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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 Lucy_Pyre View Post
    Superbolide isn't much better in solo content than Living Dead, since even if you pop Aurora right as you activate it you aren't getting *that* much health back before the immunity times out. Holmgang in the same situation is +/- depending on if the WAR has ToB & Equil up, since we can't use Nascent without one other party member (SE plz). As for using healing resources, sure, you're technically correct. Even if that is the case, though, LD doesn't take *that* much to heal up with two healers in 8 man content. An AST and SCH can take the DRK from 1 HP to full in two GCDs, together, if either of them get crits on Essential Dignity/Lustrate. If no crits it'll take 3 GCDs most likely, but crit rates are pretty comfy these days. Honestly the only healer I can see having any issues dealing with LD in light party content is SCH. WHM obviously has Bene, and AST can snapshot ED at 1HP with other heals in unison for a huge burst heal, plus two ED charges makes it even less of an issue. While yes, SCH can still manage it with Aetherflow up (or burning Dissipation to get it if necessary) it'll likely still require burning 2 Lustrate's, Excog, and a crit Adlo with Emergency Tactics at the least; which is a pretty significant resource drain, I admit.
    You may be surprised as the amount of solo play situations you can salvage pertaining to use of Holmang and Superbollide.

    First off, you can utilize a healer chocobo to manage Holmang(Any type of chocobo should be sufficient to keep yourself topped off with Nascent Flash in most situations) and Superbollide, making them viable options for virtually all overworld content.
    Naturally, that isn't the case Living Dead, with the cumulative 100% HP requirement being unattainable.

    Secondly, sustaining potions in palace of the dead are surprisingly enough to manage both Holmang and Superbollide.
    I'm not too familiar with using them, but there is a similar item in Eureka that may be sufficient for solo usage of Holmang and Superbollide in Eureka Anemos and Pagos.
    Once access to Logograms is granted in Pyros and Hydatos, I can definitely vouch for logos action like Bloodbath being sufficient enough to use in tandem with Holmang and Superbollide.
    Once again, that is not the case for Living Dead - which is honestly kind of sad.

    Apart from straight forward running of undersized content, there are honestly quite a few contextual actions and skills accessible that may provide players with access to unique heals in solo content.
    They can be often be adequate to utilize in conjunction with Holmang and Superbollide, but will virtually never be enough to get any use out of Living Dead in solo play.

    My general point is that the amount of healing resources that Living Dead is essentially uncomparable to those required by any other tank CD in the game.
    The fact that you may even have to consult and employ a healing rotation to manage the skill speaks volumes as to something going wrong in development.
    Quote Originally Posted by TheRealQuah View Post
    Firstly, LD is not a bad skill. You and your team plan out when you are going to use it and there's no problems, which is what you should be doing anyway. Learn to communicate.
    I feel you're conflating a 'manageable' skill with a 'satisfactory' one.
    Living Dead's downsides are greater than those of any other Tank CD in the game, with the invulnerability phase still only having a maximum duration of 9 seconds to compensate.
    The only practical advantage of Living Dead is the 10 second buffer period, which is of limited benefit in high end content where communication with party members and preparation for enemy damage and mechanics are vital.
    There's no point discussing it's merits outside of raiding, because it literally doesn't matter. Casual content is casual content, you die, so what.
    This statement, is frankly; utter rubbish.
    Non-raiding content constitutes the majority of the combat encounters in the game.
    Just because the skills and strategies employed aren't as great as those in high end encounters, doesn't automatically make any relevant gameplay issues and concerns invalid - that's just outrageous.


    Quote Originally Posted by Miminming View Post
    It's dumber to look at balance seperatedly between overall defense and invul instead of the entire class design.
    Skills indeed don't exist in a vacuum, so there is a modicum of truth in your crude statement.
    However, judging skills on their own merits as well as in context of a class's entire toolkit should ideally both be critical perspectives to practice during game development.
    I don't think anyone in here is implying DRK should have the best tank invulnerability skill(Or even not the worst!( to coincide with the mighty TBN.
    I myself would be quite satisfied if Living Dead merely wasn't as terribly impractical and unenjoyable to use as it is now.
    Quote Originally Posted by Lucy_Pyre View Post
    2/3 of the damn WAR playerbase doesn't ever touch Nascent Flash because they think it's 'bad' since it requires a target to use. Does that mean that we should remove Nascent Flash from WAR? No, of course not. It's WAR's most potent cooldown outside of Holmgang.
    This is yet another highly unpleasant strawman argument to witness.
    No one is asking for the outright removal of Living Dead.
    We are requesting a prompt rework of the move, or at least tweaks to make the healing requirements easier to meet.
    It's WAR's most potent cooldown outside of Holmgang also don't know what prompted you to conjure that suspect "2/3 of the WAR playerbase."
    The overwhelming majority of level 76 and above WAR players I crew up with use Nascent Flash as applicable.
    Personal ancedotes I'm sure, but with more grounding than the nebulous unsupported claim you just made.

    Although I will admit that every now and then on forums I witness someone propose that the target requirement for Nascent Flash be removed, which I feel we both agree is also a fair case to make.

    I do agree however, that Nascent Flash is an extremely effective skill, actually being my favorite added this expansion.

    Quote Originally Posted by ArianeEwah View Post
    VERY LONG POST
    Normally I'd say: "Wow, someone is holding a grudge!"
    Instead I'll just comment on that being the most impressive in-depth articulate analysis of someone's post history that I've ever seen.
    Bravo.
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    Last edited by Tranquilmelody7; 07-10-2020 at 08:30 AM.