Quote Originally Posted by Ladon View Post
No the trade off is stupid and the design of the skill contradicts role design. I love how people here are trying to explain how the skill works like we are morons. We know exactly how it works and how to use it. It doesn’t change the fact that there is ALWAYS high opportunity cost using superbolide. With the other similar tank skills, if you didn’t actually end up needing to use it there is no extra impact on the tank or the healer. This is completely different with superbolide because it forces you to throw away any HP you might have at the time of use. This causes you to think twice before using it and causing compounded issues when you actually didn’t need to use it.

I have no issue if that is how they want to design all of the tank invulns, but you can’t claim superbolide is fine with such a disparity in cost to use versus the other tank skills.
If you know how it works then you shouldn't have any issues then. 4Head. Al of your complaints are how morons use it, not ow the skill itself works. Again, it's not a high oppurtunity cost if you use it at a low hp value that would have you killed anyways. In the end of all of these minus Paladin, you're gonna be healing the tank regardless of them being unable to go beyond 1 hp, being invincible with 1 hp, or living deaded. So your complaints so far are invalid unless you realize it's down to the player, not the skill. The post above me gets it, most of the people in this thread get it, you're just whining about another unnecessary change.