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Thread: Living Dead

  1. #71
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,381
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Kabooa View Post
    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.
    (2)

  2. #72
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Derio View Post
    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.
    That's Kabooa's point lol, look at who she's responding to.
    (0)

  3. #73
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Saeno View Post
    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.
    (1)

  4. #74
    Player
    Erudito's Avatar
    Join Date
    Apr 2015
    Location
    Limsa Lominsa
    Posts
    316
    Character
    Alex Greaver
    World
    Brynhildr
    Main Class
    Machinist Lv 70
    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.
    (1)

  5. #75
    Player
    Saeno's Avatar
    Join Date
    Sep 2015
    Posts
    180
    Character
    Saeno Abes
    World
    Gilgamesh
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Erudito View Post
    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.
    I think the issue with Living dead is moreso on how annoying the buff itself is to deal with compared to the others. Living dead requires attention, Hallowed and holmgang require nothing immediately while Living ill sometimes requires hard cast heals which means a DPS loss for the healers. Adding a reward to dealing with Living dead is a bit of a bandaid fix.
    (1)

  6. #76
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    The only thing that needs removed from it is the complete reliance on another player to not die. WAR has means of gaining HP on their own (that is not tied to their tank stance, although they have means that also are. but they've options in both scenarios), and at the end of Holm you're not immediately killed for not meeting an arbitrary breakpoint.
    (7)

  7. #77
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by WhyAmIHere View Post
    The only thing that needs removed from it is the complete reliance on another player to not die. WAR has means of gaining HP on their own (that is not tied to their tank stance, although they have means that also are. but they've options in both scenarios), and at the end of Holm you're not immediately killed for not meeting an arbitrary breakpoint.
    Basically this.
    (1)
    If you say so.

  8. #78
    Player
    DaulBan's Avatar
    Join Date
    Jun 2016
    Location
    Limsa Lominsa
    Posts
    282
    Character
    Daul Ban
    World
    Ultros
    Main Class
    Paladin Lv 80
    Living Dead: 120s CD, 10s Duration

    After receiving Fatal damage be restored to full health.

    Pros

    Shortest Immunity CD
    Full heal afterward is potentially more healer-friendly than even Hallowed
    Fills a slot for mitigation on DRK that the job could use

    Cons
    Very much so a 'use it well or get wrecked' ability. Mistiming it or dying ahead of time would be not so good. Mitigated by popping it late.
    Useless against multi-hit attacks

    Or something like that. Honestly it'd be a very different take on an immunity that would be kinda bad in some circumstances where you're getting hammered with damage but it working as a self-bene on a short CD would also be pretty good. A lot of the benefits of Holmgang only you trade the 7s duration for a full heal. Maybe change the name to something like 'Rise Again' or something edgy but more descriptive.

    I didn't wanna read through all 8 pages before this though so someone might have already described a solution similar to this.
    (1)
    One day I'll be the MT mountain I want to be... But that day is not today. (As of Patch 3.2)

  9. #79
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by DaulBan View Post
    Living Dead: 120s CD, 10s Duration

    After receiving Fatal damage be restored to full health.
    ...

    Cons
    Very much so a 'use it well or get wrecked' ability. Mistiming it or dying ahead of time would be not so good. Mitigated by popping it late.
    Useless against multi-hit attacks
    After all the QQ about holmgang thread still on the 1st page, there is no way a 10 second safety net window that combines holmgang and benediction on a 2 min CD is going through. If holmgang is "overpowered", holmgang with a free benediction attached and a 10 second window on 66% of the recast is batshit stupid broken. Why even have tankbusters anymore.

    Those cons are inconsequential. Its not useless against multi hit attacks unless each hit could 1 shot you since you are at max health after it triggers. Lets say theres a 5 hit tank buster that could be survived via conventional mitigation (~50% or so mitigation to comfortably live. TBN+Wall. IB+Defiance+rampart, Vengence+ToB etc. This is a VERY hard hitting tank buster by conventional measurements requiring all this to live). 50% mitigation means you have 200% effective HP. So you would die on the 3rd hit, get fully healed and take the last 2 hits with 20% life. Holmgang would also survive this, at 1% life. Hallowed is hallowed. The only way this new holmgange+Bene combo is 'bad' is one specific scenario. Cheesing shared tank busters that have multiple hits. That is an EXTREMELY specific weakness and only applies to shared tank buster akh morns which only appear in 2 fights I can think of, one of which is level 50.

    Holmgang at 6 seconds (not 7) generally takes the tank buster and the follow up auto attack, then requires a heal. You are proposing something that functions better requiring no heals (buster>100% HP>Auto>80ish% HP) on a 2 min timer. Look at every complaint about holmgang, then square it. Way past broken.
    (4)
    Last edited by Izsha; 05-10-2018 at 12:27 AM.

  10. #80
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by DaulBan View Post
    Living Dead: 120s CD, 10s Duration

    After receiving Fatal damage be restored to full health.

    Pros

    Shortest Immunity CD
    Full heal afterward is potentially more healer-friendly than even Hallowed
    Fills a slot for mitigation on DRK that the job could use
    I would put this at a 3 minute at the very least, if not 210s--have to consider that Shadow Wall itself has a 180 second cooldown as well. That aside, I like the concept of this; it's a free and easy get out of a tankbuster free card that has its own set of advantages and disadvantages. It could be used to cheese things like Flash Gale ala Hallowed as well, come to think of it.
    (0)

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