What if Superbolide also reset all your CDs and gave you 2 Ammo?


What if Superbolide also reset all your CDs and gave you 2 Ammo?
https://i.makeagif.com/media/6-02-2019/W-vBe7.gif
Something like this. All the time.


yep, defensive cooldown should never give gauge or damage, especially one that puts your HP in 1. Poor healers...
Superbolide should be a 100% mitigation sheltron like skill (1 hit only 5 seconds duration)





I mean you could make that argument about it in general then, "defensive abilities should never put your hp to 1 - poor healers" lol. I think if it shouldn't be done then it shouldn't be done. If the tank uses cooldowns improperly then the healer is probably at the same issue either way anyways (if they don't know how to stay alive it's going to be bad no matter what).
That said I personally think both Superbolide and Living Dead could be reworked to be smoother just because they can be for player sanity in a general sense (make them feel "different" rather than "worse than" Paladin/Warrior).
Personally I think they should all gain some extra effects and theme but also get much closer in cooldown or maybe just turn into SUPER utility skills but don't make you invulnerable anymore... though that may cause serious issues for bosses previously designed for invulnerability in mind (to prevent things like Warrior invuln being just amazing when you're in a skilled group and Paladin being seen as "the clear best ever" in a casual group.. meanwhile some other tank is frowning like "why does mine just look worse all together?").
Tbh I feel like Living Dead would be a smoother skill if they had some sort of visual notification for healers (smoother as in less hate for the skill).
Paladin's Sheltron is 6 seconds block all incoming attacks (block being an impartial but nice mitigation). In Shadowbringers at least.
I think if Superbolide only blocked the next single attack during a 5 second window that the cooldown would have to be very low for it to be balanced out in image to the other impervious skills (lower than Warrior's). So it'd be probably pretty bad for most players and a few of the gods at timing their abilities (very skilled players) would make Gunbreaker very OP lol. Tankbusters be gone, although multiple hit tank busters would be interesting. Probably see one of the longer impervious jobs paired with a MT Gunbreaker (switch off when it's a long attack, and the rest of the time Gunbreaker just dodges all the heavy attacks).
Although you might be able to play with that concept more.. like multiple X hits will be negated over a significantly longer duration than the other jobs (meaning the cooldown can be similarly long to the other tank's). Allowing Gunbreaker to milk the timer if a boss happened to phase shift or whatever (rather than a 10 second window it could be like a 60 second one)- but the skill would not be as helpful during trash pulls then (also weird balance pros and or cons when a boss attacks faster than usual or slower).
Last edited by Shougun; 06-13-2019 at 09:08 AM.
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