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  1. #1
    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 Otorinth View Post
    snip
    That is an interesting idea, however I fear it could potentially leave you in a vulnerable spot.
    Let's take the most common situation in which an invulnerable ability is used. A big buster is about to come which would normally kill you so you pop LD which reduces you to 0 hp and triggers Walking Dead. Then after that there tends to be a bit of a lull in incoming damage with mainly just fluff damage from a few autos, meaning that you regain little hp from the proposed Walking Dead effect. Then when the effect wears off a healer has to quickly react and heal you up or what little hp buffer you have could quickly get chewed through and you die.

    I understand what you were going for but the part about not being able to be healed by others in Walking Dead, DRK's lack of proper burst healing and the likeliness of taking negligible damage leaves the proposed changes still problematic, far more complicated and at a discernible disadvantage compared to the other invulnerable abilities.

    All in all, I really feel that we should shed this idea that DRK's invulnerability ability has to have some odd penalizing complication for the sake of "job identity". Individual flavour can be achieved without resorting to such.
    (1)

  2. #2
    Player
    Otorinth's Avatar
    Join Date
    Oct 2016
    Posts
    64
    Character
    Otorinth Uzoth
    World
    Mateus
    Main Class
    Machinist Lv 90
    Quote Originally Posted by TouchandFeel View Post
    That is an interesting idea, however I fear it could potentially leave you in a vulnerable spot.
    Let's take the most common situation in which an invulnerable ability is used. A big buster is about to come which would normally kill you so you pop LD which reduces you to 0 hp and triggers Walking Dead. Then after that there tends to be a bit of a lull in incoming damage with mainly just fluff damage from a few autos, meaning that you regain little hp from the proposed Walking Dead effect. Then when the effect wears off a healer has to quickly react and heal you up or what little hp buffer you have could quickly get chewed through and you die.

    I understand what you were going for but the part about not being able to be healed by others in Walking Dead, DRK's lack of proper burst healing and the likeliness of taking negligible damage leaves the proposed changes still problematic, far more complicated and at a discernible disadvantage compared to the other invulnerable abilities.

    All in all, I really feel that we should shed this idea that DRK's invulnerability ability has to have some odd penalizing complication for the sake of "job identity". Individual flavour can be achieved without resorting to such.
    Autos in Savage/Ultimate raids can hit between 9,000-17,000. A few of those over a 10 second period can equal out to a mighty amount of healing when the effect ends.This also extends to packs of mobs.

    The greatest vulnerability would come from eating a buster that activates Walking Dead, and having the boss IMMEDIATELY going into un-targetable super attack that takes JUST LONG ENOUGH to charge and release,so that it causes your WD to fall off before the hit can actually take place.
    (1)

  3. #3
    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 Otorinth View Post
    Autos in Savage/Ultimate raids can hit between 9,000-17,000. A few of those over a 10 second period can equal out to a mighty amount of healing when the effect ends.This also extends to packs of mobs.

    The greatest vulnerability would come from eating a buster that activates Walking Dead, and having the boss IMMEDIATELY going into un-targetable super attack that takes JUST LONG ENOUGH to charge and release,so that it causes your WD to fall off before the hit can actually take place.
    I don't disagree that it could work in some situations but it's the "could" and "some" that I find problematic, especially when the things that could determine success or failure may be out of the players' control. Hallowed doesn't have mechanics that complicate things like that, neither does Holmgang, not even the widely panned Superbolide. So then why does Living Dead have to have some odd caveat tacked on? Why do we keep putting these limitations and/or punishments into it when proposing changes or redesigns? Because the flawed version that we currently have has one so we decided that such is necessary for the ability to have "job identity"?

    There are so many ways that Living Dead could have it's design changed to make it more straight forward, more simple and still make it feel unique.
    (1)