As much as I would love to have Unchained have a separate cooldown from Inner Release, I kinda gave up on that idea when I heard some people saying that the reason it wouldn't happen, is because then, a Warriors tank opener would be "too strong". But then I started thinking about it, and it made me go... SO WHAT?! o__o In fact, this could be their raid utility. Parties might want Warriors for the high opener. Plus it ties in very well with Inner Release, seeing as how they need to build their gauge up to 100 before switching stances.

Besides, Paladins can still use Requiescat + Holy Spirit in Shield Oath, while we're locked out of all our high damage skills. So what would be the big deal of Warriors having access to something that simply just makes their regular skills do more damage? Don't forget, Unchained doesn't affect Inner Beast, since that already ignores the damage penalty. It would simply make their regular filler skills hit for a bit of extra damage while they're tanking.

Also, about what I said earlier, I think the main reason people are trying to change the way Inner Release works is because it's unrewarding. You have to try so hard to deal the most damage you possibly can under those 20 seconds, just to be on par with what the other tanks can do without breaking a sweat. As if that's not enough, it doesn't help that the anti-stun, anti-knockback effects don't seem to work half the time. But I also don't think that making it easier would be the solution, as that would just make the class boring. So what I'm thinking is... we really need to be compensated for how difficult it is sometimes to find the right timing during fights to pull off all our Inner Release attacks properly. And that should be with extra damage. It's hard enough as it is, I'll use V3S as an example:

At the start of the fight, with Spellblade Holy eventually stunning you, you're forced to save Inner Release until way later. You can get an Upheaval in and build your gauge back to 100, and then after the Pole Shift, you kinda have to do an Eye combo again or your damage buff will drop off by the end of your Inner Release combo. And then Inner Release is back up... RIGHT before the dragon spawns, and you're forced to go pick it up and drag it off to somewhere else... but you also have to make sure you stay tanky enough cuz you're gonna get hit by both Waltz AND the dragon's breath which is absurdly risky to tank in Deliverance. "Oh just use Holmgang" WELL WHAT ABOUT THE WHITE FLAME YOU JUST TANKED 20 SECONDS AGO?! Not to mention if you use Holmgang and she aims Ribbit at you, you're fucked. So yeah. Then it's back up right before the book phase ends, which is nice, you can generally fit it your Inner Release combo right before it's time to turn into an animal.

Anyways, I've been trying to clear this fight lots and from what I've noticed, the Paladins are just able to keep their damage up for so much longer! EVEN when they're tanking! Like yeah, my damage is still higher than the tank's, but I feel it should be a lot higher for how much work I put in, and that the reason it's not is because I keep having to chase after the perfect opportunity to use Inner Release perfectly, taking incredible risks in the process.