Instead of killing the Dark Knight, instead just make it impose a special 1 min "Weakness" where their damage dealt is lowered. I say special because if it's literally "weakness" then, if they die while it's up, they will get "Brink of Death".
Instead of killing the Dark Knight, instead just make it impose a special 1 min "Weakness" where their damage dealt is lowered. I say special because if it's literally "weakness" then, if they die while it's up, they will get "Brink of Death".
Last edited by Jonnycbad; 02-18-2022 at 03:27 AM.
Lol?
You want to add MORE punishing factors to the WORST invuln skill in the game XD.
Living Dead needs to be LESS PUNISHING to both the DRK and their healers not more punishing.
I'd like to see Living Dead reworked to something like this -
So if you only receive 60% of your health back during Walking Dead, you will receive a bleed that cannot be esuna'd that will deal 40% of your maximum health over 12 seconds (10% per 3 sec (as per the server tick for DoT's))Living Dead 300 second cooldown
Grants the effect of Living Dead.
When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
Living Dead Duration: 10s
While under the effect of Walking Dead, your health cannot be dropped below 1 and you heal for 75% of all damage you deal.
If after 10 seconds 100% of your maximum health is not restored, you will receive a bleed that lasts for 12 seconds totaling the % of health that was not restored.
Walking Dead Duration: 10s
This will stop a few things
1. Reliance on White Mages
2. Benediction canceling your invulnerability early.
Pro's:
- This will help SGE and SCH, giving them a chance to deal with Walking Dead.
- The DRK is now able to actively contribute to their walking dead healing requirement just by doing their normal damage rotation.
- No longer the only invuln ability in the game that can actually kill you.
I'd also like a Green tick to appear above the DRK's head when the healing requirement is satisfied.
Last edited by NightHour; 02-17-2022 at 02:28 AM.
It's a small improvement, but a bad idea.
It still makes LD far worse than other invulns and SE would probably think "hey, we fixed it!" and call it a day. It also encourages healers to not even bother burning resources to heal the tank to full.
Actually, the OP's idea gives a 1 minute increase to damage taken, which depending on the severity of the debuff could be worse than a Swift-Raise.
I wonder why PLD can have invuln whenever they want unlike others?Instead of killing the Dark Knight, instead just make it impose a special 1 min "Weakness" where their damage received is increased and damage dealt is lowered. I say special because if it's literally "weakness" then, if they die while it's up, they will get "Brink of Death".
Just thinking of something maybe a bit simple but how about if TBN extended your /healing/ duration of walking dead? To the point if Dark Knight prioritizes survival they could continue to survive, even on their own, out of walking dead - it might just take quite a while then lol. Edit: To be clear not the invulnerability status, just the time you have to be healed before you die from being a zombie lol.
In fact may have it such that a new buff to dark knight that disregards health restored and just gives DRK a flat invulnerability period once the skill is triggered, meanwhile the walking dead debuff now is just doom in essence that has to be healed (such that TBN extends the duration of doom). Then DRK get to enjoy the invulnerability they earned by 'dying' to the full extent even if healed to full health. Duration / cooldown being adjust depending on a few factors.
Also I think the HP bars getting special effects could be good. For Dark Knight the HP might go to a dark gray with cracks in the bar and maybe lightly shake. Small chains around the bar for warrior. Light star effect for GNB (around hp bar). Holy aura for Paladin. In this way with a quick glance healers could assess the DRK still needs healed (or Paladin is going to be a-okay for a little while, etc).
PLD's is most casual friendly / use convenient, but I caution over valuing it compared to a skilled team with a much shorter cooldown. There is some opportunity when you've the right healer oGCDs and anti-tank busters on short coodlown, especially since the duration of all the anti-tank busters were brought inline with each other.
I really want to not see people try and nerf HG just because it appears at face value to be so easy, the other skills can have their moments / values too, that can be superior to HG. With obviously DRK being one of the least friendly to casual environments and open for poor timed moments, but it does come with a unique trigger clause allowing it to activate at the moment you 'die' rather than in advance and tick down the clock earlier than the other job's.
Last edited by Shougun; 02-18-2022 at 01:49 PM.
To be fair, if any tank is going to have a flat out invuln it should be the job that is THE defensive tank. If you want a real suggestion on how to fix DRK's invuln then you need to see WHAT the class is and go from there. Drk is known for two things, TBN and your shadow clone. Go from there, if you want to double down on TBN then give their invuln some sort of super bubble that scales based on the drk's total HP. If you want to make it spicy then you can focus on the shadow clone and make their invuln create a shadow that tanks for you for the next X seconds while giving the drk a small bubble/defensive buff that ensures that AoEs don't completely wreck them. When the shadow's timer runs out then all hate it generated is transferred back to you.
Considering how endgame revolves around how much DPS you can put out, I think that kind of change would make DRKs cry.
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