stop an enemy in their tracks
    Cannot fall under 1 hp
    short cooldown

    Cons
    Does not act as a defensive buff, but rather a safeguard against death.
    Can end up binding yourself and not the enemy.
    Requires a target to use.

    Living dead, recast 300
    Pros
    Has the possibility of being like a 10 second holmgang with an organized group.

    Cons
    Requires death to become active, otherwise, completely wasted
    It is potentially a 10 second holmgang, but you must be healed to 100% in order to survive.
    Requires organization to be useful
    No extra utility
    Longer recast than holmgang(almost as long of a recast as HG), while being more gimmicky


    Also, the dark knight is less useful than the warrior overall. Anything a dark knight can do can be done just as well, or better, by a warrior.
    (0)

  10. #10
    Player
    Illya's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Illyasviel Einzbern
    World
    Ultros
    Main Class
    Marauder Lv 80
    You forgot that Holmgang only lasts 6 seconds, not 10 like Hallowed Ground and Living Dead (if activated). It binds you which makes it utterly worthless for 99% of potential life-saving uses because you're just standing there waiting for the boss to put a ground AoE under you that inevitably goes off just as the effect expires so Holmgang actually ends up killing you. Holmgang's short duration resulted in the scenario against Bahamut where the WAR basically could only Holmgang at best up to the 3rd Akh Morn. Most WARs preferred to Holmgang Akh Morn #2 because the latency of it's effect going off combined with Akh Morn #3 lasting about 5.5 seconds meant perfect timing was required or it would kill you because if didn't go off in time, or expired too early. WARs could not Holmgang Akh Morns #4 or #5 because it's short duration would kill him when it expired before Akh Morn completed. To add insult to injury, the PLD had to Cover him as the Holmgang effect expired or Bahamut's auto-attack would kill him instantly after Akh Morn completed. Meanwhile the PLD was free to HG the 4th or even 5th Akh Morn and stand there laughing while Bahamut hit him over and over for zero damage. Holmgang is total garbage, period.

    Living Dead is amazing if your healer knows how it works, you basically have 30 seconds where the healer can DPS a lot and slowly let you die, then he lets you die around when the 30 seconds buff is close to expiring and then you're unkillable for 10 seconds during which he only needs to heal you for your total HP amount (not up to full). You can move freely during those 10 seconds to avoid ground target AoEs. Imagine if it was PLD + DRK as the tanks instead of PLD + WAR during T13, Akh Morn could be made almost entirely trivial because both PLD and DRK could do Akh Morns #4 and #5, and with some CDs Akh Morns #1-3 don't do very much damage.
    (1)
    Last edited by Illya; 07-02-2015 at 06:53 AM.

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