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  1. #22
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    For example purposes, let's look at the respective immunities.

    Hallowed Ground; 10s; 7m CD
    Holmgang; 6s; 3m CD
    Living Dead; 10-19s; 5m CD

    At face value they all are relatively even. However, once you look at the effects, you start to see the issue. Paladin requires nothing from anyone since it literally takes zero damage. Warrior, meanwhile, can self-heal if absolutely necessary. Dark Knight is the only tank entirely dependent on a healer to survive its own immunity. Say you're in a scenario where people have died, including one of the healers. Paladin and Warrior can use their abilities to save the day. Now Dark Knight technically can, but you've also put a huge burden on the one healer to heal you within ten seconds. Warrior just switches to Defiance, uses Equilibrium and Inner Beast to buy itself some time.

    This is the issue when people talk about how unrewarding Dark Knight can actually be. Nearly every hallmark ability in their arsenal requires more work for only equal to even worse results.
    But let's consider also: with Benediction at the ready, Living Dead provides up to 19 seconds where you do not need to be worried about your tank. If he dies, he only "dies", and he can absorb infinite damage between having "died" and the end of Walking Dead, just like Holmgang. Chalk up a second to reaction time and latency and you've got almost twice the duration for less than half the cooldown, plus that an additional period of safety before Walking Dead even begins because you know that Walking Dead will eventually take effect anyways. That seems pretty balanced to me.

    Now, we could reduce the issues involved in that by reducing the healing requirement thereafter, showing the healing requirement yet required, displaying the Walking Dead timer more clearly, or even making Living Dead (just that pre-activation portion) itself last... infinitely (but only beginning its cooldown upon entering Walking Dead), or even make it a passive that activates upon death with a 5 minute ICD, but at that point (or even just half way to that point) it'd not only free up healers the most over time, especially with a WHM or even AST, but would also be the easiest to use.

    I like that a more complicated ability may have the highest potential throughput, situationally. Heck, I'd like there to be more ways to do Living Dead "wrong" or "right" that aren't simply due to latency or awkward HoT crit ticks or the lack of on-screen graphics or buff sort orders, in order for it to warrant that.

    I just don't like the idea that because a job as a whole is more complex, it must also be rewarded as a whole, and outpace all less complex opposition, which is an altogether separate thing that I hear asked for widely and consistently... until it's given -- at which point it has become a point of public outcry every time I've seen it.

    Quote Originally Posted by SyzzleSpark View Post
    You're misrepresenting my argument to advance your own.

    What you are hearing me say is that what I want DRK to be pretty much the best tank, because we make sacrifices in a few key areas.

    What I would like is for the areas in which we do make these sacrifices to be areas where we attain a greater reward.
    Until reading this, I too was under the impression that the prior was what you wanted.

    I'd be totally fine with the areas that require the most precise control (over our class) to also be the areas in which... we are capable of the most precise and helpful control (over our circumstances).
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    Last edited by Shurrikhan; 11-05-2017 at 01:29 AM.