Well, apparently when asked about living dead Yoshi said he didn't want to change it because "job identity".
So let's look at these moves and think about what would fit each jobs identity.
PLD and WAR, I think their effects fit them well.
Hallowed ground, complete mitigation, PLD is the shield wall, complete mitigation makes sense.
Holmgang, you can't die, WAR has always been about self healing, so having the ability to not drop below 1hp and just be able to heal itself up just fits.
So DRK and GNB, these don't fit. So let's think about these jobs identity.
Gonna start with GNB, it basically got a gimped hallowed ground. How does that fit it's identity? It looks to me based on their kit, they're kind of setup as a barrier tank focused more on party support. So, simple adjustment. Superbolide: reduce your HP to 1 and render yourself impervious to most damage, party members within range gain a barrier equivalent to HP consumed.
I think the main issue with GNB's invuln, aside from being gimped hallowed, is that it means the healers have to focus on the tank because they're dropping to 1 HP. So if it made it so that the rest of the party was protected so the healers ONLY had to focus on the GNB, I feel like that would balance it out somewhat.
On to DRK, living dead is just brokenly bad and it boggles my mind that it hasn't seen ANY adjustment since it's release. To me, this move needs a ground up rework or complete replacement. So first, let's looks at DRKs identity.
DRK's lore is that it struggles with its darkside for power, the darkside wanting to take over. I think living dead could represent that perfectly. When you pop living dead, your MP is restored to full and you no longer take HP damage, but MP damage instead (since MP represents your darkness), but you don't take direct MP damage (a 50k buster won't instantly reduce your 10k MP to 0 MP), instead you take a set amount of MP damage per hit, so every hit would reduce your MP by 1k for example. This would mean you could take 10 free hits assuming you don't spend or restore MP in that time.
I feel this would be a fair compromise between DRK's lore and it's gameplay as a tank, giving it's own unique identity while giving it an effect that it can manage by itself. It would also give DRK some nuance to it's invuln skill, letting you decide if you want to spend extra MP on damage or hold back and recover MP while the effect is up.
So you may have noticed I didn't mention any recasts or durations. That's because I think they should all be 5min recast and 10s duration. Tank cooldowns have been really homogenised with this expansion, all having rampart, all having a 2min 30% mitigation, all having a short CD mitigation. So why not do the same for invulns? The effects would be the only thing that varies based on the jobs identity but they would all be 5min recast and 10s duration.

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