Imho considering the change to healers the only explanation I can fathom is that damage will be increased overall so having a shorter time kinda make sense.....maybeTo me the highest priority issues that need to be addressed as soon as possible are:
- Living Dead, it's just not on par with other tank invulnerable abilities and needs to be reworked to make it less convoluted and to not have unnecessary penalties.
- The Blackest Night needs it's duration increased slightly to compensate for the increased shield strength so that it doesn't become too difficult to break, especially when we start out-gearing content. Just going from 7s to 8-9s should hopefully be enough.
- Something needs to be done about DRK's burst self-heal in single-target situations. Abyssal Drain is great for packs of enemies but it's heal is ineffectual in boss fights.
There are other things that I am uncertain about but I would have to see DRK in actual play after release to form a proper opinion.



From what I have gathered based on comments from people that played DRK at the NA media event was that the 25% shield on TBN was really powerful, which it is even though it's only 5% more, and that it was hard to get to pop because of that slight boost.
Now of course the difficulty tuning and exact numbers weren't in place then and they were mainly playing mid 70's dungeon content, but I don't forsee the overall incoming damage to be much greater than before.
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