Only thing they need to fix for Superbolide is having the invuln apply instantly, other than that, there's no issue IMO.
Living Dead on the other hand...


Only thing they need to fix for Superbolide is having the invuln apply instantly, other than that, there's no issue IMO.
Living Dead on the other hand...



Superbolide is fine as is minus the bug of the invulnerability effect being queued by the server after dropping the player to 1hp so if you get hit at the exact same time as ability activation you actually die before the invuln effect is applied.
Yes it drops you to 1hp but the tank still has control of the situation. Under proper usage it's functionally a better Holmgang or Living Dead where you will get dropped to 1hp, but you also get the same invulnerability to damage that Hallowed Ground does after being dropped to 1hp which makes it much easier to get your health back to where it needs to be, where Holmgang and LD still allow incoming damage. This is balanced out somewhat by the longer recast time.
Living Dead is still just a mess for the reasons that have been repeated here in this thread and many others since DRK was released. They just need to nix the whole healing requirement aspect and allow the DRK to cancel the Walking Dead effect themselves by having the activation of the Walking Dead state light-up a proc on Living Dead/Walking Dead on the hotbar and then pressing it again cancels the effect. If the DRK doesn't cancel the effect and it runs the full duration, then they are KO'd. Exactly the same as now, just now the "or die" aspect is in the hands of the DRK and solves most of the current issues with requiring others or the ai to know how it works, as well as UI and visual messaging issues. Just reducing the healing requirement still has the same problem of being entirely out of the DRK's control and it makes it more likely that the healer could prematurely cancel out Walking Dead when you may still need or want it up for a few more seconds.
Last edited by TouchandFeel; 07-06-2019 at 01:39 AM.
My issue with Super is that there doesn't seem to be an advantage to it. HW is super strong but has a long cooldown to compensate. GNB gets the same cooldown, but also it tanks your hp to 1 and gives the healer a heart attack. If it's going to come with a downside like that, maybe give it a shorter cooldown or something? And it just doesn't make any sense as a mechanic, it's like SE was stretching really hard for an idea for a fourth 'invuln' mechanic and slapped it in there.


But... Superbolide has a shorter cooldown than HG. It's 6min vs 7min.My issue with Super is that there doesn't seem to be an advantage to it. HW is super strong but has a long cooldown to compensate. GNB gets the same cooldown, but also it tanks your hp to 1 and gives the healer a heart attack. If it's going to come with a downside like that, maybe give it a shorter cooldown or something? And it just doesn't make any sense as a mechanic, it's like SE was stretching really hard for an idea for a fourth 'invuln' mechanic and slapped it in there.
I haven't had any real issue with LD, though one change that might be welcome would be that, instead of killing the DRK, WD instead does X damage to him, where X = DRK total HP - amount of healing DRK rcv'd. That way, if the healer misses the mark by just a little, the DRK would conceivably only take scratch damage.
my take on superbolide
- cast a barrier to yourself with the strength of 80 or 100% of your max HP for 8 or 10 seconds. long cooldown obviously.
clean and simple, i dont know why i saw GNB brutal shell and this skill as his "ultimate defense" come to mind. lore wise its also good since GNB seems to be on "high tech" side so i just imagine him doing like master chief throwing that shield nade under his foot like in that halo 3 teaser trailer lol
Last edited by gumas; 07-06-2019 at 12:20 PM.

I'll agree that Superbolide as it stands is hot garbage, in fact I've said as much on two occasions today alone.
However! I will defend Living Dead to my dying day, it isn't a bad invuln by any stretch of the imagination (in fact its actually quite good.) certainly better than the naysayers would have it. It is just misunderstood.
Living Dead thrives best when used deliberately, when you prepare it knowing you're about to eat lethal damage. Set it, forget it, keep on pushing your rotation. The buff itself lasts about... I wanna say ten seconds? is activated on "Death" and Walking Dead then lasts another ten seconds, provided your WHM doesn't fuck up and Bene you before its soaked everything you need it to. (See Titania EX for example) That is, in all honesty... far from weak.
Last edited by Kirisu; 07-07-2019 at 08:12 PM.
I don’t think SB is awful the main problem is that is just a crap version of HG. It’s fine YoshiP saying that HG is op but just giving other jobs a crap version is poor design they should do more to balance it the 1 minute shorter CD doesn’t do enough. It doesn’t both DRK and GNB are punished for using their skill but WAR and PLD are not.
Last edited by Dortharl; 07-07-2019 at 10:24 PM.

I don't really see how DRK is punished for using their invuln, sure Walking Dead will kill you if it isn't cleansed but thats what the healer is for. They are rewarded ten more seconds to live, ten seconds wherein they can soak any damage and not die, ten seconds for the healer to recover. Its essentially a get-out-of-jail-free-card.I don’t think SB is awful the main problem is that is just a crap version of HG. It’s fine YoshiP saying that HG is op but just giving other jobs a crap version is poor design they should do more to balance it the 1 minute shorter CD doesn’t do enough. It doesn’t both DRK and GNB are punished for using their skill but WAR and PLD are not.
Last edited by Kirisu; 07-08-2019 at 05:42 AM.


LD is the only invuln that kills you without healer intervention. The other tanks need to take extra damage after the end of the invuln to die, where the DRK just dies. The PLD can use its invuln at full HP, get full benefit from it and still not die afterwards, the WAR can heal some HP by himself fast enough so that he'd survive at least one or two autos afterwards, the GNB, while going at 1 HP, is invincible and thus can get some HP back by himself with Aurora and Brutal Shell before the end of the invuln and survive some hits too. DRK needs to receive a metric f*ton of healing in less than 10sec to prevent the invuln from killing him. I mean, I don't know how to explain better. There's no debate here. It's not a get-out-of-jail-free-card since it essentially either jails the healer or Bene's CD. It just exists so that DRK can cheese tank busters like the other tanks but it's still painful.I don't really see how DRK is punished for using their invuln, sure Walking Dead will kill you if it isn't cleansed but thats what the healer is for. They are rewarded ten more seconds to live, ten seconds wherein they can soak any damage and not die, ten seconds for the healer to recover. Its essentially a get-out-of-jail-free-card.
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