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  1. #1
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Better idea, remove the “get healed or die” on it and the “reduce to 1 hp” of superbolide. The tank ultimates shouldn’t have weaknesses or drawbacks.
    (1)

  2. #2
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Khalithar View Post
    Better idea, remove the “get healed or die” on it and the “reduce to 1 hp” of superbolide. The tank ultimates shouldn’t have weaknesses or drawbacks.
    Then they would likely have to make them all exactly the same ability with the same effect, same duration and same recast since all of those differences are themselves weaknesses and/or strengths.

    Just looking at Superbolide, if you were to remove the "drop to 1 hp" effect from it, it would just be a better Hallowed Ground since the 60s lower recast more than makes up for a 2s shorter duration in the vast majority of use cases.

    Furthermore, the "drop to 1hp" effect of Superbolide is not exactly a "weakness" and more of an equalizer between it and Holmgang and Living Dead. Both of those abilities only mitigate damage when the tank is at 1hp. Before hitting 1hp, the tank is in no different position than if they hadn't used their ability. Superbolide basically just forcibly has the tank activate that condition of "only starts really doing anything at 1hp" and makes them immune to virtually all damage, which is still effectively a stronger immunity than Living Dead or Holmgang which still need to hit 1hp to get the "invulnerability" aspect of their abilities but can still take damage but just not die, hence the shorter recast on those abilities as a counter-balance.

    Also, keep in mind that the "drop to 1hp" effect can managed quite easily in a similar way to maximizing up-time on Holmgang.
    In the instance of a buster that would kill you right out, it is no different than popping Holmgang right before the buster since you would pretty immediately reduced to 1hp with either ability, you just get the benefit of not taking damage for the duration with Superbolide.
    In the instance of a stream of high incoming damage, like in a wall-to-wall pull, you do the same thing as you would with Holmgang where you wait until you hp has gotten very low before popping your invuln, therefore maximizing uptime with Holmgang and minimizing the hp lost when dropping to 1hp with Superbolide.

    Built in "weaknesses" are not by themselves bad, they provide the differences and flavours for abilities and tend to actually make the usage of these abilities more fun since they require some level of thought in their usage.
    The problems arise when this idea is taken too far and you end up with situations like too many "weaknesses" are layered together making the ability convoluted, the "weaknesses" result in an overly harsh punishment, and the player using the ability having no real control over managing the "weaknesses" of the ability. That's when you end up with something like Living Dead.
    (0)
    Last edited by TouchandFeel; 09-17-2019 at 04:30 AM.