
Originally Posted by
ForsakenRoe
If they made LS 'flat potency per hit, but strikes when you do', and allowed it to trigger 'bonus effects' that might be interesting, eg the MP restore from Syphon/Blood Weapon, or the Blood generation from BW or Souleater. They'd probably have to remove the horrendously long 'spawn in' animation, and have some way to get it out as one of the first moves available (maybe have it able to consume dark arts, and respawn/zone into instance with a dark arts proc ready?)
Still remember being very excited when the SHB job actions trailer came out because of LS, I had had a similar idea back in early Stormblood to steal Dancing Rune Weapon but make it 'our darkside' rather than a simple floating sword. Instead it's a glorified DOT that can 'sort of target swap but not very well'
If anything was to get hammered by a rework though, IMO it's Salted Earth, that skill is on a ventilator and an IV drip at this point, I'm surprised they added S+D as a followup rather than just deleting the damn thing. If it were up to me I'd make Salted 100% uptime, lower potency to compensate, 3s CD so you can easily reposition it, and give a bunch of bonus effects while you are inside it, like Syphon Strike stealing a bit more MP, or Souleater healing twice, or the slam of Plunge causing an eruption of darkness (you know, like Salt and Darkness currently does). Then you'd be able to have a conditional trigger like 'while inside your Salted Earth, your MP drains steadily to pause Living Shadow's remaining time' or something. Oh and I'd also rename Living Dead to 'Borrowed Time', I mean come on the icon's an hourglass how did they miss a trick that easy