I don't understand why walking dead has to be so punishing for how long its cooldown is. It's not preventing damage like hallowed is and it technically may not last any longer either if you factor in the need for it to be cut short its full duration it actually has the potential to be shorter or slightly longer but we all know it will probably be shorter. The safety net living dead provides is moot even if its a planned usage other than letting healers know you dont need heals (yet), we use it right before we think we are going to die if its not planned. If DRK is to keep the chance of death then our invuln needs to be more rewarding or the first portion of living dead needs to be more useful than just a safety net. It needs to be more useful in a soloing situation that it is used as well. Hallowed and holm will prevent death in a soloing situation. Living dead will give you 10 more seconds to kill the mob before you die anyway (If I go down, I'm taking you with me? lol...)

One option is to make living dead compile damage received and unleash an AOE of it for a maximum of 20% the drks HP or something and to make walking dead reflect auto attack damage during its duration. Living dead still becomes useful in this scenario by doing damage even if walking doesn't proc.

Another option is to have living dead compile damage received before killing blow and heal the dark knight for that amount at the start of walking dead or at the end of living deads duration in the case of walking dead never procing. Walking dead's duration will have a form of drain spikes that heals the drk on attacks instead of receiving damage. It has the potential to lower healer burden and will make living dead useful in a scenario that walking dead never procs cause you still receive a heal at the end of it for all the damage you received.

Just throwing out ideas at this point.