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  1. #1
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    snip
    Indeed, it doesn't make a lot of sense. Too scared to change Hallowed, too scared to change Holmgang, and also apparently too scared to listen to last 3 years of DRK feedback lol

    If they are in fact removing the bind & target requirement from Holmgang then I suppose it's worthy to reconsider it's CD. Yes it has the superior recast now but it's simply not as flexible as the others regardless of how you slice it, the most obvious for me is that it was practically unusable for large dungeon pulls. It's still not a meaningful duration for dungeons, but at least now maybe we won't get rooted in aoe. Additionally, since we've had all our fluff mitigation taken away I imagine it'll see more use.

    From a raid perspective, planned LD usage isn't really an issue anymore than Holmgang. But much like how unusable Holmgang is/was for dungeons, LD is borderline unusable there as well. Removing or adjusting the healing requirement is mainly a QoL adjustment more than it is asking for anything to be buffed, but if they aren't going to remove it then the cooldown does indeed need to be adjusted.

    I don't particularly like the suggestion of making them all equal cooldowns of 7 or 5 mins or whatever, because - all else being equal - people are still going to gravitate towards the one perceived as the strongest. So all the effects would have to be the same, too. They need to have their own advantages and disadvantages and cooldown & duration should properly reflect that. Perhaps one of the problems holding them up on LD is the 20 sec duration, 10 sec to die and 10 sec to be rescued. It's a fairly long invulnerability but it can also be cut short with quick heals, or of course not proc at all with too many heals. A longer cooldown in light of such duration would make sense on the surface, but it doesn't play out that way in reality. Hallowed by comparison you always get 10 sec regardless. Holmgang you always get 6. GNB will always get 8. Maybe they can find some middle ground here to re-consider that DRK isn't always enjoying a 20 sec window on his CD, or the 10-sec invulnerability window, and that it's simply not an advantageous cooldown in all situations because of the way it actually functions. I mean, if you get one or 2 of these a fight they better be worthwhile, right? They are supposed to be OUR ULTIMATE SKILLS.

    Cooldown for Living Dead needs to be reduced, or the effect needs to be adjusted to compensate for actually having as long of a cooldown as it does. Period. I don't have any great suggestions to offer but it's pretty obvious that if they don't do something that DRK will be doomed for the 2nd expansion in a row. And it's supposed to be the poster boy for this one lol
    (3)
    Last edited by whiskeybravo; 05-31-2019 at 01:03 AM.

  2. #2
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by whiskeybravo View Post
    ...
    The main problem with invulns as they stand is that you're bringing two tanks, each of which has their own. So you're easily knocking off 4+ tankbusters per fight. So either you need more tankbusters per fight, or you need certain tankbusters that flat out ignore the invuln. Now that I think about it, the latter would be a really interesting solution to the problem - your invuln would be something that you use to rescue a run, rather than simply being used to take a mechanic out of the fight.

    From a balance perspective, it really doesn't make sense that you have invulns that can be used twice as much as that of another tank. But if you make them too long, then it's a button which you just press once per fight. I think the 5-7 minute range is the best compromise.

    I also think that you need a bit of consistency when it comes to the design of these. If you want it to be about trade offs (i.e. you gain the benefit, but it comes at a price), then this needs to be consistent. At the moment, GNB and DRK are the only ones who have drawbacks, and it's to achieve an inferior effect. Likewise, if the point is to give you invuln + another benefit (like it is on WAR), then that should also be consistent.

    In the case of Living Dead, the duration is often quoted incorrectly. The active time is Walking Dead, because that's the only time that you're actually mitigating damage. So that will always be some duration less than 10 seconds (i.e. whenever the effect gets cleansed). And if you're busy healing the DRK, their HP is greater than 1 and they're not mitigating any further damage. So outside of a timed benediction, the effective duration of Living Dead is usually shorter than Holmgang.

    I think if they wanted to keep Living Dead as it is, they should have incorporated it into the gauge system. If they were able to rework the bars for shielding, they could have at least made it obvious how much remaining healing was required to cleanse the effect. This was pure laziness.
    (3)