Page 4 of 5 FirstFirst ... 2 3 4 5 LastLast
Results 31 to 40 of 41
  1. #31
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Nedkel View Post
    There are thousands of effects that deals some dmg, if you get to 100% in the last second and the -1 damage will pop you are death, thats ridiculous.
    No you won't. You don't have to be healed to 100% of your HP, only for 100%. Even if that was the case, you still wouldn't die because Walking Dead ends as soon as the 100% healing requirement is met.

    People also forget the fact that 10 second activation period not only makes LD easier to time, it also makes it the only invuln that doesn't have 1 second+ of it's duration wasted. Sure you need more healing than after Holmgang, but you've also got way more time for it, especially after multihits like Akh Morn.

    DRK's got a lot of issues, but LD is hardly one of them. It has it's downsides, but it's also got perks, just like it's counterparts. Not to mention most suggestions for it are actually far worse than it actually is...
    (1)

  2. #32
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    The main issue of Living/Walking Dead is that it is discernibly more convoluted in the way that it functions versus Holmgang and Hallowed Ground and doesn't have enough proper messaging to compensate for the additional complexity.

    Hollowed is super straight forward since it is just straight immunity for 10s.

    Holmgang is fairly straight forward with a "can't die" effect for 6 seconds with two considerations, the tank is locked in place and healing is still required near the end of the duration or the effect can wear off with the tank dangerously low on health.

    Living Dead unfortunately is not as straight forward. Upon activation of Living Dead there is a period of 10s where if the tank takes fatal damage they gain the Walking Dead effect in which they gain a "can't die" effect similar to Holmgang for 10s, however if the tank does not receive healing that equals the amount of their total hp they die, oh and the Walking Dead effect is removed when they receive the healing required to not be killed by Walking Dead so you likely will not get the full 10s.

    Seriously, just look at the descriptions of the abilities. Living/Walking Dead is way more complicated than the other two.
    Now being more complicated or complex is not by itself inherently a drawback and there can potentially be benefits as some have pointed out, however greater complexity requires greater messaging to compensate for the additional considerations in order to make the ability (or whatever) not overly cumbersome to use.

    This is where Living/Walking Dead is probably the most guilty of failing at its design, it has incredibly poor messaging. With Living/Walking Dead being a two stage ability, you would expect there to be some form of obvious messaging to convey the transition from one state to the other but unfortunately with L/WD you pretty much just have one status icon switch to a different but similar looking status icon. Then on top of that there is the strict healing requirement that is tied directly to a timer, a timer that is not clearly communicated when it starts, and you have a recipe for disaster that has claimed many a PUG DRK.
    At minimum there needs to be a noticeable persistent visual effect on the DRK while Walking Dead is active to clearly convey when it starts and when it ends.

    Now for the more "grey area" regarding the recast length and the built in death penalty.

    Yes Living/Walking Dead has some pro and con trade-offs.

    Its pro being that you can squeeze out a functionally longer "can't die" time than Holmgang in some situations (as long as you are soaking multiple hits with Living Dead so that the 10s there matters and as long as the healer doesn't immediately pop something like Benediction as soon as Walking Dead goes active negating most of the 10s there).

    Now for the cons.
    The big one is obviously the healing requirement and death penalty and then of course the much longer recast compared to Holmgang.
    Now one can argue that the longer recast or the strict healing requirement and death penalty are necessary to balance out the pro of the potentially longer "can't die" effect, but imo having both the current cons is a bit too much and far overshadow the pro in practical usefulness, especially considering how "iffy" the pro can be considering how indeterminate the length of the actual effect can be due to variable incoming damage to trigger the secondary effect that then gets dispelled when the necessary healing requirement is met, all wrapped up in a horribly messaged package.
    Also L/WD is the only tank "can't die" ability that requires the input of a healer to not result in immediate death after the ability wears off, at least with Holmgang the WAR can use their quite powerful self-healing to potentially save themselves, at least for a bit.
    I strongly feel that they should either decrease the recast time a bit or lessen the healing requirement/death penalty by having it not kill the tank but giving the tank the post raise Weakness debuff for a short period of time (15s-30s?) and also there needs to be a way the DRK can dispell the death penalty themselves whether through self-healing or something else.

    ***TLDR***

    *** Living/Walking Dead needs better visual messaging in the form of a persistant visual effect on the DRK while Walking dead is active in order to convey when the transition from Living to Walking Dead happens and so healers are easily able to discern at a glance whether Walking Dead is still active and the healing requirement has not yet been met or whether it has been dispelled.

    *** The built in cons of a longer recast time and a strict healing requirement with the harsh penalty of death outweigh the pro of potentially squeezing out a longer "can't die" time under the right conditions. I would suggest doing one of the below (not all) to rectify this.
    * Just completely redesign the DRK "can't die" ability from the ground up. Probably not likely but something I wouldn't mind seeing.
    * Lowering the recast time.
    * Reducing the healing requirement/penalty by doing something like making the penalty not death but instead a Weakness style debuff.

    *** There should be a way that the DRK can dispell the Walking Dead death penalty themselves, whether through self healing and potentially with built in synergy with another ability like maybe Sole Survivor dispelling Walking Dead and ignoring the healing requirement.
    (2)
    Last edited by TouchandFeel; 03-10-2018 at 08:03 AM.

  3. #33
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Quote Originally Posted by TouchandFeel View Post
    *** Living/Walking Dead needs better visual messaging in the form of a persistant visual effect on the DRK while Walking dead is active in order to convey when the transition from Living to Walking Dead happens and so healers are easily able to discern at a glance whether Walking Dead is still active and the healing requirement has not yet been met or whether it has been dispelled.
    This has been my biggest concern with this skill for the longest time. Put a doom counter over our head, turn us green to simulate zombie, any number of things out there but all we have is a debuff icon on us and a healer may not even be targeting us or aware of it at all.
    (0)

  4. #34
    Player
    Akasha_Carnelian's Avatar
    Join Date
    Mar 2015
    Location
    Limsa Lominsa
    Posts
    25
    Character
    Akasha Carnelian
    World
    Lich
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by TouchandFeel View Post
    ***TLDR***

    *** The built in cons of a longer recast time and a strict healing requirement with the harsh penalty of death outweigh the pro of potentially squeezing out a longer "can't die" time under the right conditions. I would suggest doing one of the below (not all) to rectify this.
    * Just completely redesign the DRK "can't die" ability from the ground up. Probably not likely but something I wouldn't mind seeing.
    * Lowering the recast time.
    * Reducing the healing requirement/penalty by doing something like making the penalty not death but instead a Weakness style debuff.

    *** There should be a way that the DRK can dispell the Walking Dead death penalty themselves, whether through self healing and potentially with built in synergy with another ability like maybe Sole Survivor dispelling Walking Dead and ignoring the healing requirement.
    Maybe something like this?

    Walking Dead Effect: While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, your status will change to Shadebound.

    Shadebound Effect: Damage Dealt is reduced, but all Physical Damage dealt will be converted into HP. Once you have recovered HP equal to 200% of maximum HP or the timer runs out, the effects will fade.
    Shadebound Duration: 60s
    (Note: The damage reduction would be equivalent to the weakness damage penalty [25%])
    (0)

  5. #35
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Satarn View Post
    No you won't. You don't have to be healed to 100% of your HP, only for 100%. Even if that was the case, you still wouldn't die because Walking Dead ends as soon as the 100% healing requirement is met.

    People also forget the fact that 10 second activation period not only makes LD easier to time, it also makes it the only invuln that doesn't have 1 second+ of it's duration wasted. Sure you need more healing than after Holmgang, but you've also got way more time for it, especially after multihits like Akh Morn.

    DRK's got a lot of issues, but LD is hardly one of them. It has it's downsides, but it's also got perks, just like it's counterparts. Not to mention most suggestions for it are actually far worse than it actually is...
    But do you need to hit 100% hp mark or not with it?
    I am confused because i swear i was full on one encounter and after it experied i just died.
    (0)

  6. #36
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Nedkel View Post
    But do you need to hit 100% hp mark or not with it?
    I am confused because i swear i was full on one encounter and after it experied i just died.
    You just need to receive a total number of heals that add up to your full HP.
    (0)

  7. #37
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Walking Dead requires being healed for the total of your max HP, for example if your HP when full is 80,000 that would mean you need to receive a total of 80,000 HP healed to negate Walking Dead and have it not kill you.
    (0)

  8. #38
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Just to clarify a popular misconception: the total active duration of Living Dead is only the time between activation of Walking Dead until the time that the effect is cleansed by a healer. No damage is mitigated prior to hitting 1 HP. The total time is always less than ten seconds, and more often than not is significantly shorter, depending on what your healer does. There is no indication to the healer on how much cumulative healing you've received, and it's fairly difficult to guess and hold off. So if they start throwing out big heals at you and hit the requirement within 3-4 seconds, that's all the invulnerability time you get. The effect falls off and you can die again immediately after if you get healed up too soon.

    The only real way to maximise your duration of Living Dead is when you have a WHM, and they ignore you for eight seconds and Benediction you on nine. Remember, if you hit ten seconds, you die, so you can't ever get the full time out of it. To make things even more awkward, now that Benediction's recast is on a three minute instead of a five minute timer, doing this means that your WHM is losing 2 minutes of recast (i.e. 2/3s of a Benediction use) every time, because your cooldowns don't sync up. There's more than a few problems here.
    (9)

  9. #39
    Player
    Phileas's Avatar
    Join Date
    Aug 2013
    Posts
    229
    Character
    Dia Beetus
    World
    Behemoth
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Satarn View Post
    No you won't. You don't have to be healed to 100% of your HP, only for 100%. Even if that was the case, you still wouldn't die because Walking Dead ends as soon as the 100% healing requirement is met.
    I am aware u need to be healed the equivalent of your full HP. It is still a lot of HP. I have 60Kish HP and if benediction/oGCD heals aren't up, it would be at least 2-3 GCD of heals (depending on if they crit or not) and that is a lot of time when the boss is slamming you and slamming your entire raid with AoE attacks. It is more stressful to have to heal up the MT so much HP if they dont have oGCDs to burn.

    However, unlike holmgang/hallowed ground, Living dead requires educating a healer on the nature of its effect (if they are still new/not yet aware). Hallowed Ground and Holmgang don't necessarily need that. If a healer didnt know, they would just heal the Walking Dead DRK to a safe level of HP but not equivalent to the full amount of DRK HP...and since they are safe (eg. no incoming tank busters) they dont understand why the DRK then drops dead when walking dead effect counts down to 0.

    There would need to be a more noticeable effect when a DRK is still in Walking dead status and when it drops when the amount of required HP has been healed. Whether that is something visual (such as maybe the DRK glowing a specific colour?) or something else I'm not sure. Either that or just make the healing requirement less strict (eg. restoring only 50% of DRK HP or just remove walking dead effect after receiving a healing spell).

    LD is not a very streamlined ability and it is not entirely obvious to healers that activating it means "HEAL me the equivalent of my max HP" unless you have a /p macro asking for it.
    (0)
    Last edited by Phileas; 03-10-2018 at 10:33 PM.

  10. #40
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Lyth View Post
    snip
    Not to mention that the up to 10s pre-Walking Dead part of Living Dead is functionally pretty much the same as waiting on using Holmgang until right before you're going to die to maximize the "can't die" effect time.

    Couple that with the fact that a healer is likely not going to wait until the last second of Walking Dead to cleanse it, resulting in a much diminished active time for the ability and really the effective time of Living Dead and Holmgang aren't too different. Yet Living Dead gets stuck with the ridiculous healing requirement with a penalty of death if not fulfilled and a much longer recast.
    (2)
    Last edited by TouchandFeel; 03-11-2018 at 11:33 AM.

Page 4 of 5 FirstFirst ... 2 3 4 5 LastLast