I don't honestly see how either of those differ from general mitigation or self-healing except unlike mitigation it doesn't increase your eHP, as you'd have to survive the initial blow for some of its damage to be reverted/refunded. At least there'd be healing threat generated? Though that could always end up applied eventually to all mitigation tanks do...
I definitely see what you mean there. I could have gone either way on the change myself, but only if 2.0 base was buffed, e.g. had a larger % healing taken increase at maximum and Inner Beast itself were stronger to compensate (such as by the critical chance and healing received bonuses being tripled on Wrath skills themselves), or it rebuilt to 5 stacks more quickly.
Except (and you can blame WoW for my thoughts on the first) I'd imagine those two concepts are much more distinct than our three tanks. Heck, it sounds like one's a meat-shield and the others a kiter, which would have very real scaling differences, differences in how the tank MUST be played, and more. Putting similar mitigation systems on each under different guises that do not bring out different gameplay—the Paladin's shield, which is *presently* RNG but CD enhanceable, the DRK's sword, which is also *presently* RNG and CD enhanceable but with some reverse-synergy to affect it perhaps, and the WAR's passive chest-hair / inner beast armor (which I can only hope is different enough to at least be more largely output-based)—don't sound nearly so distinct.
Does the rate of damage taken force a difference in healer play? How do I level out that damage differently? Do my offensive efforts ever have significant defensive returns? As any of these tanks, what would determine my gameplay, rather than just my aesthetic?
Which, then, is about as barebones as you can get. A iconic tank, who would need to uniquely be the only tank to feel any heft of identity from. Just... given what you've written there.
I'd largely be fine with that. It's just an output based version of Inner Beast. Of course, complete output scaling tends to be overpowered where overgeared and underpowered where undergeared, so it couldn't be a pure scalar unless its power source was somehow input-based as well (similar to how Ignore Pain ignores a set, output-based amount of damage, but its resource, rage, is at least as input-based as output-. That would make Warrior less healer dependent in fights that wouldn't necessarily overwhelm him, which *to me* is in keeping with a certain part of the Warrior idea.
I feel like I get what you mean, but again, I just don't think Drains are going to be the way out, especially not standard ones. Nor refunders/reactive drains.



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