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  1. #10
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Keagian View Post
    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.
    That is an interesting route to go.
    I would even be okay with taking it even farther by getting rid of the whole two states (Living Dead --> Walking Dead) aspect and having it's activation drop you to 1hp similar to Superbolide, so basically you just brought yourself to the brink of death to make sure you don't die and you now have to fight to keep it that way. While that may seem punishing, with smart usage or in most buster scenarios it won't matter much at all, it just adds a minimal level of skill to activating it and a semblance of this so called "job identity", probably getting as close to the classic Final Fantasy DRK concept of "sacrifice for power" as we could reasonably get within the MMO constraints of this game.

    In tandem with changing Living Dead, or whatever it would get renamed as I am not partial to the name since it is too "undeady" and not really "Dark Knightish", I feel Hallowed Ground could use a change to where it makes the PLD invulnerable to damage like it currently is but like DRK they cannot receive external healing. Clemency would still work but that of course has it's own costs attached so seems fair. That way it has it's own skill element to activation.

    Holmgang and Superbolide could stay as they are and the duration and recast times for all the invulns should be adjusted to make them approximately balanced.

    Just off the cuff maybe something like this ...
    Hallowed - duration 8s - recast 420s
    Living Dead - duration 10s - recast 360s
    Superbolide - duration 10s - recast 360s
    Holmgang - duration 8s - recast 300s
    (2)
    Last edited by TouchandFeel; 06-05-2019 at 10:16 AM.