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  1. #1
    Player
    Miminming's Avatar
    Join Date
    Oct 2018
    Posts
    447
    Character
    Arclest Aura
    World
    Belias
    Main Class
    Arcanist Lv 80
    "Living dead is used, please heal me to 100% before the buff end!" Macro is not hard to make...

    Living dead is not bad but its indeed need more coordination compares to the other tanks, but on the other hand if used optimaly it is the best (since you can used it multiple time in one fight
    (0)

  2. #2
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by Miminming View Post
    ...but on the other hand if used optimaly it is the best (since you can used it multiple time in one fight
    That's Holmgang you're clearly referring too.

    LD is subpar. Invunurability is only 10 seconds (9 really) and you're punished for using it in a way no other tank is. Remove the death tax.
    (4)

  3. #3
    Player
    KatsuraJun's Avatar
    Join Date
    Sep 2015
    Posts
    68
    Character
    Chloe Atlasia
    World
    Ultros
    Main Class
    Reaper Lv 90
    The cooldown and, to a much lesser extent, duration is the only thing that truly matters for these skills, so it's actually better than hg really.
    Holm is in a class of its own because of the 3 minute cd and it frankly should have been nerfed to 4 if you ask me, but eh.
    (0)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Kindly don't project your own emotions on to me. I can speak for myself, thank you very much.

    The fact that you can eat both Embrace and Hyper on DRK and PLD should show you that the Living Dead part of the buff has nothing to do with effective duration. Otherwise, only DRK would be able to do it. If you aren't mitigating damage during that period, then it isn't part of the effective duration.

    All these moves are scripted. We know their exact timestamps. Your PLD player pops Hallowed at the earliest possible second that soaks all the required hits in order to minimise the recast. Your DRK player does the same thing, except that they pop it 9 seconds before that value in order to shave 9 extra seconds off the recast. That's the advantage of the preliminary buff. Recast, not duration. I would have assumed that this would be basic knowledge to you, but if it isn't, it just goes to show you how poorly understood the ability is.
    (3)

  5. #5
    Player
    DemonicNeko's Avatar
    Join Date
    Aug 2017
    Posts
    103
    Character
    Vela Zhezzaia
    World
    Faerie
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Lyth View Post
    I don't see any logic to this post. If the devs think that Holmgang and Hallowed are overpowered, then they should rebalance them, regardless of the backlash that they get from people like you. The backlash from everyone else is going to be much worse.

    Living Dead's "buffer" doesn't have any impact on the effective duration. It just shortens the effective recast by up to 9 seconds (so that you can have it back up at 291 seconds instead of 300). The effective duration is anywhere from 1-9 seconds, which on average is going to be shorter than Holmgang unless you pair it with Benediction.

    If you think it's a fair price to pay, let's swap. Put Living Dead's mechanics on WAR, and move Holmgang's mechanics to DRK. At least WAR has a bit of burst healing and its own Convalescence buff to contribute.
    I have no idea why you bring up the recast time in all this. It like you did not read the post at all. We where saying we wanted a better ult that did not activate when we die and put a 10 second doom buff on. Forcing healer to waste their mp on super powerful but very expensive heals to remove the doom buff. Which if they fail. Then they have to waste more mp to rez us after that. Now name any other tank ult after words which punish healers for not doing a heal check? That right none. This is a terrible design ability and it does not even fit the story or lore.

    How would the other tanks feel if Hollowed ground, Holmgang, and Superbolide only activated after they hit 0 hp? They would be screaming and raging all over the forums.
    (2)

  6. #6
    Player
    DemonicNeko's Avatar
    Join Date
    Aug 2017
    Posts
    103
    Character
    Vela Zhezzaia
    World
    Faerie
    Main Class
    Dark Knight Lv 80
    Honestly if devs really want to capture the class fantasy and theme for dark knight. Because we embrace our darkness and love being wounded. Our ult should be more on a wound point system. Where our wounds would add damage mitigation and damage buff. As our class powers our darkness throw pain, suffering and hatred. So 100% hp the ult would give us 0% damage mitigation and dps buff. 99%-75% would give us a 25% buff to both. 74% - 50 would give a 50%. 49% - 25% would give 75% and finally 24% and lower would give 100%. This honestly fits the dark knight theme far better then Living dead.
    (0)

  7. #7
    Player
    ElazulHP's Avatar
    Join Date
    Dec 2014
    Posts
    1,180
    Character
    Inigo Meowtoya
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 80
    You shouldn't NEED to use a macro in order to use a skill effectively. Especially, considering none of the other classes have an invuln skill that require that high a level of communication between tank and healer. Does not seem very fair.
    (6)

  8. #8
    Player
    Maneesha's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    148
    Character
    Maneesha Rayne
    World
    Shiva
    Main Class
    Warrior Lv 80
    Quote Originally Posted by ElazulHP View Post
    You shouldn't NEED to use a macro in order to use a skill effectively. Especially, considering none of the other classes have an invuln skill that require that high a level of communication between tank and healer. Does not seem very fair.
    you are right, you don't have to use a macro, you simply need a healer who knows how to deal with it, the macro is more or less just a small sound/visual indicator that you used the skill,everything else is up to the healers. even i get asked sometimes to use a macro for holmgang if i don't verbally communicate the use of the skill in a voice chat program(in case we are using one), because i often switch the macro out for all other content.
    let me say it in another way, a tank actually only needs to tell his party that he used an invuln skill. the healers should know the different effects of invuln skills and how to handle them and then decide if they want to make full use of the skill or not(since you used the skill and didn't die, you did all that is required from you). so yes you don't need "complicated" macros, but maybe one that can server as a "notification" (visual in-chat or sound).
    (0)
    Last edited by Maneesha; 06-04-2019 at 08:21 AM.

  9. #9
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Have any of you seen the Familtsu's Shadowbringers Media Tour Interview transcript?:

    Q: It'll take too long to discuss every job like this, so are there any other notable considerations you made?
    Yoshida: There was also the debate over the oft-suggested BLM Raise.

    Q: Because the other ranged magical DPS, SMN and RDM, both have their own raise actions, right? I think there are some that want one for BLM, and some that don't...
    Yoshida: Just as an example, what if BLM's raise action was based on destructive power, and raised the target at 1 HP with the Walking Dead status? But in that case, healers would definitely complain... We thought of several ideas, including ones to increase the penalty for raising, but all of them resulted in "No one would use it then."

    Really!!!? I'm confused. LD/WD is such an disappointing and unusable mechanic that you are willing to disallow it to be used for a BLM, mainly because it would be drawback to bringing the job (that is Yoshi P's main) and healer's wouldn't like it so ppl wouldn't use it BUT IT'S OKAY TO LEAVE AS IS FOR DARK KNIGHT????!

    Ultimately, blm raise was debated and devs decided to go a different direction. But it seems that Yoshi P would have said no to WD style raise being implemented for the simple fact that it is unduely punishing compared to all the other raise abilities with in the ranged magic jobs. Hmmmm...
    (8)
    Last edited by Danelo; 06-04-2019 at 11:21 PM.

  10. #10
    Player
    Keagian's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Keagian Lowell
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Honestly they should just remove the death penalty from Walking Dead and instead make it so that all of DRK's attack's lifesteal HP back while being invulnerable to damage but can't be healed for the duration. As long as each attack heals for 75% of the DRKs damage potency, it wouldn't be hard for DRKS to get back to 50-75% HP. Having a visual effect to let healers know that they can't heal the DRK by having some sort of bright purple aura around the DRK would allow them to ignore the DRK for the duration of Walking Dead, this way it would actually help healers save on MP and have the skill rely solely on the DRK's own abilities and resources to get back to a healthy position.

    The fact that Living Dead requires a healers intervention and taxes them, is part of the reason why it's considered a bad invulnerability skill. If I used Living Dead and died to Walking Dead then it would be on me for not using my resources to get myself back up to a healthy HP line. Currently Living Undead punishes both the tank and healer if all requirements aren't met and I hate having an ability that puts pressure on my teammates.
    (7)

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