The only thing I would ask that they add onto DRK was when WD comes on that it grants healing a extra 50% or something.


The only thing I would ask that they add onto DRK was when WD comes on that it grants healing a extra 50% or something.




To clarify, Dark Knight's "cheat death" ability is called Living Dead. It applies a buff with the same name and lasts ten seconds. Upon taking lethal damage, the Living Dead buff is replaced by Walking Dead which lasts ten seconds. If the Dark Knight is not brought to full health after those ten seconds the result is fatal.
In this scenario, Living Dead was applied a fraction of second before the fatal blow landed. This was not enough time for the server to recognize the activation of Living Dead. For that reason, there was never an opportunity for Walking Dead to come into effect.


This is not how LD works. You have to be healed for x, where x=your maximum HP. Whatever damage you are taking during the immunity is wholly irrelevant.
(10K HP) - > LD - > 10K damage taken - > WD (1 HP) - > 5K heal (5K HP) - > 2K damage taken (3K HP) - > 5K heal - > WD cleansed (even though you still only have 8K/10K HP).
Idk I'm really truly not trying to be a jerk but I really don't understand how such a controversial ability with so many eyes on it still has so many people not understanding its mechanics after 2 years, and then suggesting adjustments even without that basic understanding of how the ability works.
Last edited by SyzzleSpark; 05-11-2017 at 09:08 PM.

I'm not saying it doesnt work as it was designed. When it does work, it works fine. I'm saying it's not implemented very well. Its poor responsiveness and massive delay makes it much less effective than a 30% damage reduction and Convalescence. In the heat of the moment, though, one button press is better than two, especially with animation lock. We get Flash, though it's not effective against a single target like a boss, because it doesn't just lose its intended effect in a boss fight. It still generates threat. Which is why i think Living Dead being designed specifically for scripted sequences of damage is wrong. The difference is that Flash is more responsive when it comes to player input. If the intent was to have Living Dead *only* be useful for stopping specifically planned damage and be completely worthless everywhere else, it's a badly implemented ability and i doubt that was their intention.


The problem isn't really the ability so much as it is the delay between the ability being used and the server recognizing it was used. The same thing happens with Hallowed, Benediction, and even Lustrates.
You were killed before Living Dead was up, so you used it a little too late. If it had been used in time, you would have become Walking Dead and there would have been a chance to save you.
There's also an issue with healers seeing Living Dead and spam healing before Walking Dead even takes effect, so you live a little longer but may not have Walking Dead up for something like a tankbuster that was still incoming.

There is no delay issue really.... nobody has 10 secs of server delay (if you do............maybe raiding isn't the thing for you). Tanks need to be better at assessing their situation at least 2-5 sec prior to inc shit-storm. If you're having to mash the skill 1 sec or .5sec prior to death you need to better your assessment of your critical situations. It's the only of the 3 immunities that offer prep time
Note hallow ground animation/status effect sequence is worst than LD....js



OP, this is supposedly an intentional limitation of these abilities, according to the developers. They've been asked about Hallowed Ground, Holmgang, and Benediction before (which all have similar or worse issues), and that's how they've responded. However, it's not just these abilities that have that activation delay - if you try to catch a tank buster super late in its cast bar, it will ignore your last-second Sentinel or whatever because the server hasn't acknowledged that you used it yet.
Basically, you're right in that it's implemented poorly. A ton of complaining has already been done, though, and it seems unlikely that any more will actually have any effect.




The activation period, while a nuisance, isn't really the main problem with any of the tank invincibility moves. Mitigation is meant to be proactive, not reactive. To be honest, the biggest problem with Hallowed was waiting for the cooldown to reset between pulls during raid progression, and that was addressed when the devs made your cooldowns reset on wipes.
The biggest problem with Living Dead in particular is that it forces a level of coordination which is simply not required for either of the other two tank invincibility moves, for a lot less value in return. People tend to forget that the "invincibility" period for LD also ends when the healer cleanses the debuff. So while you could get a full 9 seconds of survival out of it with a last second Bene or focused healing combined with some inhuman mental math (wait until 9 seconds have passed to heal up that last hp!), you're probably going to get a much shorter duration out of it. While the recast is shorter than Hallowed (5 minutes vs. 7), the recast isn't short enough to get an extra use out of it, like Holmgang.
It's also bizarre to place the most healing intensive debuff on the tank which has the least amount of self-healing. Granted, traditionally in FF Dark Knights have had life stealing skills built into the job, but most of those sorts of abilities are on WAR for some reason.
I'm sure that more people would be happy with it if you either had some way of dealing the debuff yourself, or if it offered something special that the other two tank invincibility cooldowns does not. Right now, it's a lot of extra effort for a cooldown which attempts to find a middle ground between Hallowed and Holmgang, and falls short of both in the process. I would like to see this addressed.

Yess!! Healers can shaft drks by healing too soon........... but the only perk of this CD over the other tanks is prep time. 10 secs heads up is huge!!!! Image if you could precast HGs 10 sec before you needed it?!!




That sounds like it would be incredibly useful in a game with encounters that aren't as perfectly scripted as this one. Also, even if you don't time Hallowed, you still get use out of it because it negates all damage and prevents you from getting vuln debuffs. You don't have to wait to reach 1 hp for it to start working.
You know, if you're really that keen on Living Dead, I'd happily trade you for Hallowed on DRK.
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