There are a few options with Living Dead.
1) Living Dead has a shorter recast than Holmgang, UI elements show how much healing is required to cleanse the effect, and the death prevention effect no longer ends when you reach the healing target. This is my least favorite and still doesn't give the player any agency.
2) Living Dead is Holmgang, with the same recast.
3) Living Dead is Holmgang, but also gives you additional healing based on damage dealt and/or damage received while the effect is active.
4) Living Dead is Holmgang, but when the effect ends, it resets your HP back to the total it was at the time that you originally activated it.
5) Living Dead is Holmgang, but once you hit 1 HP it becomes an invuln. This is the point where you'd have to re-evaluate the recast relative to Superbolide.
6) Living Dead prevents any attack that would kill you, and heals you (up to X% of your max HP) instead. Attacks that wouldn't kill you still do full damage.
7) Living Dead prevents both damage and healing while it is active.
What won't work are invuln conditions that cost the player dps to use it. You could argue that the first suggestion should be off the table on that principle alone because it shifts the burden of responsibility and cost on to the healer. Solutions that reduce the amount of healing required are just variations on 1. I've also seen ideas similar to Warcraft's stagger mechanic (i.e. convert lethal damage into a DoT effect that you have to survive through), but that's still a nuisance to use on a tank that has weak self-healing. I think what I'd like to see is a button that the player doesn't feel guilty about pressing.
The simplest change for Blood Weapon is to just convert it to 5 stacks of 600 MP/10 blood and call it a day. Part of me wonders what would happen if Blood Weapon or Delirium gave you a 1.5 second GCD, but no, let's resist that thought for now.
Oblation is the most difficult problem to address. It's a great animation. But the effect is underwhelming. It feels like it was intended as an upgrade to TBN, except that they were concerned about the %DR effect preventing the bubble from popping. But what if we went with something thematically similar to the other tank's upgrades: i.e. If TBN breaks within X seconds, you gain an additional damage prevention effect +/- additional healing? Here's an example:
The Blackest Night: Creates a barrier around target that absorbs damage totalling 25% of target's maximum HP. Duration 7s.
Grants Dark Arts when barrier is completely absorbed.
Additional Effect: Grants Oblation to target. Duration 4s.
Oblation Effect: If barrier is completely absorbed, restores HP to target and creates a barrier which nullifies damage equaling HP restored. Cure Potency X. Duration Y.
So now if you use it on a very spiky hit like a tankbuster, you get more value out of it. That might make for a more interesting solution.
I have mixed feelings about Dark Mind and Dark Missionary. I think Dark Missionary and Heart of Light should be on a shorter recast than Shake and Veil, given that they're less powerful effects on top of being conditional to damage type. This is especially true after the buffs to both Shake and Veil this expansion which add in additional healing effects. I also feel that HoL/Missionary should have something to differentiate them from each other, even if its minor. I'd less inclined to do anything with Dark Mind, especially if the above issues are addressed. I understand that it's situational, but I wouldn't trade it for the likes of Camo, for example.
I'd forgotten to ask about the Weaponskill/Spell point. It's a broader issue that affects multiple jobs. That being said, DRK has all of 3 spells, of which two are only used in AoE. They should address this and look into creating a single 'Haste' stat that combines both Skill and Spell speed, but I don't mind waiting until 7.x for this.
I think that you at least need to specify what the design problem is. Right now Delirium has you press Bloodspiller/Quietus three times. I don't think that qualifies as spam, especially when you consider the likes of Requiescat or Atonement. And again, this comes back to the fact that we really have only 4 single target weaponskills. If you're not pressing Bloodspiller, you're doing your base 1-2-3 combo. I don't know what permutation of these 4 GCDs is going to create an exciting burst window for you.
What you could do is this. Next expansion, make TBN directly give you a free Edge/Flood without granting Dark Arts. Have Edge and Flood instead grant you a Dark Arts stack. Introduce in two higher potency weaponskills that form a second combo which only can be accessed when Dark Arts or Delirium is active. That leaves you one action for a finisher of your choice to round everything off. Now you have more unique buttons to press. But the underlying issue isn't Delirium itself. It's that the job itself has only 3-4 unique GCDs to work with most of the time. That's why the design problem needs to be a specific one, or else you address the wrong issue.



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