Could we not dumb down the game farther? The healer's failure to pay attention is not the fault of the ability. Once you heal through Walking Dead you essentially have Holmgang for the rest of the duration. The CD is justified.Because it keeps happening... I wish there was some kind of failsafe for living dead for healers that just don't pay attention in dungeons.
Few have those giant pulls where hey I can always just mix living dead somewhere in the chaos. Psyche they healed it to expiration. Lovely 5 minute cooldown for a skill that, in that moment, did absolutely nothing.
Last edited by Zairava; 05-21-2024 at 03:27 AM. Reason: Living Dead -> Walking Dead. You get the gist regardless
Also, to continue, I did go back and rewatch the trailer for DRK repeatedly to see if I could find anything more, to which...not really.
However, I did notice that it's roughly 18 seconds from Delirium's activation to where they used Unleash, so it's very possible that the mp restore timer just wore off.
My guess is that since Blood Weapon is the ability actually evolving, that Delirium keeps the 5 stack system from Blood Weapon. If it were Delirium -> Blood Weapon I'd find missing out on 1.2k mp more likely.
(To clarify, this would mean that you would have 5 stacks of mp restore via GCD's and the use of the new combo. They would just be separate buffs.)
Last edited by Zairava; 05-21-2024 at 03:36 AM.
Oh I'm sorry you wanted to wipe instead. My bad for posting in your presence sire. I never said to dumb the game down but alas you know what I intended more than I did. It was never about the cooldown, it was the fact that if you get a healer who doesn't pay attention then... hey guess what you got no invuln!
My sass aside, it does get grating when I keep getting healers that for all intents and purposes make my invuln useless. Had I been any other tank it wouldn't have mattered :l
It's an entirely dungeon related problem anyway as this doesn't happen in trials or raids.
Last edited by Mesarthim; 05-21-2024 at 07:05 AM.
Like I said, you're still invulnerable after you heal through it with your own GCD's. It's just whatever was left on the duration. You're more likely to die to it in a raid setting than a dungeon setting ever since they updated it.Oh I'm sorry you wanted to wipe instead. My bad for posting in your presence sire. I never said to dumb the game down but alas you know what I intended more than I did. It was never about the cooldown, it was the fact that if you get a healer who doesn't pay attention then... hey guess what you got no invuln!
My sass aside, it does get grating when I keep getting healers that for all intents and purposes make my invuln useless. Had I been any other tank it wouldn't have mattered :l
It's an entirely dungeon related problem anyway as this doesn't happen in trials or raids.
I saw your post when getting an oil change but my grievances are all on the "living dead' side of things. Ever since the heal change I haven't had complaints on the walking dead side. Living dead for all intents and purposes does absolutely nothing if you don't die :l, and that's the issue I have with those healers who don't pay attention. The kind of advice that doesn't work too well outside of ffxiv: "Let me die!" Then it expires and I die. When Walking dead procs the timer changes to 10 seconds and that's all good! When "Living dead" expires, less good!
Story time: Dohn Mheg with a WHM healer. Got to the first major pull after the second boss and the white mage, no less than 3 times, bene'd me before living dead changed into Walking Dead. Me and one dps told them as many times as we could (realistically) to not do that, because they were incapable of healing that pull but walking dead would've compensated. Had no choice but to single pull because they wouldn't let walking dead proc off of living dead.
Thanks for coming to my ted talk.
If it fell off, you'd hear a debuff falloff noise at the 15s mark, as well as a blue aura around the character as that happened, this isn't present.Also, to continue, I did go back and rewatch the trailer for DRK repeatedly to see if I could find anything more, to which...not really.
However, I did notice that it's roughly 18 seconds from Delirium's activation to where they used Unleash, so it's very possible that the mp restore timer just wore off.
My guess is that since Blood Weapon is the ability actually evolving, that Delirium keeps the 5 stack system from Blood Weapon. If it were Delirium -> Blood Weapon I'd find missing out on 1.2k mp more likely.
The new Delirium is 3 stacks and one buff based on my observation.
The outcomes could be:
Each hit Restores 1200 MP single Target, with an additional 1200 mp if you use Quietus
The MP values stayed the same and the cooldown was reduced to 30s
But we just dont know yet. I could see either as likely as I doubt they want to change the MP economy of Dark Knight too much given how much casuals complain about its frailty. Nerfing TBN is probably the last thing you want to do.
I also could see the 30s route being explored as it be a way to nerf potency out of DRK's 2m combo to keep it from being a balancing nightmare like it was in Endwalker. It would also give DRK more to do outside of burst windows, and shift people calling it a WAR clone to a GNB clone, a job that they've lumped it together with in the gap closer removal.
Or they'll just keep it 60s because changing anything is too hard for the devs and they're busy making the Foamstars sequel
I could get behind 30s Delirium (and 60s Living Shadow?), although unless the delirium combo has healing potency tacked on, it would make our sustain worse...which would be kind of a funny direction considering the expansion long complaints about it.If it fell off, you'd hear a debuff falloff noise at the 15s mark, as well as a blue aura around the character as that happened, this isn't present.
The new Delirium is 3 stacks and one buff based on my observation.
The outcomes could be:
Each hit Restores 1200 MP single Target, with an additional 1200 mp if you use Quietus
The MP values stayed the same and the cooldown was reduced to 30s
But we just dont know yet. I could see either as likely as I doubt they want to change the MP economy of Dark Knight too much given how much casuals complain about its frailty. Nerfing TBN is probably the last thing you want to do.
I also could see the 30s route being explored as it be a way to nerf potency out of DRK's 2m combo to keep it from being a balancing nightmare like it was in Endwalker. It would also give DRK more to do outside of burst windows, and shift people calling it a WAR clone to a GNB clone, a job that they've lumped it together with in the gap closer removal.
Or they'll just keep it 60s because changing anything is too hard for the devs and they're busy making the Foamstars sequel
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