Living dead is probably the most problematic ability in the game and somehow the one ability in drk's kit that has never seen a single change when virtually every other skill has received some adjustments or removed which is kind of mind boggling. I like the fantasy of the skill, using magic to forcefully keep your body going just like the berserk armor and I would say it's probably the last remaining ability that has some sort of job fantasy besides just being a magic knight. I just imagine you eating a tank buster that instantly drops you to 1hp and your character basically just broke every single bone and ruptured every single organ in their body but living dead just twists them back into place for you to keep fighting.
But the gameplay application is just horrendous as it leans way too much into the fantasy of the ability. You are literally helpless which makes you avoid pressing it unless there is communication between you and a healer. And apparently there is lore reason as to why they never changed it but clearly lore hasn't stop the devs from letting smn do whatever the fuck they want. I'm fine with keeping the aspect of you dying if a conditions isn't met but the current iteration is simply too harsh when compared to the other tank invuls.
Suggestion:
1. Separate the invul and penalty into two separate status effects so meeting the healing requirement does not immediately remove the invul effect.
2. Give drk a way to not die when on their own. Ex: The walking dead status just prevents you from dropping below 1hp for 10s. You also get 5 stacks waking dead for 12s and when the effect ends, you take damage equal to 10% of you max hp for each remaining stack of waking dead. Landing a weaponskill or spell will consume one stack of waking dead, healing you for 10% of you max hp.
With this version, a drk can very realistically save themselves as long as there is a target while still retaining the core aspect of the ability.

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