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Thread: Living Dead

  1. #61
    Player
    Bourne_Endeavor's Avatar
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    Sep 2015
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    Ul'Dah
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    Cassandra Solidor
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    Cactuar
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    Dragoon Lv 90
    Quote Originally Posted by Lyth View Post
    How could this be redesigned? You hit 1 hp with Living Dead up? Walking Dead activates. You can't take any further damage for the next 10 seconds, regardless of when the effect is cleansed. Your attacks gain lifesteal, which allows you to help fight for your life (granted, 10 seconds is a very short time to do this, but it's still something). A black bar with a little skull replaces your HP bar to show you and your teammates how much healing you still need to ward off death. Perhaps consider dropping Benediction to 150 seconds so that you don't lose a recast every time you use the two together.

    Build the communication and coordination into the ability visually, and give DRKs some degree of control over the outcome. Who knows? Perhaps we might even start to enjoy using our ultimate defensive cooldown.
    Perhaps a way around it would be giving DRK a temporary self heal buff or Living Dead puts a debuff on the enemy. Either way, the end result allows the DRK to active heal themselves over a set duration. Not only does this give DRK control over its own ability, it fits with the lore of siphoning strength from another. Regardless, something needs to be done. Tank invulnerabilities are supposed to make you feel powerful. Living Dead has you begging the healers to save you.
    (6)

  2. #62
    Player
    WayofTime's Avatar
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    Character
    Way Tiberius
    World
    Lamia
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    Astrologian Lv 70
    One random thought I had was this: instead of the DRK dying when Walking Dead runs out, why not instead inflict Weakness on them? It will still be a suitable drawback for failing the mechanic, while still not being horrible in dungeons.
    (3)

  3. #63
    Player
    Saeno's Avatar
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    Character
    Saeno Abes
    World
    Gilgamesh
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    Paladin Lv 90
    Quote Originally Posted by WayofTime View Post
    One random thought I had was this: instead of the DRK dying when Walking Dead runs out, why not instead inflict Weakness on them? It will still be a suitable drawback for failing the mechanic, while still not being horrible in dungeons.
    The issue I see with that is the DRK being relatively low on HP when walking dead falls, then gain weakness, then they die and when they are raised, they have brink of death. All because they wanted to use a tank invul.
    (0)

  4. #64
    Player
    Bourne_Endeavor's Avatar
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    Cassandra Solidor
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    Cactuar
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    Dragoon Lv 90
    Quote Originally Posted by Saeno View Post
    The issue I see with that is the DRK being relatively low on HP when walking dead falls, then gain weakness, then they die and when they are raised, they have brink of death. All because they wanted to use a tank invul.
    Even if we assume this weakness were unique and didn't stack. That is still a 25% reduction on all their damage. You will never convince a good DRK to touch Living with those consequences, especially when none exist for PLD or WAR.
    (2)

  5. #65
    Player
    Saeno's Avatar
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    Saeno Abes
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    Gilgamesh
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    Paladin Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    Even if we assume this weakness were unique and didn't stack. That is still a 25% reduction on all their damage. You will never convince a good DRK to touch Living with those consequences, especially when none exist for PLD or WAR.
    A good DRK would still use living dead because those DRK's will have good healers with them. It's moreso about convincing the average DRK to use that skill with that change.
    (1)

  6. #66
    Player
    Kabooa's Avatar
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    Character
    Jace Ossura
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    Gilgamesh
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    Goldsmith Lv 100
    You can honestly just remove the death part.

    It's already longer than holmgang due to the mobility part. It doesn't need the death to balance it out.
    (0)

  7. #67
    Player
    Saeno's Avatar
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    Saeno Abes
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    Gilgamesh
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    Paladin Lv 90
    Quote Originally Posted by Kabooa View Post
    You can honestly just remove the death part.

    It's already longer than holmgang due to the mobility part. It doesn't need the death to balance it out.
    So it's hallowed ground on a 5 minute cooldown, with the downside being they still take damage? I don't think balancing skills around one of the most broken skills in the game (holmgang) is the right answer.
    (1)

  8. #68
    Player
    Tint's Avatar
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    Aug 2013
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    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    i have an idea o.o/

    While Living Dead is active all damage is recieved on your mana bar, instead of the health bar, wich will make you unkillable. and all skills wich costs mana are costing health instead. after the effect of Living Dead ends, your current health and mana is swapped. so you will die when you are at 0 mana, or you get a nice selfheal when your mana is full.

    healing and mana regen effects are not affected. so you have to basically heal yourself with blood weapon, syphon strike and stuff.
    (0)

  9. #69
    Player
    Kabooa's Avatar
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    Jace Ossura
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    Gilgamesh
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    Goldsmith Lv 100
    Quote Originally Posted by Saeno View Post
    So it's hallowed ground on a 5 minute cooldown, with the downside being they still take damage? I don't think balancing skills around one of the most broken skills in the game (holmgang) is the right answer.
    We can also just remove the invulnerabilities. They frankly harm the game's design more than enhance it. Boss encounters revolve around how many mechanics you can 'ignore' with them.
    Rework it into something more thematic for each job that isn't an invuln, but fitting the way they deal with damage.

    So we remove Living Dead, Hallowed, and Holmgang, and look at:

    Thrill of Battle
    Dark Dance
    Bulwark

    And turn each of these into something that isn't only a way to mitigate a period of heavy damage, but also a duration of "You can now do awesome stuff.
    (1)

  10. #70
    Player
    Saeno's Avatar
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    Saeno Abes
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    Gilgamesh
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    Paladin Lv 90
    Quote Originally Posted by Kabooa View Post
    We can also just remove the invulnerabilities. They frankly harm the game's design more than enhance it. Boss encounters revolve around how many mechanics you can 'ignore' with them.
    Rework it into something more thematic for each job that isn't an invuln, but fitting the way they deal with damage.
    The only thing the party ignores with tank invuls are high damaging tank busters. You've dealt with them the same way for ages and I don't think using a tank invul on tank busters is "ignoring" something aside from more careful CD planning. I think tank invuls are on too short of a CD because as it is, 60% of tank busters on average are taken with an invul and in extreme cases like o8s, 4/5 (80%) of ultimate embraces are taken with a tank invul if you plan your CD's out that way but that's the only real problem. One thing that tank invuls do very good is allow for tanks to use their CD's on auto attacks instead of tank busters, creating a higher level of planning for tanks as they can now plan CD's for auto attack mitigation to allow the healers to do more damage. For that reason I don't want them to be gone from the game.

    Quote Originally Posted by Kabooa View Post
    So we remove Living Dead, Hallowed, and Holmgang, and look at:
    Thrill of Battle
    Dark Dance
    Bulwark
    And turn each of these into something that isn't only a way to mitigate a period of heavy damage, but also a duration of "You can now do awesome stuff.
    Awesome stuff being?
    (0)

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