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  1. #1
    Player
    Shougun's Avatar
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    Jan 2012
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    Ul'dah
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    Wubrant Drakesbane
    World
    Balmung
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    Fisher Lv 90
    Quote Originally Posted by TouchandFeel View Post
    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
    I feel that's a strong nerf to Paladin's Hallowed Ground, since they lose 2 seconds, have the longest cooldown still, and they can't be cured during the duration. Coming out of it with hp (from healer heals) is quite helpful when moving to the next step of something.

    Especially if you casted Hallowed Ground later in your HP pool, come out of it with sub 15% hp and then evaporate because the healer wasn't ready for that millisecond cure lol. I think that just introduces potential frustration to HG (beyond not triggering when you cast it right away xD). Strength of Holmgang in the changes depending on the frequency of tank busters, since it's the lowest it could still be #1 (especially if Paladin's lasted just as long and they couldn't heal up during it).

    Maybe if their clemency was buffed or something during Hallowed Ground? (and could cure self). I think bringing the cooldowns and durations closer together would be good but I don't want to see the can't be cured applied to Paladin (and the strength of a low cooldown I hope is recognized over the casual "OP" appearance of Hallowed Ground, Holmgang is one of the most OP of the four impervious skills).
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    Last edited by Shougun; 06-05-2019 at 08:08 AM.

  2. #2
    Player
    TouchandFeel's Avatar
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    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Shougun View Post
    I feel that's a strong nerf to Paladin's Hallowed Ground, since they lose 2 seconds, have the longest cooldown still, and they can't be cured during the duration. Coming out of it with hp (from healer heals) is quite helpful when moving to the next step of something. Strength of Holmgang depending on the frequency of tank busters, could still be #1 (especially if Paladin's lasted just as long and they couldn't heal up).

    Maybe if their clemency was buffed or something during Hallowed Ground? (and could cure self).
    It is indeed a strong nerf to Hallowed which was intentional in order to bring it more in-line with the proposed Living Dead and Superbolide, just like raising Holmgang's recast by 120s to 300s (almost double) is a strong nerf to Holmgang and for the same reason. Both Hallowed and Holmgang are relatively too strong and really do need to be nerfed.

    Basically with the changes I proposed Hallowed is entirely proactive, where all preparations such as healing are front loaded. You want the PLD's HP to be as topped off as possible before they use it. This introduces an element of skill and different considerations to it's usage. If properly executed it is little different than the current version, you just heal right before as opposed to during. Conceptually it just pauses the state of the PLD's HP for 8s, nothing in and nothing out. The longer recast compared to the others, which is actually the same as it currently is and less of a difference than the current spread of recast times, is because Hallowed would be the only invulnerability that has the chance under the right circumstances to completely negate much if any need for healing to compensate for it's usage.

    That then gives Superbolide it's own reasonable niche. It stops damage entirely like Hallowed but reduces the GNB's HP to 1 which means it will likely remove health that then needs to be compensated for and since you can't leave the GNB at 1 HP it forces the healer to have to heal the GNB up. The aspects of it likely forcing both lost HP and required healer intervention is why it is where it is recast and balancewise.

    Living Dead basically acts just like Superbolide but puts all the responsibility of healing on the DRK themselves since it stops external heals but empowers self-healing. The pros for this versus Superbolide is that it completely negates healer interaction during it's duration but it's cons are that it is inherently riskier since the DRK could bungle their self-healing and that they won't be able to top themselves off so the healer will likely have to be ready to react with a quick heal once LD wears off. The inherent risk seems like a fair trade off for potentially less needed external heals and that's why I put it on the same recast as Superbolide.

    Holmgang gets to keep the lowest recast because while it stops death, the WAR still takes damage for the duration so any incremental healing or self-healing still gets drained while it is active leading it to potentially requiring the greatest amount of external healing. Also keep in mind that there is a huge difference between a 300s recast and a 180s recast, so even with having the lowest recast of the bunch it would likely only get one extra usage in most fights if any at all and we wouldn't be seeing the ridiculous usage disparity we have now.

    Basically the recasts were set based on potential healing required to get back to where the tank was when they used it, with a general shift towards longer recasts overall.

    Is what I came up with or expanded on perfect? Not by any means, I pretty much came up with it stream-of-consciousness but all in all it's actually not too bad, well unless you are really really opposed to any form of nerf to Hallowed or Holmgang at which point we will just have to agree to disagree.
    (1)
    Last edited by TouchandFeel; 06-05-2019 at 09:35 AM.

  3. #3
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by TouchandFeel View Post
    Is what I came up with or expanded on perfect? Not by any means, I pretty much came up with it stream-of-consciousness but all in all it's actually not too bad, well unless you are really really opposed to any form of nerf to Hallowed or Holmgang at which point we will just have to agree to disagree.

    I don't like the idea of preventing cures from Paladin, just as a period feeling. Doesn't really feel thematic or good, imo. Also makes the skill more frustrating sounding. That said I am for making them closer to each other in cooldowns and duration, for all the impervious skills.

    Or to be honest remove the impervious concept and make them all super utility that fits their themes. Because the lowest cooldown, unless almost negligible in difference, will be still a very powerful trait to have in comparison to each other (making Holmgang likely still the most OP of all four- depending on tank buster occurrence, and now lasts 2 seconds longer).
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    Last edited by Shougun; 06-05-2019 at 08:23 AM.

  4. #4
    Player
    TouchandFeel's Avatar
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    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Shougun View Post
    I don't like the idea of preventing cures from Paladin, just as a period feeling.
    My apologies, it likely wasn't clear in my initial post. It would only prevent external healing, the PLD could still heal themselves with Clemency. Since Clemency has cost to it's usage it seems fair for it to work. I've updated my original post to make that more clear.
    (2)
    Last edited by TouchandFeel; 06-05-2019 at 08:27 AM.

  5. #5
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by TouchandFeel View Post
    My apologies, it likely wasn't clear in my initial post. It would only prevent external healing, the PLD could still heal themselves with Clemency. Since Clemency has cost to it's usage it seems fair for it to work. I've update my original post to make that more clear.
    Seems better now! Before if Paladin didn't preemptively cast it hard enough (before something took him low) he might as well jump off a cliff or pray the healer gets a heal before the monster gets a swipe in lol. Now it has some minor error correction (lose some DPS to heal yourself).

    I still worry about the strength of being the lowest cooldown impervious skill (I think Warrior has a high chance to be the best impervious skill still), but I guess that depends on how content will be designed. Anyway I agree with the intention of bringing the timers (both cooldown and active) closer together, if SE wants they can make them stand out further by adding other nifty effects. I suppose if the number crunching is true that Paladin has higher sustained damage of the tanks, then Warrior should have a better impervious skill lol, but if Warrior gets buffed to be number #1 Tank DPS.. I would like to keep that impervious crown in mind (and possibly give it to someone else).

    Also a thought on Living Dead name, Dark Bargain might fit.. ?
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    Last edited by Shougun; 06-05-2019 at 08:33 AM.