I only remember that it's shorter CD than tetra
And longer from 2/3 sec than sephirot tank mega-fist-in-your-face (which are 37/38 second apart)

I only remember that it's shorter CD than tetra
And longer from 2/3 sec than sephirot tank mega-fist-in-your-face (which are 37/38 second apart)

Hello, first time poster, frequent lurker.
Unfortunately I have some very different difficulties with using LD before I think need to be addressed before the ability gets a rework. The problem I have is that when I have an "OH SHIT!" moment and hit LD the cool down starts at the beginning of the animation, but the actual LD buff doesn't apply until the end of the (rather lengthy) animation. This has created numerous occasions where I'll pop LD, die anyway, and get Raised with very little MP/TP and now missing what was supposed to be my ultimate cool down that didn't do anything for me.


Welcome to being a tank. PLD's Hallowed Ground and WAR's Holmgang have the exact same issue.Hello, first time poster, frequent lurker.
Unfortunately I have some very different difficulties with using LD before I think need to be addressed before the ability gets a rework. The problem I have is that when I have an "OH SHIT!" moment and hit LD the cool down starts at the beginning of the animation, but the actual LD buff doesn't apply until the end of the (rather lengthy) animation. This has created numerous occasions where I'll pop LD, die anyway, and get Raised with very little MP/TP and now missing what was supposed to be my ultimate cool down that didn't do anything for me.
You basically can't treat LD/Holmgang/Hallowed like "o shit" buttons, like all your other CDs you have to plan to use them ahead of time.


Very much this. The term "oh shit button" is a phrase I strongly dislike personally, as the skills shouldn't be viewed as such. LD, Holmgang and Hallowed are all a part of a tank's toolkit, and they should preferrably be planned out and included in a tank's cooldown rotation. Holding on to them in case of a wipe is far less effective and usually ends up being a waste anyway.

I like Living Dead, but also hate it. You're always at the mercy of healers, and the punishment is death. While they could rework the punishment, to say a non-removable pacify or something, I had an idea that I liked even more...
My idea was to have the DRK create a shadowed/void/etc clone(there's a large degree of leeway here to come up with something, skeleton minions, etc.) of themselves that took all enmity from the Tank and auto attacked the player's target. This clone would be treated as a companion somewhat, and in the case of A4S would be sucked into the quarantine if that question ever came up. At the end of the 10sec(adjustable for balance purposes) all debuffs on the clone would be transferred back to the DRK along with all current enmity.



Your suggestion makes it 100% easily removeable long as you can target a mob; that's too easy.
It's been brought up before that it's harder to heal due to tanks having more HP now in other threads, and I still think the suggestion I put forth is the best and simplest:
1.Figure out the % HP tanks on average have now more than before.
2.Add a healing potency received to the "walking dead status" to match. (That is, only the grey icon portion of living dead, not the red icon status)
...with that change there's literally no change to walking dead until the part where healers need to heal their max HP, and the part where they do becomes the same potencies needed as it was before the STR/VIT change.

If you remove it from yourself when you're below 10k, you're just going to get yourself killed.Your suggestion makes it 100% easily removeable long as you can target a mob; that's too easy.
It's been brought up before that it's harder to heal due to tanks having more HP now in other threads, and I still think the suggestion I put forth is the best and simplest:
1.Figure out the % HP tanks on average have now more than before.
2.Add a healing potency received to the "walking dead status" to match. (That is, only the grey icon portion of living dead, not the red icon status)
...with that change there's literally no change to walking dead until the part where healers need to heal their max HP, and the part where they do becomes the same potencies needed as it was before the STR/VIT change.
It requires healers to bump you up; but my suggestion would give you control over it, and wouldn't tax healers so much more than HG or Holmgang. Alongside that, it's largely guesswork on the healer's part how close they are to dispelling WD.
I listed these reasons in the OP. If you disagree with these reasons, I'm interested to hear why.
That said, I think a healing increase during WD's buff time would also be a good solution. A flat 20% wouldn't tax healers nearly as hard.
We would still have the issue of the UI not displaying adequate detail on the progress of healing off WD. It's something you get used to "counting out", but to me that seems a bit too archaic.
Last edited by Sousoulsu; 03-21-2016 at 03:45 PM.
-----/*l
-__/__\__
=(-*w*-)= Nyew're
--)------(--// AMEOWZING!
-(_____)-//



Not sure what you mean, I'm not talking about removing anything from yourself...If you remove it from yourself when you're below 10k, you're just going to get yourself killed.
It requires healers to bump you up; but my suggestion would give you control over it, and wouldn't tax healers so much more than HG or Holmgang. Alongside that, it's largely guesswork on the healer's part how close they are to dispelling WD.
I listed these reasons in the OP. If you disagree with these reasons, I'm interested to hear why.
That said, I think a healing increase during WD's buff time would also be a good solution. A flat 20% wouldn't tax healers nearly as hard.
We would still have the issue of the UI not displaying adequate detail on the progress of healing off WD. It's something you get used to "counting out", but to me that seems a bit too archaic.
OP suggestion is basically "perform a normal 3-hit combo and you're fine", which is completely absurd.
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