Superbolide needs some changes, Holmgang/LD/Hallowed are balanced.
Superbolide needs some changes, Holmgang/LD/Hallowed are balanced.
Have you used LD? Nice try, not balanced, and barely usable outside preplanned fights with a static.
Superbolide: Reduced HP to 1 + 8s Invuln / 300s cooldown. (down from 420s.)
Doesn't last as long as Living Dead potentially can, but also won't kill you.
The outlier here is Holm, we all know it. That move needs to be in line with the others at higher CD timer, even if it means making it longer due to no more rooting you.
The alternative would be lowering the CD on the others, but I think SE is trying to avoid having the death defying moves just negate busters. Living also needed to be changed, I think between 30-50% of the HP needing to be restored would be fine, and add regen to all DRK's attacks during it so they can actively help themselves.
To me holmgang and hallowed are fine, representing the 2 ends of the spectrum, high cd high safety vs. Low cd low safety.
Living dead is an inferior holmgang and now superbolide is an inferior hallowed. This is where it gets silly, why should these tanks have inferior versions? If LD was just a 10 second holmgang with 5 min recast, that’s fine, if superbolide had a 5 min cd, also fine. The power of the move needs to match the recast timer and it just doesn’t for these moves.
People really need to stop emphasising the supposed risk of Holmgang. The chances of you dying are extremely low because you'll only ever use it on a tank buster. Any healer who isn't asleep should already be preparing to heal you since they know busters hurt. Yes, yes, there are dumb healers who don't pay attention, but that can be said of every job. The benefits of Holmgang far exceed any risk. A prime example of how absurdly powerful it is can be seen in Godka, where Warrior is the only tank who can invuln three out of five busters. It utterly trivializes one of Godka's mechanics.
Frankly, one could argue all four invulns need an even longer CD than they currently have—essentially making them a one use per fight outside maybe Ultimate. If nothing else, Holmgang needs to be 5min, especially not that you can use Equilibrium freely. That's a 20-30k (currently) heal. This allows WAR to literally Tetra themselves—something DRK and GUN have no answer for.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
I'd probably do something along the lines of:
Holmgang - 6s duration - Can't go below 1HP - Additional Effect: Forces Enemy to attack you for the duration (Basically like a Taunt from other MMO's) - 240s CD
Living Dead - 10s duration - Can't go below 1 HP. Damage that would otherwise cause you to go below 1HP instead creates a shield that absorbs healing for the amount of damage prevented. If this shield remains at the end of the duration, you die. - Additional Effect: Increases healing received by 30% - 300s CD
Superbolide - 8s duration - Cannot take damage. Reduced to 1HP. Additional Effect: Refreshes the CD of Aurora - 300s CD
Hallowed Ground - 10s duration - Cannot take damage - 360s CD
Basically, streamline the CD's so they're closer to each other and put some additional effects onto some. Now the biggest difference in CD is 2 minutes (Between WAR and PLD) but the rest are +/- 60s so they're more on par.
Warrior gets some extra utility in that instead of having mostly redundant Binds, that they instead get forced taunt for the duration which can give them some utility to "Tank Swap" just to soak a TB with Holm. It also fits the theme of "Holmgang" better (Which is a ancient Norse duel). It gets a lower CD than other TB's at the cost of lower duration.
Dark Knight basically gets Purgatory from WoW DK's. Where instead of needing to be healed 100% of their max health (Therefore being penalized for having higher HP pool) they instead only need to be healed for the overkill damage, this allows them to do things like use TBN to help minimize the amount of overkill damage as well as improving as their health pool increases and so the amount of overkill damage from an attack decreases. To add a little extra to the mix, give them increased healing taken so that even less healing is necessary to save them, also without this dispelling the skill itself, meaning they can get full 10s (Well, more like 9s) of hits that bring them below 1HP so long as they get enough healing.
Gunbreaker gets not a ridiculous CD for being literally worse Hallowed Ground. Also, some extra self synergy with the Aurora refresh, allowing them to use the skill even if it was on CD from a prior use. Thus allowing them to tick up their own HP over the duration.
Hallowed Ground just gets a reduced CD to fall more in line with other invulns. No other additions are necessary as it's already very strong as is.
My idea follows simple rules:
Short duration = short cooldown.
Long duration = long cooldown.
Strong effect = strong drawback
Holmgang - duration: 6s, cooldown: 180s, effects: invunerable, drawback: none
Living dead - duration: 10s, cooldown: 300s, effects: invunerable, received increased healing during duration, drawback: dies if not healed to X% of full live
Superbolide - duration: 8s, cooldown: 240s, effects: invunerable, immune to dmg, drawback: hp gets set to 1 at activation.
Hallowed ground - duration: 10s, cooldown: 420s, effects: invulnerable, immune to dmg, drawback: the drawback is the +120s on cooldown in comparison to living dead
As you can see, all the cooldowns are duration x 30s. (except for hallowed ground)
Holmgang has the weakest effect, since it only makes you invulnerable, so it got no further drawback.
Living dead also makes you invulnerable and you receive increased healing, so the drawback is the possibility of dying.
Superbolide makes you immune to dmg, but sets your hp down to 1 at the start.
Hallowed ground doesn't have a drawback, but it got +120s on cooldown.
I know it doesn't fix all the things people address like "LD is the only one that can kill you." or "WAR can cheat too many mechanics because of the low cooldown.", but it's the most balanced thing I can come up with.
Last edited by Kreyd; 05-30-2019 at 11:39 PM.
Living Dead needs the "not die" requirement to be healed 50% of HP, not 100%.
Superbolide needs it's cooldown lowered to at most 300 seconds.
As a non-raider I don't really have a lot of ideas.
Hallowed Ground is kinda OP, but there would be riots if it was changed to much. Its longer CD though seems fine though I'd prefer at 360s instead.
Holmgang, I don't play WAR much and it seems fine enough to me. At most a slightly longer CD for it would be the only thing it would need. Or for WARs to lose a different defensive option to make its increased use more important but I don't like that idea.
Superbolide: Reduce its CD to 300s and its fine.
Living Dead: I know a lot of people want it changed but I honestly love the differences it has in relation to the other tanks. I think the best thing to do is have Walking Dead give a 20% damage reduction as well as causing all actions done by the Dark Knight heal them until they reach full health or die. It'll give a bit of relief on the healers and depending on how much the healing does could even let the Dark Knight do it completely on their own atleast in their burst windows.
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