Quote Originally Posted by Gemina View Post
Actually, I always felt that the ability to go invulnerable was a signature skill for PLD, and I wish it was exclusive to them. They still have the true invuln skill in the game, and the "preventing from hitting zero" abilities are all just watered down versions of it.

LD/WD actually works so well for DRK at least from a lore perspective. It makes sense that they don't necessarily go invulnerable, but rather can still come at you even after death, and you cannot kill what is already dead. It would be so flippin cool if WD's animation was still the DRK dropping, but Living Shadow comes out, and you have full control over it for a full 10 seconds, all the while the mob(s) relentlessly keep up their attack, hitting for 0 damage against the shadow.

WD status should honestly be lifted by casting Raise.
For me it's little to do with lore/thematics with these abilities and more that, in an encounter, they don't often add much to it and since they need to be designed and balanced around, they usually become uninteresting mechanically. Or reduce a mechanic that might, otherwise, be interesting into something incredibly trivial.

Be it negating the mechanical juggling of a tankbuster (ie: Titan Savage), or negating a reason to move for a mechanic and just eat it to the face anyway, or negating a sequence of mechanics (such as when people were adamant, for a while, about PLD Hallowed-ing the ranged baits in O11S) among others.

I just find them uninteractive, and not very interesting to employ in general, but they're often key CD's utilized in a lot of pieces of content and having some be markedly worse than others puts some tanks in spots where it just feels... detrimental.

That said, if DRK could heal itself like a WAR then LD itself might be more palpable. But Abyssal drain, outside of a dungeon mass pull, isn't going to really help much with the situation.