In theory, how it works now would be less simple because it has another layer to it now. Which...doesn't really amount to much, but it's there.
What I'm trying to get at here an ability being easier to use doesn't always equate to dumbing it down. Living Dead is an example of making something more effective while keeping true to how it worked before.
Living Dead still works the exact same except the DRK can just do it themselves. You're still timing it the same way (that, being using it before you would die). You're also still dying without outside support if you aren't able to get the GCD's needed. If you don't get that healing totaling 100% of your maximum HP, you are going to die, that hasn't changed.
In fact, the main difference between then and now is on the healers rather than the DRK themselves. Groups would need to plan around it if they didn't have a White Mage to no diff it. They no longer have to time the expiration of the debuff as close to the end of the timer as possible, either, thanks to Undead Rebirth. In this sense, it's dumbed down for everyone except the Dark Knight using it, since the DRK in question would already being using their GCD's upon using Living Dead anyway.
The discussion for why the removal of Dark Arts is met with such negativity is because it was a part of the job at its core. It was a tremendous part of the identity that got rinsed and 'replaced' with something that feels half-baked.
Tanking CD's aren't really met with it mostly because it may be seen as a non-issue outside of the rare occurrence it actually is an issue. Take Paladin's recent rework for example. If I remember right, blocking doesn't work on bleeds, and that's why Holy Sheltron got changed and Bulwark came back. There's the base mitigations that every tank has (the role actions, Shadow Wall/Sentinel, etc), then the rest are more towards the tanks themselves (WAR's self sustain, DRK being more on the defensive side, etc).
We could just not be seeing eye-to-eye here, though.



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