sustain issue just the tip of the iceberg
sustain issue just the tip of the iceberg
Some thoughts:
1) Rework the Walking Dead mechanic of Living Dead:
Instead of holding your HP above 1 and killing you unless you're healed for 100%, make it so you fully heal when Walking Dead activates and become immune to most external sources of damage, but it drains at least 10% of your HP every second during the immunity period.
This retains the core drawback of requiring healers to keep on top of you because its a 10s countdown to your death, and remains unique from effects like Holmgang and Superbolide while keeping the DRK's original "drain HP for power" theme, but also doesn't draw healers into the trap of prematurely removing your invuln by popping Bene or being powerless to fully heal you within the 10s window as a Barrier specialist.
Plus even an inattentive healer who isn't watching your debuffs will see your HP dropping like a stone.
2) Add a trait at 82 to extend the duration of The Blackest Night's barrier to between 8-10 sec, and heal its target based on the damage it absorbs during the first 4 sec.
This should hopefully bring it more in line with the upgrades the other tanks' 25s CDs received (effectively doubling its protection for the first 4 sec), without weakening its ability to grant Dark Arts.
3) Add life steal to Carve & Spit.
If it's going to share a cooldown with Abyssal Drain anyway, and Abyssal Drain already shares the MP recovery, then commit to making C&S the single-target iteration.
4) ... buff Oblation. I honestly don't know how specifically, but if it's meant to be DRK's response to Aurora or Cover/Clemency, then a mere 10% mitigation is vastly underwhelming by comparison.
Last edited by Archwizard; 12-31-2021 at 12:28 PM.
honestly I like the imagination and enthusiasm people have for a LD rework but all it needs is no death penalty
that alone with still not make it somewhat unique
Superbolide sets you to 1 and THEN is identical to hallowed ground.
If you remove the death penalty (which Walking Dead in its current state is dumb, let's not lie), however, Living Dead literally becomes identical to Holmgang. If it has the trigger of starting after you would drop to 0 hp, then it's just holmgang but frame-perfect; that's a lot closer to Holm than Superbolide is to Hallowed.
While I understand your point, I also think Hallowed Ground is too strong compared to its competitors, being the only one without inherent drawbacks or conditionals, cooldown aside.
But we already knew it was the best one, so it's not really adding much to the conversation.
I mean, there's prime opportunities to buff LD and bust HG to be in line with the other two, but since this is a thread about DRK, let's just focus on LD and leave HG for another.
Last edited by Archwizard; 12-31-2021 at 01:27 PM.
both are same regardless despite activationSuperbolide sets you to 1 and THEN is identical to hallowed ground.
If you remove the death penalty (which Walking Dead in its current state is dumb, let's not lie), however, Living Dead literally becomes identical to Holmgang. If it has the trigger of starting after you would drop to 0 hp, then it's just holmgang but frame-perfect; that's a lot closer to Holm than Superbolide is to Hallowed.
bolide is just hallowed that sets you to 1
Living dead would be Holmgang with 10 seconds to proc minus the bind effect(granted is useless in raids anyway)
both have a small difference but are effectively the same
Hallowed drawback is its CD 7 minutesWhile I understand your point, I also think Hallowed Ground is too strong compared to its competitors, being the only one without inherent drawbacks or conditionals, cooldown aside.
But we already knew it was the best one, so it's not really adding much to the conversation.
I mean, there's prime opportunities to buff LD and bust HG to be in line with the other two, but since this is a thread about DRK, let's just focus on LD and leave HG for another.
while holmgang is 4 minutes LD is 5 and Bolide is 6 all now last 10 seconds and end goal is the same
Holmgang has always proved itself the best due to its shorter CD even when it only last 3 seconds and ability to fit 3 and sometimes even 4 in a fight PLD is lucky if it can even use it twice
Living Dead does not last 10 seconds. It lasts up to <10 seconds minus the server delay by which a received heal is recognized and further delay to remove the Doom effect>. And that's assuming your healer is willing to lose uptime, or lucky enough, to finish off your last bit of required healing at the last possible moment. (They won't be, by the way.)
Neither their end goals nor end results are equal so long as LD is in that list.
On the larger topic, I'd be fine with Living Dead basically turning into a Holmgang, or a Holmgang that doesn't outright nullify would-be overkill damage, especially if Holmgang itself had a shorter duration. (I think Holmgang's duration ought to be shortened regardless, so long as it remains on a mere 4-minute CD. Its healing requirement is at worst merely equal to Bolide's while the health cost of Bolide matters incredibly little if the skill is played around, all while lasting just as long and somehow having only two-thirds the cooldown.)
Last edited by Shurrikhan; 12-31-2021 at 02:30 PM.
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