Benefit is best considered in net, not just its ideal case. See RNG mitigation.
Even at its best, though, LD's only source of mitigation is identical to that of Holmgang -- wasting would-be overkill. It can add to that a 7500p self-heal (equivalent to 5770p of healer healing), but both the mitigation and the self-heal occur only if it pops. Else, it does nothing.
And again, LD is not a 20s death prevention. It's 1 hit + 10s, wherein the first 10s leading up to that 1 hit are damn near irrelevant for the simple fact that every potentially threatening thing in this game is telegraphed. Its value, then, becomes merely that you can trim up to 9s out of 300s off its cooldown (negligible) and can double-weave other actions even in the moment just before you'd need the invuln because you slightly pre-popped it (QoL). Not 20s of invuln. Not even close. If you're not getting that self-heal, it is worse than Holmgang or Superbolide for the simple fact that it has a 51-60s longer CD than the first and less sustain typically generated than the latter for any situation that'd actually call for an invuln.
By comparison to most other invulns, an LD that never goes off is a waste, for the simple fact that most invulns are not just death-prevention now. Hell, they haven't been since ARR. Hallowed Ground and Holmgang both were not used only for emergencies to prevent a death; they were means of milking additional sustain.The invuln already doesn't waste.
Then Hallowed Ground would "fulfill its function" even without a single point of mitigation, just from the fact that one 'needn't fear death' for 10s. And yet, again, that's not been the whole of its role since release.That's kinda the counterargument against asking for a change here, that LD fulfills its function independent of whether you got healed or "died".
To assume that LD, which can do a hell of a lot more than just preventing death and which deserves parity against other skills (or consequent kits of jobs with an invuln) that each do a hell of a lot more than just preventing death is not a "weird assumption". That it prevents death for 10s in a game where there is zero chance of a freak sudden untelegraphed death does not put it on par with things that give actual throughput atop said prevention of death for 10s or have a shorter cooldown.the weird assumption that LD isn't "just" an invulnerability-button that ensures you do not die for at least 10 seconds. Which it does. It absolutely does.
Like any other modern invuln, I press it for the total sustain it can provide. Of those, only one other (Holmgang) can be remotely screwed over, and not half so badly as LD (merely wasting the mit rather than also the full self-heal).It does what you press it for.
What uniqueness beyond its ability to get screwed to uniquely great extent in exchange for being pre-poppable to negligible or zero benefit? The rest is just Holmgang with (an empowered) Divine Magic Mastery II granted for 10s.And it's so refreshing to actually see an ability squeeze so much uniqueness
There is no "poetic symmetry" to that because there is no "protective value/nature" separate from sustain except where the sustain required is unknowable, which is never the case in this game. There aren't even any random blows dealing half a tank's life, let alone random one-shots.Your sentences goes even further as a counterargument to changes, because it shows a poetic symmetry:
- A healer has an ability that guarantees the healing, but not the protective value of the heal triggering automatically (it might just not save the target).
- A tank has an ability that guarantees the protective nature (you won't die in the next 10s, no matter what), but not the self-healing the ability can sometimes provide.
A heal like ExCog going off under 50% health is not inherently "protective" or death-preventing; it's just a way to front-load a heal from one Aetherflow cycle into the next.
An invuln meanwhile, like any other defensive, serves no purpose unless it provides actual sustain -- be that in the form of mit [max and current HP increase, barrier, or %DR] or healing [percentile like Macrocosmos, target-health-based, or SP-based/flat]. Preventing all incoming damage once already at 1 hp via Holmgang or WD's death-prevention is sustain. If it doesn't actually manage that, though, the invuln was wasted; mere 10s of peace of mind (collapsible with the auto-attack immediately after) is not an effective use of an invuln, and parity should not be judged according to each skill's least effective use.



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