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Thread: Living Dead

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

  2. #2
    Player
    Saeno's Avatar
    Join Date
    Sep 2015
    Posts
    180
    Character
    Saeno Abes
    World
    Gilgamesh
    Main Class
    Paladin Lv 90
    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.
    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.

    Quote Originally Posted by Kabooa View Post
    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.
    Awesome stuff being?
    (0)

  3. #3
    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. #4
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,398
    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)