It is different. An automatic trigger drastically lowers the chances of mistakes. Besides, you will not "waste" anything by using it early, like you would with Hallowed Ground and Holmgang. Especially Holmgang given its short initial duration. It's a "fire and forget" skill for the DRK, while it's a "I must time this exactly right or I die and we most likely wipe" for the WAR and PLD.
There is a reason why people absolutly hate the fact that Hallowed Ground takes about a second to activate, leading to deaths that would not have occured with Living Dead. That simple thing is enough to say that yes, it is different and it does play a role. Brushing it off because people could theoretically be perfect is stupid. The playerbase is far from being made of perfect players. The more safeguards the better.
If the WAR has a target. And is in range. And doesn't put the group at risk for being rooted. And doesn't die from an auto-attack after that "single cure".
That's a lot of "if" to strictly say that Holmgang is better.
Even if it's 6, 7 or 8 seconds, it's still better than Holmgang and allows you to have more leeway for situations where you need to take multiple hits that would kill you in a row.
Besides, letting it tick to its full duration doesn't achieve anything. As soon as the mechanic is dealt with, and no big benefits would come from letting it tick, LD can be removed. Living Dead not being able to go through all 10 seconds is completly irrelevant. It's a pointless argument. Same thing for Holmgang. Nobody would wait for it to end to get the WAR back up if there's a danger of getting hit after that.
You can replace "living dead" with Holmgang and Hallowed Grounds anytime.
Who never activated HG just a bit too late and cursed at it for being on cooldown but you being dead? I sure did.
Who never had bad experiences with the range/root/target/timing of Holmgang? I sure did.
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@Chrono_Rising: Most of my post was about the automatic trigger of Living Dead. Not the fact that you can (and should) heal and remove it before the full 10 seconds. I know that you can remove Living Dead before the end. Duh. Almost two thirds of your post missed my point. I seriously cannot be bothered to do a quote war with that.
I'll just bring one thing quickly here: you talked about Living Dead having an issue in O4S in that it required to be correctly timed. And then, in the very next paragraph, you went on to say that timings aren't a big deal after all. Dude. Don't argue against Living Dead just for the sake of it, expecially if you don't even believe in your own arguments. Otherwise, back to square one where I made my first post: the number of people arguing against Living Dead with false/over exaggerated arguments is damn too high. Or just be honest and say that you simply want to vent and that Living Dead seems like a good scapegoat.
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Look, I fully agree that Living Dead drawback could be better. But frankly, you have to admit that some arguments in this thread are simply ridiculous. Living Dead doesn't only have negative points. It's not unusable. It doesn't require that much effort to deal with.
Besides, there's no rule saying that all three "invulnerability" skills must be on an equal footing. Is Living Dead good enough to do what it's supposed to do? Yes it is. Could it be better? Sure. Does it absolutly need to be? Not at all.



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