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  1. #1
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    This is speculation, but Yoshi's comments regarding the strength of invulnerabilities and the introduction of superbolide (with it's cooldown timer matching that of HG) gives us a bit of perspective. In their view, Holmgang and Hallowed are overpowered, and they would nerf them were it not for fear of backlash for keeping them unchanged for so long.

    Superbolide then sets a new precedent. This is what the devs now consider in-line with balance. Something that's stronger than Holmgang but weaker than Hallowed Ground (as far as effect goes) is deserving a cooldown of 7 minutes. I can only imagine if devs had their way, they would increase holmgang and hallowed ground's cooldown.

    However, this new standard also increases the value of the shorter invulerabilites. LD's 5 minute cooldown is now given more value because we now understand what value is given to cooldowns. In exchange for an invulnerability that requires more team interaction, we are given 4 more seconds of invincibility than holmgang, along with a 10 second prior buffer.

    In short, LD may come with its issues, but it comes at a fair price as far as cooldown length and power is concerned.
    (0)

  2. #2
    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 Hierro View Post
    In short, LD may come with its issues, but it comes at a fair price as far as cooldown length and power is concerned.
    Except that it is not fair and balanced if a new standard has been established but only two out of four are then held to that standard. If this new standard is to be upheld then it would need to be enforced across the board which would mean that Holmgang and Hallowed would have to be nerfed pretty heavily, which contradicts precisely what you and many others have said should be the way that balance is achieved, by improving the thing that is lagging so that it is then comparable.

    So which is it? Which direction do we push for changes, up or down? I for one would be much more accepting of Living Dead and Superbolide if Holmgang and Hollowed Ground were brought in line to their level, however I truly doubt there would be majority support for going in that direction.

    Also if the devs want a new standard for how powerful the invulns should be but don't feel they could equally apply that standard, they should abandon it and just adjust to what the feel they can set it at, or potentially try to nudge it in the direction they wish to go by setting the new standard of power slightly lower than what Hallowed and Holmgang are at so that players will likely be more excepting. Establishing double standards to not piss off one subset of players just ends up pissing off all the others.

    TLDR:
    If a standard is to be fair it must be fairly applied.
    (5)
    Last edited by TouchandFeel; 06-03-2019 at 02:33 PM.

  3. #3
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Hierro View Post
    ...
    I don't see any logic to this post. If the devs think that Holmgang and Hallowed are overpowered, then they should rebalance them, regardless of the backlash that they get from people like you. The backlash from everyone else is going to be much worse.

    Living Dead's "buffer" doesn't have any impact on the effective duration. It just shortens the effective recast by up to 9 seconds (so that you can have it back up at 291 seconds instead of 300). The effective duration is anywhere from 1-9 seconds, which on average is going to be shorter than Holmgang unless you pair it with Benediction.

    If you think it's a fair price to pay, let's swap. Put Living Dead's mechanics on WAR, and move Holmgang's mechanics to DRK. At least WAR has a bit of burst healing and its own Convalescence buff to contribute.
    (5)

  4. #4
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    from people like you.
    People like me? Did my post even signify the slightest hint of dissatisfaction with the idea of a nerf? Please, insults are one thing, lumping me in with another crowd for imaginary reasons is another. It's safe to see you don't see any logic in any posts with that veil of anger over your eyes.

    Anyways, no, objectively speaking there wouldn't be more outrage if a nerf wasn't made. Healers have a horse in this race too, so to speak. They're happy with Holmgang and Hallowed as is from how easy it makes their lives. So are current PLD and WAR players. DPS players don't even care. It'd only be one subset of tank players. There'll be no "DRK PLAYERS RISE UP!" moment if your rival jobs don't get nerfed.

    and yeah, the buffer does count toward duration. Godka was a good example where you'd activate early in DRK PLD comps by purposely dying to future/past in order to soak up both the embrace and hyper.
    (1)

  5. #5
    Player
    DemonicNeko's Avatar
    Join Date
    Aug 2017
    Posts
    103
    Character
    Vela Zhezzaia
    World
    Faerie
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Beatrice View Post
    As a healer who had never really looked into tank skills, I had a DRK die in a party of mine and boy, did he chew me out. He died because of the Living Dead skill and I had absolutely no idea he needed to be healed to 100% before the timer ran out. I felt bad about it. I was keeping the DRK healed up with Regen and had no idea I had to get him up to 100%. I had not leveled DRK at all when that situation popped up. I thought Living Dead was a skill that made it so even if the DRK is dropped to 1HP, they cannot be killed during the duration.

    This happened in a Expert Roulette and no one had really talked up until that point when the tank died. Also, now that I've been playing DRK myself, I expect to die whenever I use Living Dead. LOL
    This is another problem your bring up. Healers who do not know what living dead is. Not everyone is going be up to date on every skill out there. Healer is going see the tank at 80% and start dpsing thinking that good enough. Only for the tank to drop dead 3 seconds later. It not really flashy and with a boss big ass standing infront of the tank. It also hard to see the DRK enter walking dead state. Unless the healer knows what WD debuff looks like.

    Quote Originally Posted by Miminming View Post
    "Living dead is used, please heal me to 100% before the buff end!" Macro is not hard to make...

    Living dead is not bad but its indeed need more coordination compares to the other tanks, but on the other hand if used optimaly it is the best (since you can used it multiple time in one fight
    A lot of us who are here have made macro. Here the problem with them. One, no one see the macro. Two, if a healer does see it. They blow all the mp on expensive powerful heals while you are in Living Dead state and not Walking Dead state. Wasting their mp and your cool down. Honestly what games call macros are a joke. Star War Galaxy had true macro/border line bots scripts.
    (0)