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  1. #21
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Have you used LD? Nice try, not balanced, and barely usable outside preplanned fights with a static.
    (4)

  2. #22
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    superbolide should be a lower CD
    maybe even had a heal buff to it

    Living dead really just needs to not depend on others
    (1)

  3. #23
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    I really dont know why they dodnt touch holmgang. I have long said that they need to unlock IBs mitigation from tabk stance and that will allow increasing the timer for holmgang. They gave us the on demand mitigation via raw intuition but did not touch hg (except quality of life which is great). But they should just take the new HG, increase the invuln duration to 8ish seconds and up the timer to 420 and it would be fine.
    (2)

  4. #24
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    In the Work to Game interview Yoshi P even admits to Hallowed being overpowered but they are afraid to change it due to how its been that way for so long and the backlash.

    But they can at least fix GNB and DRK.
    (0)

  5. #25
    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)

  6. #26
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    Holmgang needs to be pushed up to a 5 min cooldown, though frankly I am all for them throwing all of these skills out the window. They completely break encounters more than any other skillset in the game.
    (6)

  7. #27
    Player
    Zwynfalk's Avatar
    Join Date
    Aug 2014
    Posts
    27
    Character
    Zwynfalk Fhetnborgwyn
    World
    Exodus
    Main Class
    Paladin Lv 90
    Every invuln should do the same basic thing: Keep the tank using it from dying for 10 seconds.
    They should also all have the same recast timer to maintain encounter design balance.

    Holmgang has a solid concept: "I'm a berserker and while you maybe hurt me, you'll not take me out of the fight."
    "Cannot be reduced to below 1 HP for 10 seconds" fits the bill and between healers watching the buff tick down and WAR's own self-healing abilities, it's an easy drawback to deal with.

    Superbolide is an interesting idea, but I would personally change it to:
    "Sets own HP to 50%. Renders you impervious to most attacks while preventing healing from sources other than self.
    Additional Effect: Increases HP recovery via healing actions on self by 50%"
    Basically, the only way you'd come out at full health would be by saving Aurora. But combining that with Gunbreaker's self shields and the fact that it sets the user to 50%, means that you'll be fine or even higher up on HP than before.

    Living Dead is the most complex and troublesome. The 10 second safety net of Living Dead + the 10s of immunity from Walking Dead is really strong. The best idea I can come up with right now would be to give every attack the DRK preforms while Walking Dead a damage boost and some degree of self healing. And then if the DRK isn't healed to full before the end of Walking Dead, they get a damage down for the same amount and duration. That sounds like something that could be abused...

    Hallowed Ground is really the hardest to balance because it has nothing to give ideas for downsides. All I can come up with is that using any attack other than Intervene (for the movement) ends the effect. Or maybe give a button to end the effect yourself and attacks deal no damage while it's up - allowing you to keep combos flowing and MP regenerating.

    I mean the other option is to delete them all and give each tank a 10s, 90% reduction ability.
    (1)

  8. #28
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,846
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I too mostly prefer the idea of removing most immunity abilities completely, or at the least creating a new category of distinct-castbar boss skills against which immunities cannot prevent death or must have an overkill margin of less than X% for death to be prevented.

    Ideally, I'd like for them to have a sort of utility that functions similarly in purpose to Immunities, in some cases, that follows organically from unique effects.

    Let's take Superbolide for instance. At present, it's just a greatly inferior Hallowed Ground. But what if we could make that 1 HP thing... make sense? For instance:

    Superbolide: Reduces you to 1 HP, instantly shielding you for half of your health removed in addition to a further 30% of your maximum HP. This shield stacks with other damage-preventing effects, but fades continuously over 6 seconds. 240-second cooldown.
    OR
    Superbolide: For the next 6 seconds, your damage taken is reduced by your missing %HP, to a maximum of 75% reduction. (E.g. at 1/2 HP, you take only 2/3s the normal damage, at 1/3s you take only 1/2 damage, and at 1/5th HP or lower, you take 3/4 less damage.)
    Both are strong. Really strong. But, they both have interplay with healing and neither can single-handedly allow you to survive anything and everything. The first will require that you're quickly healed or it will either waste some of the shield and/or be an outright eHP loss. The second will only really protect you from follow-up auto-attacks, though it can make for some jaw-clenching moments of critical HP sustain and efficiency-centric risk-vs-reward play.

    Edit: I still favor the 'Purgatory' debuff fix to Living Dead, even if it would technically be a nerf.

    Living Dead: Would-be fatal damage taken over the next 10 seconds activates Walking Dead.
    Walking Dead: For the next ten seconds, you cannot die but each instance of damage that would otherwise kill you generates Mortal Coil, a healing-absorption effect equal to the damage prevented. Mortal Coil cannot exceed your maximum HP at any given time and is reduced by 1 point for each point of would-be healing received. If Immortal Coil remains after 10 seconds, you die.

    Note: the value remaining on Mortal Coil will be indicated by a red shield graphic over one's health bar equal to the amount.
    Let Paladin have the only true Immunity/Invincibility, but at cost to mitigation resources elsewhere. Holmgang could more or less copy this mechanic from Living Dead as well to better balance it, so that it's granting no free mitigation. Moreover, all three "immunities" would have certain skills they quite simply cannot prevent death or damage from, or must have an overkill margin less than X% to survive.
    (0)
    Last edited by Shurrikhan; 06-02-2019 at 06:42 PM.

  9. #29
    Player
    Maneesha's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    148
    Character
    Maneesha Rayne
    World
    Shiva
    Main Class
    Warrior Lv 80
    Hallowed Ground : 6sec Immunity to dmg. The paladin gains a buff which grants him 2 stacks of Holy Spirit and Clemency, making both instant and by using one or the other 1 stack is consumed.Clemency has increased healing potencys. 5min cd.

    Living Dead: "living dead" part is a 3sec duration, during that time the next hit kills you (any hit) and turns you into (the walking dead part) a "zombie" (or something edgy/dark knightish) for 10sec. In the "walking dead" state the drk gets the following effects: TBN will now heal the DRK for 25% of his own health instead of granting him a shield which prevents dmg and it won't grant dark arts anymore during the duration. He gets 2 Stacks on TBN and TBN has no mana cost, 2 stacks on every gauge ability. Using 1 stack of either TBN/Gauge ability will consume the stack on both, meaning he must decide on using tbn or dmg skills.He needs to be healed back to 70% before "walking dead" ends or he dies. 5min cd

    Holmgang : can't drop below 1hp for 10 sec,trows out chains and sets the enemy or enemies in a 5yalm range around you in a rage status, increasing their dmg dealt to you(to account for some aoe's which may happen while they deal increased dmg,we don't want to wipe the grp :P) for the duration of the effect and forces him/them to attack only you.Grants 2 stacks of Equilibrium,some Gauge skills (same as drk/pld), using any of those skills reduces the stack by 1. 5min cd.

    Superbolide: 60% dmg reduction for 8sec, 20%(maybe 10%?) dmg reflect shield for the duration it lasts(a better vengeance basically).Gives 2 stacks of Aurora (also increasing its potencys) and 2 stacks on skills that uses cartridges (not sure which skills thou). 5min cd.

    The idea behind this is:
    a) give self heal capability in some way(in 8/24man content not that important,but helpful for 4man or solo content)
    b) give potential dps ability (high hitting one/aoe) to spice things up, but be very close potency wise so it stays balanced and make more use of the "charge's system"
    c) have same cd and almost same duration (duration differs due to difference in damage mitigation,difference in healing needed)
    d) be useful when soloing things/solo content
    e) keep them different so that every job has its own "job identity"

    For paladin i cant really decide which offensive skill to pick to give the stacks, the option for single target or aoe dps should be there, but limited to only 2 uses and since they don't use gauge for anything offensive its a bit hard to decide. Maybe grant 2 uses ,to pick from,of Clemency (with increased healing potencys), Holy Spirit,Holy Circle and/or Attonement. I don't know, it should just be very close aoe/single target to the other 3tanks potencys.
    (1)

  10. #30
    Player
    Maneesha's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    148
    Character
    Maneesha Rayne
    World
    Shiva
    Main Class
    Warrior Lv 80
    Double Post because of limitations

    For DRK its more or less the same and we keep the risk of him dying,but the drk himself has ways to deal this effect and allows this skill to be used in solo play, but he must somehow restore 20% of his own health to not die in solo play. Not getting "Dark Arts" from "TBN" might be a discussion point, but i didnt really see any other skill other then "TBN" that could be turned into a selfheal potent enough so that he might have ways to deal with his imminent dead and giving him "Dark Arts" on top of that might be too good. (maybe abissal drain might work for that?)

    Warriors basically the same, but it turned into a "Provoke"/"Ultimatum" skill for its duration with the increased dmg from mobs(setting them into a rage mode) for more "job identity". He cant die for 10sec and the skill is only used to prevent dead, so this rage and increased dmg of mobs is just cosmetic, we can do with or without it. 2 stacks on Equilibrium is to deal with the 1hp effect when the skill ends (if one chooses too) or 2 stacks on Gauge skills (not sure which, maybe 2 fell cleaves/inner beast or 2 decimates/steel cyclones).

    Gunbreaker is also tough.. a better version of vengeance kinda sounds appropriate, like he casts a shield on him and turns it on fire (or something like that) and that's the reason why it reflects dmg back to the attacker for every hit they do. I through of a 80% dmg reduction and 6sec duration on the start, but if he had such a great mitigation there will be no reason to ever choose to use a stack or two of Aurora. Speaking of Aurora just increased potencys might not be enough and maybe the skill should also have lower duration, since its a hot, so that he can heal himself/others with the buffed version even faster (like clemency). Then we have cartridges abilities, not sure which to pick, since they are also a combo like skills...
    (1)
    Last edited by Maneesha; 06-02-2019 at 08:14 PM.

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