I'm guessing it will leave the HP at 1, but with the doom icon that the WP HM last boss does that has to be healed to full to go away.
I'm guessing it will leave the HP at 1, but with the doom icon that the WP HM last boss does that has to be healed to full to go away.
In the grand scheme of things, it doesn't matter which way it works, since you'd only ever want to use it when you're flirting with death anyway. Drops you to 1HP? Oh well, you were getting there anyway.
Basically it gives you a buff "Living Dead" that lasts for 20s. If during that time you take fatal damage you drop to 0-1 HP (the guy wasn't specific) and get a debuff that lasts for 10s. Healing to 100% HP removes the debuff but if the debuff reaches zero you die.
Edit: Also Living Dead is on a 300s timer
If so, it seems that DRK would work a lot better with either WHM (Bene) or PLD (Cover) to quickly get back up to 100% without taking more damage on the way (like T13 solo Akh Morn).
He added some more information:
Unfortunately he's not very clear at explaining this ability. Even so Living Dead should allow the DRK to take 1-3 high damage, bullshit attacks that would otherwise one shot, as long as he has back up Benedictions/Cover/Tank Swap.When you take lethal damage (you must have already used Living Dead, so the buff is already active and ticking down), you turn into an undead sort of thing (there was no animation). During that period, you cannot die, but you will when the buff expires, unless you're healed to 100%.
You cannot die at all. Either you die due to not being at 100%, or you managed to get healed.
Just remembered another funny ability: You can actually put a buff on an ally, and if they die, you get 20% health and MP back. Make use of those raiders who stand in the fire all the time!
Pretty sure != definitely, if there's no actual way to determine whether either or all those abilities can be balanced alongside BRD then why take the risk of adding them to make MAC more or less useful? I feel like after so long it should be clear what Yoshi's focus is on (accessibility!) rather than niche, unique, special snowflake stuff.
No one doubted there couldn't be more interesting abilities/buffs, but did you ever stop to wonder why they gave them to a healer on some RNG ability?
On that note, I made a joke that I would play AST so I could put people in even more danger when I heal them. With 10% damage up on a tank, this is going to be a fun class to fuck with people on.
Please don't act like we were talking about Goad being the sole support ability. You claimed that there's no way to handle MP/TP starvation outside of regen, and a couple of different people offered suggestions that actually made it into the game (just not on MAC). If MAC had, say, AOE CD reduction (you know, like the buff AST has) then Paeon/Ballad would be totally unnecessary. The only thing you'd need to do is tune it.
...which brings us to the next point: laziness.
Yes, this game is a lot easier to balance when WAR is a PLD with an axe and MAC is a BRD with a gun. The story that we have been sold is that 2.0 was the safe, conservative version of this game because it had to be, and that 3.0 will be the version that actually gives the game a personality. Unfortunately, it looks like it's a steady diet of rails for everyone.
When do the new optimized rotations for -damage taken cooldowns on tanks come out? Other kinds of tanking are so difficult to balance.
FYI, I know that the embargo on info from the press event was lifted and there are interviews and articles popping up from various sources. I'm working on the Famitsu one now, I'll start posting once I have a worthwhile chunk of it done.
<3 Slycer
Awesome, thanks!
Oh yes, because that's the easiest part that takes the least amount of time and effort.
Wow. I mean it's lazy to create a bunch of new jobs, animations, designs, implement them, balance/test and all that. Yeah the dev team is so lazy.
You could be less mad about job design or just be less stupid about it. Your choice. In case you didn't figure it out, lazy is not the word you're looking for.
Well, yes... it's a lot easier to implement new jobs when you make them fundamentally the same as the old ones.
We have a new tank that (probably?) focuses on -damage taken CDs. Like our old ones, but this one has a really big sword.
We have a new support job that is also a ranged physical DPS, but sacrifices their damage to do MP/TP regen. Like our old one, but this one has a gun.
We have a new healer that can direct heal or use shields, which goes well with our healer that casts direct heals and our healer that casts shields. But this one also gambles!
All of these jobs will be overpowered at release just to get the numbers up, but don't worry... in two months we'll nerf any significant difference into irrelevance.
http://game.watch.impress.co.jp/docs...26_703328.html
For all the love that drk is getting, back to basics with the current tank classes for me.
Not too much new information on pld and war. Just skill names (in jp). I might try to bullet point the drk parts, but drk info seems to be forthcoming from a hands-on on reddit.
For PLD:
Riot Blade → "Gore Blade" (DoT)
Savage Blade → "Royal Authority" ("strong physical strike")
Pld threat gen unchanged, still focused on halone, but as a subtank, more options and interest.
Divine Veil's "heals on you turn into mini stoneskins to party members in range" is being presented as a "wipe saving technique" by GameWatch.
Skill that guarantees one block for a strong boss attack.
For WAR:
Defender [Defiance] → Destroyer [Deliverance]
Wrath → Abandon
Warcry [Infuriate], which currently provides Wrath V in Defender stance, will also provide Abandon V in Destroyer stance. To me, the wording is a bit ambiguous whether you have to Infuriate in Defiance and then swap to Destroyer. The implication is that Warcry will work out of Destroyer (and it would be silly in the obverse).(At least) Two skills seem to be based on Abandon. One is the AoE skill they showed off. No special notes on it other than it's basically the Steel Cyclone of Wrath. No name of skill given.Code:["ラースを一気に「V」まで貯める「ウォークライ」は、デストロイヤーを入れていればアバンドンが「V」になる" → Literally, "Warcry, that provides Wrath V in one move, if one enters Destroyer, will become Abandon V."]
The other skill is the Inner Beast of Abandon, which is interesting. Despite being a dps stance, the Inner Beast of Abandon (no name was given) is the "always parry damage taken from the front, but get your shit rekt with guaranteed critical hits on damage from any other direction 'action' [skill]." In current content, this is like letting the warrior eat T10 charge in dps stance (like a pld in sword oath might with sentinel), with ~30% mitigation.
The last thought GameWatch presents on Warrior is interesting. "Till now, sub tank warriors who enter Defender for hp purposes had no option but to use Sturmbrave [series, including Sturmwind] [Storm's Eye, if I recall correctly, Storm's Path is Sturmwind] to avoid recklessly building threat, but they are now able to continuously dps [without such considerations], making the job stronger in situations of [needing] dps." It sort of implies that Destroyer stance also gives a HP buff, but I might be reading too much into this.
You kinda get it, but idea is that you experiment and release a little bit at a time in order to be controllable, then you get to expand with level caps and new abilities. Being effective is a lot more beneficial to the game (and players, especially those who choose those jobs) than being unique. I'll be surprised if they ever release a job that isn't fundamentally the same as those that came before, but I'll be less surprised when that job is homogenised to be effective.
There's a lot that needs to change in this game if you want niche jobs, roles and party composition along with weird and wacky mechanics for jobs. There is not a lot that suggests anything on that front will change, but if it does I'll be more open to the idea that they can and will release more interesting jobs and roles.
I'm being reminded why I stopped visiting this thread.