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  1. #31
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    People who main other tanks will tell you that Living Dead isn't so bad, but when you ask them to swap their tank job's invuln for yours they balk. Everyone knows this is a problem action, from design, to tooltip, to execution. The devs are just stymied as to how to make it actually work while being unique.

    Just get rid of invulns altogether, and call it a day.
    (1)

  2. #32
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    People who main other tanks will tell you that Living Dead isn't so bad, but when you ask them to swap their tank job's invuln for yours they balk. Everyone knows this is a problem action, from design, to tooltip, to execution. The devs are just stymied as to how to make it actually work while being unique.

    Just get rid of invulns altogether, and call it a day.
    Give me LD on WAR, I literally don't care. Also, no, invulns are a neat thing that tanks get in this game that I see rarely in other MMOs. Keep them.
    (1)

  3. #33
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Lyth View Post
    Just get rid of invulns altogether, and call it a day.
    As interesting as I think this could be, I think they're a little baked into some of the older raids for the devs to simply remove them.
    Depends on how interested they are in reviewing and tweaking the old content.
    (1)

  4. #34
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Older raids don't require invulns. They often don't require cooldowns at all, due to the gear difference.

    Quote Originally Posted by Lucy_Pyre View Post
    ...
    WAR is the one job that's actually designed for Living Dead, given the amount of burst healing that they have. If you can get your colleagues to campaign for Living Dead to be on WAR, then great. If not, it's just empty words. You're the first exception that I've seen.
    (4)

  5. #35
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    Older raids don't require invulns. They often don't require cooldowns at all, due to the gear difference.

    WAR is the one job that's actually designed for Living Dead, given the amount of burst healing that they have. If you can get your colleagues to campaign for Living Dead to be on WAR, then great. If not, it's just empty words. You're the first exception that I've seen.
    I mean, do I think WAR should *get* LD? No. Because as I said in another post possibly in another thread, arbitrarily swapping the tank's invulns around is plain silly. All I'm saying is I wouldn't care if SE traded Holmgang for LD. Having a 1m longer CD on my invuln now would irk me, admittedly, but not the healing requirement.
    (0)

  6. #36
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ItMe View Post
    As interesting as I think this could be, I think they're a little baked into some of the older raids for the devs to simply remove them.
    Depends on how interested they are in reviewing and tweaking the old content.
    They are absolutely not baked into any content. We've always been using invulns to either cheese mechanics or save cooldowns for more auto mitigation - removing them would simply require healers to spend more time healing tanks and doing mechanics like Stonecrusher correctly.

    Invulns are never mandatory, they're just so ingrained into player mentality that people think they are. The saddest thing is that people will often argue against anything other than a specifically copied invuln order, while completely missing the point of the strat - ie. invulning all tank busters and then not using a single mitigation cooldown on autos, because "you only have to worry about tank busters, right?".
    (1)

  7. #37
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lucy_Pyre View Post
    I mean, do I think WAR should *get* LD? No. Because as I said in another post possibly in another thread, arbitrarily swapping the tank's invulns around is plain silly. All I'm saying is I wouldn't care if SE traded Holmgang for LD. Having a 1m longer CD on my invuln now would irk me, admittedly, but not the healing requirement.
    "Hey your invuls isn't bad."

    Do you want it?

    "I mean I wouldn't care if SE traded Holmgang for LD but I wouldn't make any effort to make it happen tho so in the end I get to act cool and don't have to shoulder or prove anything"
    (3)
    Last edited by cactuarzzzz; 07-06-2020 at 01:27 AM.

  8. #38
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The furious backpedaling itself spoke volumes more than anything that I could have offered in response.
    (1)

  9. #39
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by cactuarzzzz View Post
    "Hey your invuls isn't bad."

    Do you want it?

    "I mean I wouldn't care if SE traded Holmgang for LD but I wouldn't make any effort to make it happen tho so in the end I get to act cool and don't have to shoulder or prove anything"
    You really aren't the brightest bulb in the box, are you? What part of "arbitrarily swapping the tank's invulns around is silly and makes no sense" has managed to slip past your brain? Actually, don't answer that, because it's probably better for my own sanity that way. Still though, you've really proven beyond any shadow of a doubt that nothing will sway you from your narrow and unenlightened view of how things work in this game. Which, I wish I could say surprises me, but that would just be lying. Although I suppose that in the end it's partially my fault for expecting anything else from forums, considering the demographic of players that primarily inhabit them.
    (1)

  10. #40
    Player
    Cyatheales's Avatar
    Join Date
    Nov 2019
    Posts
    8
    Character
    Absent Song
    World
    Jenova
    Main Class
    White Mage Lv 80
    The main problems I have with living dead are that it's (a) a needlessly complicated effect that's hard to track, and (b) too heavily reliant on your healers dumping all their powerful cds on you afterwards due to drk's lack of on-demand sustain.

    How's this for a simplification of the effect?

    Living Dead
    - Instant cast, 300s recast
    - Grants the effect of Living Dead for 10 seconds (or 8, or 12, or 14, whatever's balanced now that it's not "layered"). While under the effect of Living Dead, your health value may be reduced to negative values without it resulting in your death. If your health is at zero or lower when Living Dead expires, you are immediately killed. Certain attacks may still result in your death while under the effect of Living Dead. (referring to the usual invuln-resistant stuff like enrages)

    And while we're on the topic of giving drk some burst healing, here's a random idea for a new skill:

    Necrophagy
    - Spell, 3y range
    - 3000 mana
    - Instant cast, 2.50s recast
    - Deals unaspected damage with a potency of 200, and grants Feeding Frenzy for 5s.
    - Additional effect: Restores an amount of own HP equal to damage dealt.
    - Feeding Frenzy effect: Your next cast of Necrophagy has 300 Potency and costs only 2000 mana.

    Since lack of sustain seems to be part of drk's job identity I wanted this to have a tradeoff, which in this case is the mana cost. If you use blood weapon with it you can use it 6 times in a row for a 1300 potency heal, slightly higher than warrior's Equilibrium.
    (0)
    Last edited by Cyatheales; 07-06-2020 at 05:05 AM.

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