Living Dead, much like all the tank invuln abilities, are generally planned use, not emergency use like some think they would be.
When your healers know it is coming in advance, it is much easier to react to.
Living Dead, much like all the tank invuln abilities, are generally planned use, not emergency use like some think they would be.
When your healers know it is coming in advance, it is much easier to react to.
http://king.canadane.com
I feel like this is missed a lot when people talk about trying to nerf Hallowed Ground lol. Probably have done this myself too (miss the importance of planned groups). Holmgang fine, LD sucks, Hallowed Ground needs to be nerfed even more.. and I cri XD. When the team is prepared for the skill, as you already mentioned, it can make LD pretty nice because of how it works (timer starts on "death" rather than as soon as it's pressed). The lower cooldown ultimates also being nice for planning. Hallowed Ground just looks really cool and works smoothly in PUGs (probably most of the people who comment here, including myself to be honest).
Not that I'm opposed to making LD or whatever else smoother to use and more satisfying/solo "feeling". I'm not inherently against changes to LD and I can totally see how the skill could be frustrating (like casting benediction and then your tank uses Superboilde XD), just felt this perspective is sometimes missed and often leads to HG getting more credit than it deserves.. putting it in line to be nerfed all the time lol.
Last edited by Shougun; 08-28-2019 at 05:14 AM.
I generally agree with most of what is said here. It is better used in certain circumstances and shouldnt be seen only as an "Oh Ship!" button. However, as an invuln, it is a lot more hit and miss, and that I dont think is good for the type of skill. Unlike Holm or Superbolide, you need to have been healed to your HP equivilant or you die. This does not happen with with the other two. Its all or nothing, unlike the other two mentioned invulns. As a invuln, this makes it extremely unforgiving and deters its use in non coordinated groups due to the likely hood of the tank dying regardless. This gets worse in 4 man groups, because at least in 8 mans you have 2 healers to pump you up (if you dont have a WHM). This all or nothing tradeoff I dont think justifies the length.There is no such thing as an "oh shit" button. It's an immunity cooldown. You use them trivial certain mechanics (eating a stack solo, taking multiple of an unsurvivable hit, etc) or to give healers time to do whatever they want or DPS instead of needing to heal the tank. They're really useful for dungeons because there are a lot of situations where a healer might not even have to heal you for most of a pull at all if you use them correctly. The last reason you want to use an immunity is for an "oh shit" situation because that means something went catastrophically wrong somewhere else.
Living Dead has, until recently, always been one of the better immunities since it has a very long duration (over 10 seconds of "immunity" most of the time since the healer knows they can just let you drop), it allows you to move (when Holmgang used to root you), and the condition to resolve it is something that had to be done anyways: healing (minus Hallowed Ground).
Of the invulns, I dont quite agree its the best. It certainly is with a WHM on hand, but not having one makes it a lot weaker IMO.
But this is the core problem in the skill. If its consistent successful use of the skill is reliant on coordination, this is not a good thing for the skill in question. Whether people like it or not, sometimes invulns are used as Oh Ship buttons and in that regards, its one of hte weaker Invulns if it requires good coordination to operate correctly (outside of Bene). If the argument is "Well we're talking about savage" then its a skill that is tuned specifically for a smaller subset of the player base.
Im not saying "Nerf other Invulns." and I dont know how you would address this disparity between LD and other Invulns in this regard. If it's perfectly fine in Savage but difficult to use effectively in more mid tier content, I think that is an issue. This makes it inherently weaker overall compared to other invulns. Take into account that for Savage content, its usually saved for Busters which happen in the course of 3-5 seconds at most. Having hte longer time frame once in LD state isnt ultra beneficial unless you have a WHM where they can use one skill to restore your HP where other casters have to start casting sooner to heal you and dont get benefit out of it from that regard I think. In any case, It might be a simple issue of not making healers heal for what would amount to 100% of the HP pool, but drop that number down to 80%.
Last edited by Melichoir; 08-28-2019 at 08:37 AM.
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