I agree with the added healing potency received. For now we'll just have to settle with convalensce.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.



Ya know I was thinking about this and there is also the possibility SE wants it to be harder to heal through it, maybe they thought it was too easy before and didn't have a way to make it as hard as they wanted to, but with this change it gave a "solution".





How about...
Walking Dead activates when the tank's HP reaches 0 during Living Dead. During WD (10 seconds) the tank can't die and the tank's self heals and received heals have no effect on the tank's HP. When WD expires, the tank's health becomes 10% of maximum regardless of any healing they have received.
Healers still need to stay alert and it's still triggered by HP reaching 0, but the healing requirement is not as crazy because there is more time to react (at least 10 seconds of WD before the need to heal) and only 90% of HP needs returned. A well timed precast works as well as a healing cooldown so being proactive with healing is rewarded. You also see exactly how much you need to heal for the tank to be safe. Tanks would need to be aware to not end up with 10% HP just before a tank buster. The cooldown would be better the more vitality the tank has because the safety margin increases with higher maximum health.
Last edited by Reinha; 03-21-2016 at 09:48 PM.
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