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  1. #11
    Player
    Tranquilmelody7's Avatar
    Join Date
    Jan 2018
    Posts
    419
    Character
    Thepale Rider
    World
    Jenova
    Main Class
    Bard Lv 90
    Quote Originally Posted by Rongway View Post
    You keep saying "but it gives you a debuff that kills you" but that's not how it works.

    You don't die because you got a debuff.
    You died 10s ago. It already happened. Neither you nor the healer could prevent you from taking lethal damage.
    But then you got an invincibility effect that says, "but your death can be undone."
    This is nothing more than semantic wordplay.
    If you fulfill the requirements to apply the complete damage mitigation, the move will subsequently apply a debuff that kills you if you don't fulfill the requirements to purge it - that's really all there is to discuss.
    Nice use of flavor text though.

    There is no drawback that kills you; you already died. But because you activated the ability, you are still alive and therefore better off than you would have been if you hadn't pushed the button.
    In heavily coordinated group uses yes, but in PUGS it's far more practical to avoid the move like the plague.
    You risk more by depending on the 9 seconds of actual invulnerability due to the healer potentially being unable to purge the debuff for you.
    With WAR and GUN( I will actually make one for PLD as well soon) I pop a macro to let my group that I will trigger an invulnerability skill so they may focus on damage until the migitagion ends.
    Heck with WAR at level 76, I can just utilitze burst and Nascent
    Flash and can top myself off without any help from Healers.
    With DRK in PUGS I just don't use Living Dead, I can't do anything to cleanse the debuff with DRK's pitifully limited self healing options, and I never want to pressure my healer that much.
    You can still plan uses for Living Dead. See above.
    The move clearly has a niche where it shines in high end content where significant coordination and cooperation are vital.
    It does have the longest duration of any invulnerability after all, with 9 seconds to trigger the mitigation and a subsequent 9 seconds to accumulatively heal 100% of a respective DRK's(Which is nothing since the DRK was previously at 1 HP anyway).

    The move still sucks!
    It puts way to much pressure on other players in most other situations, leaving DRK themselves helpless if others don't intervene with heavy heals.
    If DRK traded invulnerabilities with WAR, perhaps things would mesh better due to WARs crazy amount of healing options.

    Savage content should be the primary focus of balancing jobs for sure, but if you have a vast amount of players complaining about a skill for years all the way back before it's inception, some things cleary need to change.

    If it were up to me, I would just opt to lessen the severity of the debuff.
    Maybe reduce the DRK's HP by half or even two thirds if the debuff isn't purged.
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    Last edited by Tranquilmelody7; 07-04-2020 at 06:50 AM.