Page 6 of 7 FirstFirst ... 4 5 6 7 LastLast
Results 51 to 60 of 70

Hybrid View

  1. #1
    Player
    Lodorion's Avatar
    Join Date
    Oct 2013
    Posts
    15
    Character
    Flobby Fraser
    World
    Odin
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Tranquilmelody7 View Post
    I would kill to have a skill like Superbolide on DRK.
    If I notified my healer beforehand, I could utilize it whenever it was available for dungeon pulls.

    I agree that it could use some tweaks, but I don't feel it's at all conceptually flawed like Living Dead.

    Hallowed Ground also really needs a nerf.
    I love PLD but I kind of hate how mindless that skill is to use.
    Don't get the complaint about Living Dead? You become Immune to Death upon using it instantly. When you would have been KO'ed, you get a new status, which is basically a Countdown timer until you die -if not Healed to full hp in time-. So what's the point? You will always rely on the ability and caution of your healer, no matter if its Superbolide (That needs to be fixed due to a small window where you still die upon using it instead of being instantly invul.) or Living Dead. As DRK, I always had Successful Living Deads pulled off.. And Its a nice Skill tbh^^ But let's keep this Thread Friendly.
    (0)

  2. #2
    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
    Quote Originally Posted by Lodorion View Post
    Don't get the complaint about Living Dead? You become Immune to Death upon using it instantly. When you would have been KO'ed, you get a new status, which is basically a Countdown timer until you die -if not Healed to full hp in time-. So what's the point? You will always rely on the ability and caution of your healer, no matter if its Superbolide (That needs to be fixed due to a small window where you still die upon using it instead of being instantly invul.) or Living Dead. As DRK, I always had Successful Living Deads pulled off.. And Its a nice Skill tbh^^ But let's keep this Thread Friendly.
    living dead sucks up healer resource and Dark is punished for it if not healed fully
    no other CD needs a 100% heal or has a death penalty

    super bolide + Benediction is a lack of communication not a problem with the skill
    (1)

  3. #3
    Player
    Tranquilmelody7's Avatar
    Join Date
    Jan 2018
    Posts
    419
    Character
    Thepale Rider
    World
    Jenova
    Main Class
    Bard Lv 90
    Quote Originally Posted by Lodorion View Post
    Don't get the complaint about Living Dead? You become Immune to Death upon using it instantly. When you would have been KO'ed, you get a new status, which is basically a Countdown timer until you die -if not Healed to full hp in time-. So what's the point? You will always rely on the ability and caution of your healer, no matter if its Superbolide (That needs to be fixed due to a small window where you still die upon using it instead of being instantly invul.) or Living Dead. As DRK, I always had Successful Living Deads pulled off.. And Its a nice Skill tbh^^ But let's keep this Thread Friendly.
    You don't need to be healed to full HP after popping Bolide - I can't say the same for Living Dead.

    Also, Living Dead is the only Tank invulnerability skill that has virtually no solo play applications.
    That doesn't feel good at all.

    I will at least agree that Superbolide should grant invincibility immediately upon activation, I won't argue there.
    (1)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Superbolide makes sense when compared alongside Hallowed Ground. Both abilities have the same end effect (become invulnerable), but Superbolide is on a minute shorter recast. There has to be something to offset this effect.

    The first is the HP cost. The vast majority of invulns are used specifically to prevent death. So they're really supposed to be used on attacks that would bring you to 0 HP. This could because your healer is in trouble and your HP is very very low to begin with, or it could be because the upcoming tankbuster hits for more HP than you have total health. So when you use Superbolide in these situations, you aren't actually losing anything. The only time that this is really a penalty is when you read the situation incorrectly (i.e. you have a lot of health, there isn't a lot of upcoming damage, and then you lose a bunch of health that you didn't need to.

    The second is a slightly shorter duration. This likely exists because if you do everything correctly, there isn't much in the way of "true" HP loss. You could make a case for increasing the duration to 10 seconds, I think. But I don't think that you can justify having a minute shorter recast on the same effect without having a penalty. Recast is the single most important factor when it comes to how powerful an invuln is. That's one of the biggest problems when you compare Living Dead and Holmgang - Holmgang has no penalty for an equivalent effect, but is on a minute shorter recast (and often has a longer duration in practice as well, given that LD's duration is determined entirely by your healer). The job with the penalty should always have the shorter recast.

    What I do think could (and should) be done is to improve the execution of the ability. Make it happen faster after you press the button.
    (1)
    Last edited by Lyth; 08-01-2019 at 01:44 PM.

  5. #5
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    378
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    Just change it to invulnerability then make it go to 1 hp right now there is a frame in which superboilied can kill ya
    (0)

  6. #6
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Sounds like the tank is not using his death defying ability to defy death. More of a person problem than an action proble.....
    (0)

  7. #7
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Lyth View Post
    Superbolide makes sense when compared alongside Hallowed Ground. Both abilities have the same end effect (become invulnerable), but Superbolide is on a minute shorter recast. There has to be something to offset this effect.

    The first is the HP cost. The vast majority of invulns are used specifically to prevent death. So they're really supposed to be used on attacks that would bring you to 0 HP. This could because your healer is in trouble and your HP is very very low to begin with, or it could be because the upcoming tankbuster hits for more HP than you have total health. So when you use Superbolide in these situations, you aren't actually losing anything. The only time that this is really a penalty is when you read the situation incorrectly (i.e. you have a lot of health, there isn't a lot of upcoming damage, and then you lose a bunch of health that you didn't need to.

    The second is a slightly shorter duration. This likely exists because if you do everything correctly, there isn't much in the way of "true" HP loss. You could make a case for increasing the duration to 10 seconds, I think. But I don't think that you can justify having a minute shorter recast on the same effect without having a penalty. Recast is the single most important factor when it comes to how powerful an invuln is. That's one of the biggest problems when you compare Living Dead and Holmgang - Holmgang has no penalty for an equivalent effect, but is on a minute shorter recast (and often has a longer duration in practice as well, given that LD's duration is determined entirely by your healer). The job with the penalty should always have the shorter recast.

    What I do think could (and should) be done is to improve the execution of the ability. Make it happen faster after you press the button.
    How is LD's duration determined by your healer?

    Keep underplaying the duration of LD even when mechanics like tether in titania ex seems to be designed to make longer duration invulns more beneficial.

    Id like to see you take 3 pulses in titania ex on a war and say that duration on holmgang is "effectively" longer than LD.

    Keep spreading them misinformation Lyth.
    (1)

  8. #8
    Player
    ashwich's Avatar
    Join Date
    Jul 2012
    Posts
    88
    Character
    Alion Darcia
    World
    Excalibur
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by NyneSwordz View Post
    How is LD's duration determined by your healer?

    Keep underplaying the duration of LD even when mechanics like tether in titania ex seems to be designed to make longer duration invulns more beneficial.

    Id like to see you take 3 pulses in titania ex on a war and say that duration on holmgang is "effectively" longer than LD.

    Keep spreading them misinformation Lyth.
    LD duration is depended on your healer because if you don't have a WHM or WHM with bene off cooldown, they'd have to cut your walking dead short by however long it takes for them to heal you for 120K health. you won't get the full duration out of LD unless you get bene'd at the very last second. This dependency is the main thing that's broken about LD. And this has gotten worse in 5.0 due to the tank HP scaling, and reduced heal scaling.

    In your example it's a totally different scenario. sure it's easier on a DRK, because 1 fey light will kill your LD, the next goes into WD, you have like huge headroom to precast LD to take that first hit. It's easier, for the DRK. for the healers? not so much. Again if you have a non WHM, how many seconds of WD do you have now after taking the fey light? That's how much time they have to heal you to full. What you're talking about is a timing issue for a very specific scenario and responsibility for the WAR invuln is on the WAR, where the responsibility for the DRK invuln is on the healers.

    edit: I realized you're talking about the lightning tether, and I'm talking about Fey Light, but no matter it's one of the same contextually.
    (0)
    Last edited by ashwich; 08-02-2019 at 04:48 AM.

  9. #9
    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 NyneSwordz View Post
    How is LD's duration determined by your healer?
    Thank you for asking. This is a commonly misunderstood point.

    The active duration of the action is Walking Dead. This is the only time during which you are capable of mitigating damage. When your healer reaches the required healing threshold (i.e. heals you for an amount equivalent to 100% of your health), the effect ends. You can no longer mitigate damage after this point.

    So if your WHM casts Benediction at 1 second, you get 1 second of mitigation time. If they cast it at 9 seconds, you get 9 seconds of mitigation time. You can never have a full 10 seconds, because you die when it ticks up to 10.

    We can use your own example to highlight this. Let's say that you decide to solo Fae Light with Living Dead. You take two hits, and then your WHM casts Benediction. You're now at full health, but your invuln is gone. The third and final hit of Fae Light then kills you. Most DRKs have experienced this at some time or another. Your healer controls the effect's duration.

    And now you know.
    (3)

  10. #10
    Player
    Ftail's Avatar
    Join Date
    Jul 2015
    Posts
    310
    Character
    Lilac Blackthorne
    World
    Balmung
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by NyneSwordz View Post
    How is LD's duration determined by your healer?

    Keep underplaying the duration of LD even when mechanics like tether in titania ex seems to be designed to make longer duration invulns more beneficial.

    Id like to see you take 3 pulses in titania ex on a war and say that duration on holmgang is "effectively" longer than LD.

    Keep spreading them misinformation Lyth.
    When I was doing the Titania EX on my SCH with an AST cohealer we decided to lock out DRK from the group. We decided to lock them out because of how stressful it was for both of us to get them back to 100% HP. We ended up picking a Warrior to do that mechanic and it worked fantastic. He would tank the first hit then pop his invuln cooldown for the 2nd and 3rd hits. We didn't need to get him to 100% HP, so it made handling the mechanic stress free.

    When the AST dropped out and we got a WHM we let DRK's join our group. That's just my experience though, I don't understand why I as a healer have to suffer for some tanks mechanic that needs to be fixed.
    (2)

Page 6 of 7 FirstFirst ... 4 5 6 7 LastLast