A good DRK would still use living dead because those DRK's will have good healers with them. It's moreso about convincing the average DRK to use that skill with that change.


You can honestly just remove the death part.
It's already longer than holmgang due to the mobility part. It doesn't need the death to balance it out.
So it's hallowed ground on a 5 minute cooldown, with the downside being they still take damage? I don't think balancing skills around one of the most broken skills in the game (holmgang) is the right answer.


We can also just remove the invulnerabilities. They frankly harm the game's design more than enhance it. Boss encounters revolve around how many mechanics you can 'ignore' with them.
Rework it into something more thematic for each job that isn't an invuln, but fitting the way they deal with damage.
So we remove Living Dead, Hallowed, and Holmgang, and look at:
Thrill of Battle
Dark Dance
Bulwark
And turn each of these into something that isn't only a way to mitigate a period of heavy damage, but also a duration of "You can now do awesome stuff.
The only thing the party ignores with tank invuls are high damaging tank busters. You've dealt with them the same way for ages and I don't think using a tank invul on tank busters is "ignoring" something aside from more careful CD planning. I think tank invuls are on too short of a CD because as it is, 60% of tank busters on average are taken with an invul and in extreme cases like o8s, 4/5 (80%) of ultimate embraces are taken with a tank invul if you plan your CD's out that way but that's the only real problem. One thing that tank invuls do very good is allow for tanks to use their CD's on auto attacks instead of tank busters, creating a higher level of planning for tanks as they can now plan CD's for auto attack mitigation to allow the healers to do more damage. For that reason I don't want them to be gone from the game.We can also just remove the invulnerabilities. They frankly harm the game's design more than enhance it. Boss encounters revolve around how many mechanics you can 'ignore' with them.
Rework it into something more thematic for each job that isn't an invuln, but fitting the way they deal with damage.
Awesome stuff being?


Just some quick and dirty spitballing here
Thrill of Battle: Increases maximum health and healing received by 75%. Deal up to 25% more damage as health lowers, up capping out at 50% of maximum health. I personally don't think the Warrior needs much help here, but adding another bit of Berserker flavor here doesn't hurt. A massive increase in health but encouragement to let them sit around their' normal' level. Upheaval says hi.
Bulwark: Block Strength is increased by 50%, and Shelltron lasts the duration instead of one hit. Blocking reduces the cast time and cost of your next Spell by 100%. Just really building on that Holy Knight flavor here. An unbreakable shield as the enemy gets blasted with magic. This does require a few more 'spells' to fit into the Paladin's arsenal but I'll be surprised if we don't see at least one in the next expansion.
Dark Dance: Parry Strength is doubled, Parry Rate is increased to 100% (Parries should probably also work on magic damage). Each time you parry an attack, your other self applied Buff timers are increased by 3 seconds, up to their maximum duration. Emphasizing the solo nature of the Dark Knight. The more enemies against them, the stronger they are. Effectively adds duration to most if not all of the Dark Knight abilities while being a strong defensive boost.
Please note I am aware these are significantly weaker than one-and-done invulns. That is intentional. I've never found rotating the Invulns around specific mechanic timers all that interesting.



We can also just remove the invulnerabilities. They frankly harm the game's design more than enhance it. Boss encounters revolve around how many mechanics you can 'ignore' with them.
Rework it into something more thematic for each job that isn't an invuln, but fitting the way they deal with damage.
So we remove Living Dead, Hallowed, and Holmgang, and look at:
Thrill of Battle
Dark Dance
Bulwark
And turn each of these into something that isn't only a way to mitigate a period of heavy damage, but also a duration of "You can now do awesome stuff.
Or we just fix Living Dead.
Holmgang and Hallowed are already "awesome stuff" As those abilites do exactly what they are meant to do, make it where for a short period of time you cannot die.
If you just removed them and made them % based mitigation, it would put more stress on healers in high level content.
When really all they need to do is fix 1 tank.




i have an idea o.o/
While Living Dead is active all damage is recieved on your mana bar, instead of the health bar, wich will make you unkillable. and all skills wich costs mana are costing health instead. after the effect of Living Dead ends, your current health and mana is swapped. so you will die when you are at 0 mana, or you get a nice selfheal when your mana is full.
healing and mana regen effects are not affected. so you have to basically heal yourself with blood weapon, syphon strike and stuff.
That's Kabooa's point lol, look at who she's responding to.Or we just fix Living Dead.
Holmgang and Hallowed are already "awesome stuff" As those abilites do exactly what they are meant to do, make it where for a short period of time you cannot die.
If you just removed them and made them % based mitigation, it would put more stress on healers in high level content.
When really all they need to do is fix 1 tank.

Living dead, as it currently is, is fine. What would be nice, though, is to give the DRK a buff for surviving it. Giving a "reward" to the party whose healers were able to keep the DRK alive through the storm.
Something like this:
Return to the Living: Activates when Walking Dead is successfully removed. Decreases damage taken by 10% while simultaneously increasing damage dealt by 5%. Duration: 10 seconds
Or something like that. Just flinging ideas here.
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