I've gone ahead and done that, but I think that the tooltips are only half of the picture. Even if a tooltip is relatively complicated, you have the opportunity to decipher it at your leisure out of combat. But the tooltip isn't directed at you, on DRK. It's directed at your healer. So they either have to know how the ability works from prior experience, or try to figure it out as it's happening. I would be extremely impressed if a new healer was able to figure out exactly how this ability worked on the fly from the buff tooltips alone.
Human factors design is really important. Nowadays, you can't expect someone to read the instruction manual, let alone one locked behind a completely different job. There has to be something that explicitly says "Hey! Living Dead is happening! This is what you have to do." FF6 is about 24 years old now, and even the developers back then understood that Doom effects were best understood by a big number counting down over your character's head. It was incredibly obvious that something bad was happening. Games like GW2 have red screens and big text boxes that scream "Fight for your life!" when you get downed. We have all this effort poured into dumbing down raid mechanics to make sure that there's a common language that players can understand ("this giant arrow symbol means that you stack!"), yet your healer is expected to mull through some badly written tooltips to understand how Living Dead works while the timer ticks down towards your demise. I read relatively quickly, but I don't think that I could have pulled it off without prior knowledge.
I can understand that the devs want to make every tank invincibility move feel unique. I'm sure someone on the dev team has an attachment to this trashfire of an ability. But at least put some effort into designing it so it's intuitive to newer players. My bar is set so low at this point.


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