The same downside that plagues half of the ideas for re-designing WD: It robs control of the ability and nerfs it hard in content where it's planned to be used.
Quick example why 'convert damage to HP' would make WD useless against mechanics that other invulns would have no trouble against:
-Golden bahamut uses Ahk Morn.
-DRK takes 100k damage out of their 60k HP, WD is procced.
-2nd Ahk Morn hit fully heals DRK, WD is dispelled
-3rd Ahk Morn hit kills DRK.
-4th & 5th ahk morn hits wipe party, where Holm/hallowed/Bolide would have no issues.
Same concept with any 3-hit+ TB, like Punishing heat + 3 divine spears, Ordained capital Punishment + Ordained Punishment, etc. The effect would also be useless against any needed use of LD where the DRK is currently the OT and not taking active damage (Homing Laser from UWU), or any TB that requires a tank swap which would be complicated as the DRK would have to hold onto the boss for an extra auto, where other tanks you just swap immediately. Or a TB followed by a phase jump/long cast bar where the boss can't deal damage to the DRK to heal them.
For an invuln to have Parity & balance with the others and not have that Tank be cast into the abyss of never being used in certain strategies ever again, its effect needs to either A) be guaranteed to be invulnerable for the duration specified (Hallowed/Bolide/Holm), or B) Have it's effect be controllable by the party to absorb however much damage its needed to without falling off prematurely. (Current WD)
That's why adding a Healing % modifier to WD is a common suggestion, since it tackles the issue of WD without compromising its use as an actual Invuln in any situation bolide/hallowed/Holm are used in. It is a very basic solution, but it would require the least work while making the ability more manageable by a single healer.
Honestly, if I were to redux WD to keep its flavor while letting it maintain parity, I'd do the following:
Walking Dead: While this effect is active, your HP cannot go below 1. While the effect of Walking Dead is active, 'Edge of Shadow', 'Flood of Shadow', 'Bloodspiller' & 'Quietus' recover HP based on the damage they deal (100% Convert ratio). 'The Blackest Night' will also heal you for 25% of your max HP during the effect of Walking Dead. Having 100% of your Max HP restored during the duration of Walking Dead will dispel this effect. When the effect of Walking Dead expires without being cleansed, the DRK suffers a DOT equal to 1/4th the difference between their current HP and their Max HP. DOT duration: 12s.
This way, WD keeps its aesthetic flair of needing to be cleansed, but at the same time, giving the DRK more power to assist the healer in cleansing it, while also making it so the effect isn't all or nothing: If the DRK only got healed to say, 80%, then the DOT will tick for 5% of their max HP over the next 12s (or 4 ticks), meaning its a lot more manageable for the healer(s), while still punishing if you barely heal them at all.



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