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  1. #11
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Hopecord View Post
    the thing is, popping LD and Superbolide is kinda a death sentence in itself unless saved by others (for instance LD in solo content for example means you'll die which is not the case for either HG or holmgang, Superbolide fair no better since it puts your health to 1 HP and you'll soon die unless saved or the target died/disappeared). I don't want the skills to be HG clones, but a valuable ones that serves as the job's best cd without the need for others to save your hide.
    If this is really your issue with these abilities then why didn't you include Holmgang as well ? It leaves you at 1 HP as well and you have even less time to heal the WAR. Again Superbolide just needs a regen + Aurora (which is a GNB skill), and maybe 1 oGCD heal like Tetra or Lustrate and you're good since you aren't taking any damage for 8 seconds. LD is the only invuln that needs change at the time. Holmgang still has the shortest CD (and is still the best in raid content due to that), HG has its full invincibility with no drawbacks besides its long CD, and Superbolide is a shorter HG that puts you to 1HP but has a shorter CD as well. LD is the only invuln that needs either a crapton of healing or a bene (which is WHM's biggest CD).
    (3)

  2. #12
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The only reason why SB is getting attention is because you can superbulli your healers with it. Now that the recast has been dropped to 6 minutes, it's a fair trade-off with Hallowed. They do need to set it so that the invuln effect happens before your HP gets set to 1, though.

    Living Dead is a mess for a number of reasons:
    1) The English tooltips are still completely inaccurate.
    2) It's the only ability in the game that requires someone else, who doesn't necessarily play your job, to have advance knowledge of how it works.
    3) The average player doesn't know how it works.
    4) The AI Trust system doesn't know how it works.
    5) The UI doesn't show your healer how much remaining healing they need to cleanse the effect.

    And even when you take all those logistical issues into account, it doesn't make sense from a balance perspective. If you look at SB and Hallowed, you take on a detrimental effect and a shorter duration in exchange for a minute shorter recast. When you compare Holm and LD, you take on a shorter duration in exchange for a minute shorter recast, the ability to apply a debuff to an opponent (bind), and not having to deal with a detrimental effect on yourself. What? The detrimental effect is on the wrong side of this trade-off. Either give Holmgang this exciting healing minigame, or give LD a shorter recast than Holmgang.

    LD has also gotten worse with this expansion. HP totals are increasing. Convalescence is gone, so you can't even help your healers hit the healing threshold. It's just bad.
    (4)

  3. #13
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Honestly, I'm fine with Superbolide.
    Sure, it'll give the healer a shock, but it's not difficult to adapt to, you have plenty of invuln. time to heal up.

    Unlike Living Dead, with it's specific heal requirement.
    (0)

  4. #14
    Player
    Kanashii's Avatar
    Join Date
    Jul 2018
    Location
    Gridania
    Posts
    50
    Character
    Kanashii Shitsuren
    World
    Spriggan
    Main Class
    Dark Knight Lv 80
    I don't agree with Living Dead is weak. The heal requirement allow us to do some tricks which is impossible with Hallowed Ground for example.
    You launch Living Dead and for severals second the healer can ignore you.
    You fell at 1 hp be undead and the heals can heals you or ignore you if Benediction or if some hp have been already heal (you don't have to have 100% of hp but the total of hp healed need to be 100% of yours). I personnaly hope they will never delete the heal requirement.
    They can adjust the amount but the 10 sec before et 10 sec after is really needed to me for some mechanics skipping.
    (0)

  5. #15
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kanashii View Post
    I don't agree with Living Dead is weak. The heal requirement allow us to do some tricks which is impossible with Hallowed Ground for example.
    You launch Living Dead and for severals second the healer can ignore you.
    You fell at 1 hp be undead and the heals can heals you or ignore you if Benediction or if some hp have been already heal (you don't have to have 100% of hp but the total of hp healed need to be 100% of yours). I personnaly hope they will never delete the heal requirement.
    They can adjust the amount but the 10 sec before et 10 sec after is really needed to me for some mechanics skipping.
    LD surely has it's perks when played well, but it requires two players to do that.

    The Healer doesn't bother healing: You enter Walking Dead too early and lose those 10s.
    The Healer continues to struggle to keep you alive: You stay in Living Dead for the full 10s.
    The Healer heals you early or too well: You never trigger Walking Dead.
    The Healer blows all their CD's on you during Living Dead and has nothing left for Walking Dead: You die.
    (2)

  6. #16
    Player
    347SPECTRE's Avatar
    Join Date
    Feb 2017
    Location
    Limsa Lominsa
    Posts
    586
    Character
    Khirrika Moshroca
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    Only thing they need to fix for Superbolide is having the invuln apply instantly, other than that, there's no issue IMO.

    Living Dead on the other hand...
    (2)

  7. #17
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 90
    Superbolide is fine as is minus the bug of the invulnerability effect being queued by the server after dropping the player to 1hp so if you get hit at the exact same time as ability activation you actually die before the invuln effect is applied.
    Yes it drops you to 1hp but the tank still has control of the situation. Under proper usage it's functionally a better Holmgang or Living Dead where you will get dropped to 1hp, but you also get the same invulnerability to damage that Hallowed Ground does after being dropped to 1hp which makes it much easier to get your health back to where it needs to be, where Holmgang and LD still allow incoming damage. This is balanced out somewhat by the longer recast time.

    Living Dead is still just a mess for the reasons that have been repeated here in this thread and many others since DRK was released. They just need to nix the whole healing requirement aspect and allow the DRK to cancel the Walking Dead effect themselves by having the activation of the Walking Dead state light-up a proc on Living Dead/Walking Dead on the hotbar and then pressing it again cancels the effect. If the DRK doesn't cancel the effect and it runs the full duration, then they are KO'd. Exactly the same as now, just now the "or die" aspect is in the hands of the DRK and solves most of the current issues with requiring others or the ai to know how it works, as well as UI and visual messaging issues. Just reducing the healing requirement still has the same problem of being entirely out of the DRK's control and it makes it more likely that the healer could prematurely cancel out Walking Dead when you may still need or want it up for a few more seconds.
    (0)
    Last edited by TouchandFeel; 07-06-2019 at 01:39 AM.

  8. #18
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    My issue with Super is that there doesn't seem to be an advantage to it. HW is super strong but has a long cooldown to compensate. GNB gets the same cooldown, but also it tanks your hp to 1 and gives the healer a heart attack. If it's going to come with a downside like that, maybe give it a shorter cooldown or something? And it just doesn't make any sense as a mechanic, it's like SE was stretching really hard for an idea for a fourth 'invuln' mechanic and slapped it in there.
    (0)

  9. #19
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Bright-Flower View Post
    My issue with Super is that there doesn't seem to be an advantage to it. HW is super strong but has a long cooldown to compensate. GNB gets the same cooldown, but also it tanks your hp to 1 and gives the healer a heart attack. If it's going to come with a downside like that, maybe give it a shorter cooldown or something? And it just doesn't make any sense as a mechanic, it's like SE was stretching really hard for an idea for a fourth 'invuln' mechanic and slapped it in there.
    But... Superbolide has a shorter cooldown than HG. It's 6min vs 7min.
    (1)

  10. #20
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Basic fixes for now:
    • Have Superbolide's invuln effect apply just before the drop to 1 HP and both to trigger more immediately.
    • Living Dead can no longer be ended early by healing. Would-be fatal damage now creates "reverse-shield" appearing on the target's HP bar, indicating how much HP needs to be healed. Healing requirement reduced to simply whatever overkill damage would have been taken. A Doom graphic and its timer appear over the DRK's head once its activated. This will go grey and transparent once the healing requirement has been met, indicating that Living Dead is still in effect, but the DRK will not die.
    (6)

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