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  1. #1
    Player
    Faafetai's Avatar
    Join Date
    Jul 2021
    Location
    The Royal Menagerie
    Posts
    350
    Character
    Tai Natuia
    World
    Excalibur
    Main Class
    Paladin Lv 85
    Quote Originally Posted by Daeriion_Aeradiir View Post
    Fundamentally, I do agree with part of your post. Far too many people think that its even in the realm of possibility the devs will do radical changes to DRK's job kit and how it operates before 7.0 and not just simple tweaks.
    But at the same time, for an ability like Walking Dead that is so fundamentally broken and negative, it's very easy to radically change how the ability works and make it far more usable and player friendly without even adding or re-writing the tooltip:



    Unless the backspace key is broken on every computer at Square Enix HQ, they can radically change WD into a usable ability by wiping out a single IF statement and nothing else. No thought or game design doctorate needed.

    Otherwise, FortenightShade has pretty much all of my opinions summarized. Flavor is always welcome in a job's kit, but not at the detriment of its usability. They tried to be unique with Walking Dead in a simpler time of the game's lifespan, but content design and job balance has rendered Walking Dead an active hindrance rather than a benefit, and it has no place in today's FF14 design.
    I know many would not like this, but this is coming from someone who plays with a healer or I am the healer. Walking dead is fine when it is in that combination, yes it sucks it kills you but pulling it off in a pull is so satisfying and would be sad to see it go. Though this is not the optimal scenario for many players and I understand that is why it is disliked so much. If I were to fix it I would give that small boost for the drk to be able to heal out of it right now if you use it on a trash pull and use abyssal drain you are part of the way there. I am unsure what you could do but I think that would be kind of fun to figure out rather than taking those moments away from people who are synergizing well with their team mates. It is similar to holmgang and superbolide but with more of risk where they have options to heal themselves after their invulns giving healers time to react maybe give life steal on something other than your 1 2 3 rotation.
    (1)

  2. #2
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Faafetai View Post
    I know many would not like this, but this is coming from someone who plays with a healer or I am the healer. Walking dead is fine when it is in that combination, yes it sucks it kills you but pulling it off in a pull is so satisfying and would be sad to see it go.
    Aaaand also speaking as someone who regularly heals, I fully disagree. Given that even in the best case scenario it does nothing better than Holmgang, the satisfaction of pulling it off isn't worth the sheer amount of terror and anxiety sparked when I see Walking Dead activate while I'm not prepared for it, when I don't have that same anxiety with WAR.

    If it had some benefit to successfully healing it off -- like, "the target becomes invulnerable for the remaining duration and gains an additional bonus for X sec" if healed early -- then I could see the argument for rewarding team synergy. In such case we would still need a UI element and argue to reduce the healing requirement as not to leave healers who have actually been using their CDs until that point in the dust, but it would actually be a boon to seek out and coordinate with rather than just a penalty for failing to. Ample reward to justify taking a risk.

    Because as now, it's a huge risk for equal or lesser value as other tanks get.
    (4)
    Last edited by Archwizard; 03-27-2022 at 04:45 PM.

  3. #3
    Player
    Faafetai's Avatar
    Join Date
    Jul 2021
    Location
    The Royal Menagerie
    Posts
    350
    Character
    Tai Natuia
    World
    Excalibur
    Main Class
    Paladin Lv 85
    Quote Originally Posted by Archwizard View Post
    If it had some benefit to successfully healing it off -- like, "the target becomes invulnerable for the remaining duration and gains an additional bonus for X sec" if healed early -- then I could see the argument for rewarding team synergy. In such case we would still need a UI element and argue to reduce the healing requirement as not to leave healers who have actually been using their CDs until that point in the dust, but it would actually be a boon to seek out and coordinate with rather than just a penalty for failing to. Ample reward to justify taking a risk.
    Because as now, it's a huge risk for equal or lesser value as other tanks get.
    This is fair And depending on level and healer your playing it can be horrible. I was fumbling around in ala mihgo on scholar even with a heads up, I think a emergency tactics adloh and one lustrate cleared it off, but it was an already rough pull my first time healing that. I do enjoy level 50 dungeons talking it out with the tank and them giving me a heads up on white mage. "I am going to living dead" "Okay I have bene". I know though this is not the normal case scenario. Even been in the bad situations where I feel like all six of my lustrates at 50 were not enough I still have to do the math and see with server ticks because it can get freaking rough.

    The times it is pulled off are great but the times it is not are not very fun. I do like those times, but if it means less times in full on panic I would be fine with it either being changed or give drk a way to sustain or heal out of it on their own. Holmgang you can heal yourself back up no problem most of the time especially after raw int you don't even need to worry about stressing the healer. I am torn on this because it is really fun, but the stress it does cause people is not fun.

    The worst thing to come out of living dead would have to be the time snarky tank decided to tell the healers as if they were infants that they need to heal them out of walking dead when they were being sliced to bits in Niddhogg extreme. They had I think 5 stacks possibly 7 of the magic down vuln debuff thingy and were bene'd by both healers and still died because they yeeted their voke and shirk off their hotbars. You need to swap for that similar to many of the alex fights. I was the co-tank paladin just watching with disbelief while covering for their inability to voke or shirk by stealthily voking when I seen they had 4 stacks after my ad was killed sometime 3 I think it might have been. It was just a bad situation all together. Asked by a friend to run niddhogg extreme for the first to prog it with the drk throwing the entire wikipedia into chat at the start to begin with >.<

    I think all together though it is fun to pull off when it happens, but it is unfair that drk is literally the only tank with this disadvantage, unsure if I mentioned that. There is a point where 'stream lining' is a good thing like say giving everyone a moment ability at the same time and the warrior change where your movement now no longer wastes beast gauge. It is similar to how I feel whm and astro's potencies and mana costs should be fixed to be more fair. It is like playing favorites randomly.

    I like your idea and wish they would implement more synergies. I would like for it to be less punishing unsure if I mentioned this before sometimes I have more thoughts in my head than I can put into words and lose track. When I heal it usually 'shield healer' and healing living dead though at many levels it is trivial with a communicating tank via voice chat or hyper awareness sometimes that surprises me sometimes(though this is equaled out with many moments of derp on my part). It kind of just stinks more times than it is fun. Early levels whm and astro I feel have a better chance than sch or sage and I am talking 50 or prior. One button or two to solve over multiple buttons with precious time to spare as you see living dead is at 3 seconds now and you cast time will not save them.

    It all reminds me of people being sad positionals are gone that made certain classes more 'skill based' but you have literally every boss spinning on a five second timer and there are not enough true norths in the world to rid anyone of the pain. I think the 'fun' is not worth the unfairness and bleh I feel sometimes know drk is done for and I wasted swift on something else. Usually adloh for the emergency adloh and it was not enough time! Server ticks also make me a bit salty about this and at first I was thinking maybe make the walking dead portion longer same with other cooldowns because you lose at least 3 seconds of most if not all cooldowns including invulns to server ticks.
    (0)
    Last edited by Faafetai; 03-28-2022 at 08:40 AM.

  4. #4
    Player
    BlackLion3173's Avatar
    Join Date
    Feb 2022
    Location
    Gridania
    Posts
    7
    Character
    Aslan Schwartzritter
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Faafetai View Post
    snip
    You've already seen what it's like to try to heal a Drk that has Living Dead go off. Let me also give you a little perspective from the other end.
    Every time I activate Living Dead, I have to hope that my healer is able to get me to 100% of my hp before I die to my own ability. The worst part? I have NO way to contribute to my healing besides Soul Eater and maybe Abyssal Drain if I have it off CD. I feel like a damn burden on my healer(s) instead of being an asset.
    After leveling up GNB and PLD with WAR close to being maxxed out, the difference between those tanks and DRK are like night and day. Those classes don't have to worry about their own invulns killing them at the end, and even if they did, their kits allow them to contribute to their own healing. This is a huge oversight on the dev's part, and the backlash exhibited could have been seen a mile away. Blood Weapon needs an adjustment, Living Dead needs a FULL REWORK/OVERHAUL, and no less. The rational part of me wants to believe that the devs will do right by us in Patch 6.1, but there's another part of me that thinks otherwise. If they are too resource strained(likely scenario) or too lazy(worst case), the bare minimum, like others have stated is to delete the damn healing requirement altogether. Let it go the way of the Kingdom of Voerburt: buried and forgotten. My expectations are below the ground right now. If the changes to LD are inadequate, being "descended upon in cloud of black smoke" will be the least of their worries.
    (6)

  5. #5
    Player
    Faafetai's Avatar
    Join Date
    Jul 2021
    Location
    The Royal Menagerie
    Posts
    350
    Character
    Tai Natuia
    World
    Excalibur
    Main Class
    Paladin Lv 85
    Quote Originally Posted by BlackLion3173 View Post
    You've already seen what it's like to try to heal a Drk that has Living Dead go off. Let me also give you a little perspective from the other end.
    Every time I activate Living Dead, I have to hope that my healer is able to get me to 100% of my hp before I die to my own ability. The worst part? I have NO way to contribute to my healing besides Soul Eater and maybe Abyssal Drain if I have it off CD. I feel like a damn burden on my healer(s) instead of being an asset.
    After leveling up GNB and PLD with WAR close to being maxxed out, the difference between those tanks and DRK are like night and day. Those classes don't have to worry about their own invulns killing them at the end, and even if they did, their kits allow them to contribute to their own healing. This is a huge oversight on the dev's part, and the backlash exhibited could have been seen a mile away. Blood Weapon needs an adjustment, Living Dead needs a FULL REWORK/OVERHAUL, and no less. The rational part of me wants to believe that the devs will do right by us in Patch 6.1, but there's another part of me that thinks otherwise. If they are too resource strained(likely scenario) or too lazy(worst case), the bare minimum, like others have stated is to delete the damn healing requirement altogether. Let it go the way of the Kingdom of Voerburt: buried and forgotten. My expectations are below the ground right now. If the changes to LD are inadequate, being "descended upon in cloud of black smoke" will be the least of their worries.
    Aye, aye! I understand completely, I have not played dark knight as often after the 'nerf' but I do love dark knight. I don't know if I mentioned it but I want dark to have something, anything. Some life steal. Maybe un nerf abyssal drain?? That just made me angry I honestly stopped playing it as often. Why did they make it share a cooldown with carve and split? It was the one self sustain and they pretty much took it away unless you want to waste damage in single target situations. Before you could use it off global and it would give a small heal during boss fights and in pulls it is still pretty awesome sometimes, but that would be a first step in the right direction.

    I don't really think its fair that it just kills you outright as a trade off for keeping you invulnerable for slightly longer than other invulns. I like the idea of it, it sounds cool, and is fun to pull off, but the down sides are just really not worth it. I am worried they are going to ruin dark knight with whatever back asward fix blood weapon, tbn, and living dead will get like whm 'fix' taking away thin air and now it has mana problems because they just didn't forsee these things being a problem. There are small simple things they could do to fix it, but clicking the backspace button or the copy paste keys on their special coding keyboards. I have this very sinking feeling they are going to make blood weapon a charge system, but will give it less charges than the amount you would have had if the just did the math with how many weapons skills you could use during its activation.

    Someone else had a really cool idea for walking dead putting you into a stat of vampirism and you would take the enemies blood or something to heal. Someone else wrote something somewhere about it nuking everything in a radius. You would still die but nothing would be alive afterwards. I know those two things might not fix anything but I still thought they were pretty cool ideas if not off the wall.

    I really don't like that it kills you and you have no way to heal from it or prevent your own death it is just kind of stupid. I can see why they made it that way, but the game doesn't support it, and I know many people who main dark knight I know hate that it kills you. It is unfair. They better not nerf its damage because they make it not kill you when they fix it....if they fix it properly.
    (0)
    Last edited by Faafetai; 03-31-2022 at 09:15 AM.