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  1. #11
    Player
    Tranquilmelody7's Avatar
    Join Date
    Jan 2018
    Posts
    419
    Character
    Thepale Rider
    World
    Jenova
    Main Class
    Bard Lv 90
    Quote Originally Posted by ItMe View Post
    Maybe Lucy_Pyre is being hyperbolic, but regardless of if their statement is literally true or essentially true it still serves their point.
    Let's not get stuck on semantics please.
    Pray tell, what is their point exactly?
    That most tank invulnerability should ideally be activated in conjunction with assistance from healers, so Living Dead is fine?

    The only two inate advantages of Living Dead are the 1-10 second(Let's be real, you'll utilize 9 seconds for both phases at absolute best) buffer period prior to the invulnerability, and relatively short 5 minute cooldown.

    As aforementioned, the long potential duration of Living is only practical to utilize in heavily coordinated runs, I.E. savage content.

    In many, if not most other situations, you're likely to have your healer top you off with heals two quickly, ending the invulnerability phase prematurely.
    ...That's assuming you don't flat out die from the Walking Dead debuff.

    Please, allow me to draw up some quick comparisons to the other skills here:

    -Hallowed Ground: 10 seconds of pure invulnerability, simple and clean.
    The longest cooldown of them all, 8 minutes to compensate.
    -Holmang: Tight timing for this one, with only 8(7) seconds of total mitigation upon reaching 1 HP.
    The shortest cooldown of all them, 4 minutes to compensate.
    A target is no longer required, and the move now offers a free bind regardless of whether the migitation is ever applied.
    -Superbollide: The second heaviest cost of them all, reducing your HP to 1 upon activation. However, the cost is paid up front.
    Although you must always offer up some HP, you are guaranteed a full 8 seconds of afterwards.
    While subjective, I'd like to add that I find aiming for the best timing by waiting for my HP to drop as low as possible before activating the move quite satisfying.
    6 minute cooldown, middle of the road.
    -And last, but not least, Living Dead:
    I could write up another paragraph by detailing this convoluted
    mess of a move, so I'll just leave this here
    https://www.reddit.com/r/ffxiv/comme...tent=post_body
    Living Dead has the heaviest cost of any move in the game, flat out killing if you don't purge the invulnerability/doom effect(lol) in time.
    For solo play, you can at best use the move to flail about for an extra ten second before you die.

    The polaziring nature of living dead ends up with it leaning towards one of two extremes in most scenarios:
    -Heavily coordinated groups, where it might actually be the most useful invulnerability if you can coordinated with your healers to maximize it's duration and shortish CD.
    -All other forms combat content, where it is frankly trash.
    The most user unfriendly skill in the game with a literal death penalty, and completely unsatisfying to boot by forcing you to be utterly dependent on a dedicated healer.

    With a huge portion of players decrying the move for it's general unfriendliess, the exceptionally convoluted nature of the skill making it so that many players don't even understand it, and the ludicrously demanding debuff, I feel it's fair to declare the move as badly designed.

    If you disagree that's fine, but don't attempt to stifle genuine criticism.
    (4)
    Last edited by Tranquilmelody7; 07-06-2020 at 04:20 AM.