Now that totally sound like a dark knight ability.Honestly they should just remove the death penalty from Walking Dead and instead make it so that all of DRK's attack's lifesteal HP back while being invulnerable to damage but can't be healed for the duration. As long as each attack heals for 75% of the DRKs damage potency, it wouldn't be hard for DRKS to get back to 50-75% HP. Having a visual effect to let healers know that they can't heal the DRK by having some sort of bright purple aura around the DRK would allow them to ignore the DRK for the duration of Walking Dead, this way it would actually help healers save on MP and have the skill rely solely on the DRK's own abilities and resources to get back to a healthy position.
The fact that Living Dead requires a healers intervention and taxes them, is part of the reason why it's considered a bad invulnerability skill. If I used Living Dead and died to Walking Dead then it would be on me for not using my resources to get myself back up to a healthy HP line. Currently Living Undead punishes both the tank and healer if all requirements aren't met and I hate having an ability that puts pressure on my teammates.
I know right. Dark Knights where sold as this heavy dps life strealing tank.
I mean if you got technical the DRK typically did this, and usually sacrificed health to deal damage, but given the fact that its a tank in this game, the least they could do is give it some good "Blood Sword"/Drain. To add to the above mentioned suggestion, I think that healing during that time should restore some mp to the DRK instead of do nothing at all, making it easier to self heal or something. Either way I think it would be a nice "thematic" change to LD that makes it useful.
Last edited by ADVSS; 06-04-2019 at 12:25 PM.
I missed this, and it's a really interesting point. I really want to see the devs formally state their views on invulnerabilities and whether they have plans to re-evaluate them. Because these are some of the worst double standards that we've seen.
I did read your post. As a matter of fact, I've been making the case for Living Dead to be changed for two expansions now.
The effective duration is important because a lot of people misinterpret Living Dead to mean that you have 20 seconds of invulnerability. It isn't. It's flat out inferior to Holmgang, both in terms of average effective duration and effective recast, with an obnoxious death penalty that nobody wants to deal with, no UI depiction of the remaining healing required to cleanse the effect, and blatantly incorrect tooltips.
But these people think it's fine, so it must be fine. Right?
No ulterior motives here.
Last edited by Lyth; 06-04-2019 at 06:00 PM.
ok I see what happen. Sorry about the miss understanding. I am sorry I made my comment out of not understand what you where saying. I made a comment about those guys who are saying it a good skill. It still gets me mad that they would say it a good skill.I missed this, and it's a really interesting point. I really want to see the devs formally state their views on invulnerabilities and whether they have plans to re-evaluate them. Because these are some of the worst double standards that we've seen.
I did read your post. As a matter of fact, I've been making the case for Living Dead to be changed for two expansions now.
The effective duration is important because a lot of people misinterpret Living Dead to mean that you have 20 seconds of invulnerability. It isn't. It's flat out inferior to Holmgang, both in terms of average effective duration and effective recast, with an obnoxious death penalty that nobody wants to deal with, no UI depiction of the remaining healing required to cleanse the effect, and blatantly incorrect tooltips.
But these people think it's fine, so it must be fine. Right?
No ulterior motives here.
For the media tour, XenosysVex got to interview Yoshida directly (translator was there), and brought up how he felt about tank invuln skills. I forget what he mentioned, whether that be Superbolide's weakness, LD's drawbacks, or both, but Yoshi responded by comparing them to Hallowed and how if he were to change that there'd be an uproar from the community, and that he viewed Hallowed as the strongest.
No clue on what that will do with Yoshi's views on the skills, but at least a prominent voice in the community has finally said something directly to the man.
I think from watching his thoughts on the 4 tanks vid, that the answer was that LD was "thematic" as well as the "magic tank" part of the DRK's "theme" which is why they didnt touch it. The answer was very mind boggling to me, why "thematically" a DRK, in any FF game, in any capacity had this skill. I never played 11 but im pretty sure this was never a drk skill in that game either. I could be wrong thoughFor the media tour, XenosysVex got to interview Yoshida directly (translator was there), and brought up how he felt about tank invuln skills. I forget what he mentioned, whether that be Superbolide's weakness, LD's drawbacks, or both, but Yoshi responded by comparing them to Hallowed and how if he were to change that there'd be an uproar from the community, and that he viewed Hallowed as the strongest.
No clue on what that will do with Yoshi's views on the skills, but at least a prominent voice in the community has finally said something directly to the man.
To me, if we were going to get "thematic" with a DRK i wouldve called the ultimate "Revenge" and have the DRK deal damage, based on health missing, to give health back for x seconds. Not a 1:1 ratio, of course, but something balancable
I also would have preferred "Soul Eater" to have more impact and meaning as an iconic DRK, if not the only iconic ability DRK ever had-and made it more akin to DRG iconic jump, PLD iconic cover- and made it sort of like equilibrium as a burst heal, damage skill oGCD
Last edited by ADVSS; 06-04-2019 at 10:39 PM.
There's that term again, "magic tank". It seems to be an excuse to make magic reduction only CDs as part of its kit (that's the only theme it has left... Besides having the worst ultimate). LD could be a more appropriately themed ultimate since it's a dark knight not a death knight. I always loved the ideas of it gaining dread spikes during the invulnerability phase to recover hp or heals based on a percentage of damage dealt. The only job in game that is entirely at the mercy of someone else to save it when it uses its ultimate since we have no self heals. Soul eater doesn't come close to counting.
I know Yoshi doesn't want to nerf WAR and PLD because they are grandfathered in. Fine. Make LD viable, kill it and start over, kill all invulnerabilities (if intestinal fortitude is lacking to even the playing field and that allows devs to save face), or buff DRKs kit by giving us extra CDs that you don't copy and paste over to other jobs. As it stands we already appear to be on the loosing end of mitigation CDs and our raid utility isn't as good due to being magic only (same with dark mind). Doesnt "magic tank" have to have something on the opposite end of the spectrum to be something special and to have a purpose with balance? Oh yeah, it did, PLD 3.x.. Everything else takes magic damage just fine. Do away with the magic only CDs. Truth is that if you wanted to put the magic tank sticker on anyone of the current tanks then it may be best placed on PLD. They use a lot more traditional magic than DRKs do.
Come on Yoshi, you already admitted it sucks. The Ffxiv player base loves you but that will only buy you so much good will. It's been 4 years with this lemon. And it's not like we had the royal treatment for the last two years.
Last edited by Danelo; 06-04-2019 at 11:15 PM.
Yoshi doesn't care. He already has your money (the figurative "your").
I agree he's out of touch with the tank invulns, and I hope that was the point Xeno tried to convey, that Holm is just simply too powerful, LD is too burdensome to use, and superbolide is inferior as well. I also hope he takes that into consideration and speaks with the rest of his team to re-evaluate the tank invuln skills, and has someone on his team that knows both how best to approach this, and makes a change to them that, while might be initially seen as controversial by some, is overall good for the health of the tanking community.
Yet Yoshi-p is completely oblivious as to why Holmgang has such a short cool down, and is used even more to cheese tankbusters.For the media tour, XenosysVex got to interview Yoshida directly (translator was there), and brought up how he felt about tank invuln skills. I forget what he mentioned, whether that be Superbolide's weakness, LD's drawbacks, or both, but Yoshi responded by comparing them to Hallowed and how if he were to change that there'd be an uproar from the community, and that he viewed Hallowed as the strongest.
No clue on what that will do with Yoshi's views on the skills, but at least a prominent voice in the community has finally said something directly to the man.
I can respect the man for what he does, but he really needs a clue.
You're right, there aren't any. In my experience playing DRK (mostly outside of Savage) and raiding with a DRK in my group (PLD+DRK for all of Stormblood), I really do think the complaints about Living Dead are exaggerated and that it's balanced with Holmgang and Hallowed.
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