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  1. #1
    Player
    Xilim's Avatar
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    Mar 2021
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    Deranged
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    5
    Character
    Xilim Zoth
    World
    Diabolos
    Main Class
    Paladin Lv 90

    Living Dead suggestion

    make it last 60 seconds on activation, and then trigger that 10 second effect it currently has when you actually reach 1 hp, and then lose the effect after the 10 seconds.

    so if it takes 30 seconds for you to actually reach 1 hp, it triggers and works exactly the way it does right now from then on, and you lose it after the 10 seconds.

    its pretty awkward timing it currently, you either use it when you didnt actually need it, or lose some fraction of the total active time because you pretty much can never activate it perfectly.
    (0)

  2. #2
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
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    Lumsa Lomsa
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    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    60 seconds is a hella long time.
    I've never had problems with the timing so I'm struggling to understand the issue. Can you give examples of times when you find the window awkward?
    (3)

  3. #3
    Player
    Xilim's Avatar
    Join Date
    Mar 2021
    Location
    Deranged
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    5
    Character
    Xilim Zoth
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Its not "you cannot die" for 60 seconds, its just "if you reach 0 hp during this 60 seconds, the 10 second immortality begins" timer. the actual buff is still 10 seconds, it just auto activates at 0 hp while the 60 second buff is active.

    And I usually press living dead when im around 10-20% hp. during big pulls I can lose potentially that remaining hp in less than a second.

    however often times, i press it with a mere 15k HP left, and I end up never actually reaching 0 HP. healer heals, i get healed/shielded, etc, and my living dead simply doesnt activate and it goes on cooldown. I mitigate this problem by trying to press it as close as possible to dying, which can end up getting me killed because I waited too long.

    Its just needlessly difficult to use in comparison to hallowed ground or something. in fact this same suggestion can be used for holmgang too.
    (0)

  4. #4
    Player
    Alpheus's Avatar
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    Aug 2013
    Posts
    335
    Character
    Alphyn Vyrs
    World
    Faerie
    Main Class
    Arcanist Lv 100
    If they don't want to touch it to rework it, then they should just make it where if the Zombification procs due to health going below 0 then heal amounts should be increased like convalescence would do back in the day. Yea it doesn't make any logical sense that a zombie would be more amenable to health being healed in the wider FF franchise logic-verse just like DRK being a tank didn't make logical sense as far as the FF job-universe went. But it would allow the job to not feel so clunky during a very vulnerable and clutch moment, because as the DRK in that instance (being zombified after popping your invuln) there is no play that you could do to pull yourself out of it you are dependent on an outside actor to get you out of it which on its face is fine but it could stand to "feel" better to play the ability and I think buffing heals upon zombification with a convalescence-like effect could go a long way towards that unless you want to adjust the buff icon itself to provide more feedback for the DRK's healer(s).

    Super Bolide does not suffer from this because the change of conditions is immediately visual, HP drops to 1 and any healer keeping an eye on bars will see it, Living Dead instead changes its buff icon from Red to graveyard gray, which, its a nice design but it leads to deaths because its unnecessarily subtle and given how hard it is to mouse over things on console (a not so insignificant chunk of the playerbase) it doesn't communicate much on its own, if it started pulsing red and gray it would look more alarming and thus convey a sense of urgency to the healer, what we have at present doesn't go the distance in my view.

    Edit: but aside from my ranting of my perceived shortcomings of living Dead, I suppose the timer can be extended a smidge given how it is currently, a lot can go wrong with this panic button compared to the other Tank panic buttons and if they're gonna sandpaper the tanks down to be more uniform then issues like these tend to stand out more and should be addressed.
    (2)
    Last edited by Alpheus; 03-19-2021 at 05:41 PM.

  5. #5
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Xilim View Post
    make it last 60 seconds on activation, and then trigger that 10 second effect it currently has when you actually reach 1 hp, and then lose the effect after the 10 seconds.

    so if it takes 30 seconds for you to actually reach 1 hp, it triggers and works exactly the way it does right now from then on, and you lose it after the 10 seconds.

    its pretty awkward timing it currently, you either use it when you didnt actually need it, or lose some fraction of the total active time because you pretty much can never activate it perfectly.
    This is both excessive and unnecessary, to extend Living Dead's initial window. If you're having timing issues with the easiest tank invuln to time, then it's very much a you problem.

    Hallowed Ground and even Superbolide are by far more difficult to time. Pressing Hallowed too late in a tight timing situation, like third Akh Morn from Golden Bahamut in UCOB and that's pretty much a wipe.

    Superbolide, in TEA I've seen my co-tank die to auto-attacks before cleaves from Living Liquid and Hand, because it drops you to 1hp for a brief moment before applying the invuln, receiving any damage in this window and you're dead.

    Living Dead's initial window needs no adjustment. The only adjustment that is required is to Walking Dead, once your HP has reached 1.
    (6)

  6. #6
    Player
    Equitable_Remedy's Avatar
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    Oct 2020
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    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    What is dead may never die.
    (1)

  7. #7
    Player
    DaulBan's Avatar
    Join Date
    Jun 2016
    Location
    Limsa Lominsa
    Posts
    282
    Character
    Daul Ban
    World
    Ultros
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Xilim View Post
    -snip-
    No bones, this is the weirdest change ever. You should only use it when you intend to use it, and if you're intending to use it you know it'll go off. If you use Holmgang and you never hit one that's not the ability's fault.

    Also, LD on a 60s cd is all that's needed fellas.
    (0)
    One day I'll be the MT mountain I want to be... But that day is not today. (As of Patch 3.2)

  8. #8
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
    Posts
    3,882
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The part of Living Dead that most people object to is the heal or die part. It takes agency away from the player and is unnecessarily complex.

    Here's an example that I suggested elsewhere:
    Quote Originally Posted by Lyth View Post
    Shadowform Lv. 50 (Replaces Living Dead)
    If an attack would reduce your HP to less than 1, you are rendered impervious to it. Damage prevented in this way triggers Dread Spikes. Duration: 8 seconds. Recast: 360 seconds.
    Basically, a spin on Hallowed that only kicks in on attacks that can do enough damage to kill you. Smaller attacks continue to tick down your health. There are plenty of variations on this theme that don't require any penalty games.
    (3)

  9. #9
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
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    3,586
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Awww yeah, sexy blindfold is back. I like the sound of Shadowform.

    But yeah, as far as increasing the duration on Living Dead goes, 60 seconds would be far too excessive. You'd basically be asking for a recast increase to its cooldown by doing this, making it less effective for fights that really matter. That and having to time it so you could get a couple in for maximum use, you'd have to remind your heals more than now to not heal you when the duration is ticking down and the damage hasn't quite come yet lol.

    Basically you just need to accept the fact that if you use Living Dead, and Walking Dead never triggers, that you've done all you can, and if you die after that it's not on you. I mean, unless like you stand in stuff, or your healer is new/sheepish and you did a heckin' chonk of a pull anyway.
    (0)

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    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

  10. #10
    Player
    ItMe's Avatar
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    Jun 2020
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    Lumsa Lomsa
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    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
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    Arcanist Lv 90
    Quote Originally Posted by Xilim View Post
    Its not "you cannot die" for 60 seconds, its just "if you reach 0 hp during this 60 seconds, the 10 second immortality begins" timer. the actual buff is still 10 seconds, it just auto activates at 0 hp while the 60 second buff is active.
    No, I understood that.
    But boss fights average 7-9 minutes so having it watching you to see if you drop to 1hp for 60 seconds feels like super overkill.
    That's most of the length of a pull too.



    Quote Originally Posted by Xilim View Post
    And I usually press living dead when im around 10-20% hp. during big pulls I can lose potentially that remaining hp in less than a second.

    however often times, i press it with a mere 15k HP left, and I end up never actually reaching 0 HP. healer heals, i get healed/shielded, etc, and my living dead simply doesnt activate and it goes on cooldown. I mitigate this problem by trying to press it as close as possible to dying, which can end up getting me killed because I waited too long.
    This sounds like the issue is the healer doesn't notice you used it and doesn't know they can chill on the healing for a bit... or doesn't care.
    If it's the latter theres nothing anyone can do and changing the window to 60 seconds won't change the fact the healer was able to keep you up and you didnt actually need your invuln.
    If it's the former, well... living dead won't be changing until at least 6.0, so in the meantime I'd consider macro-ing it to try and make your clerics notice it. I use:

    /macroicon "Living Dead"
    /ac "Living Dead"
    /p Living Dead active! <se.10>

    so it notifies the cleric you've used it and that instead of healing they can prepare to heal you up during living dead.
    (2)

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