I also agree that WAR is in need of some reigning in of its skillset.
Most notably, Inner Release in its current incarnation is way too ridiculous in how powerful it is due to condensing 40% of WAR's overall damage output into a 10s window per 90 seconds. Which also has the side effect of making the rest of WAR's damaging kit feel crap in comparison.
As well as other parts of their kit such as how Holmgang interacts with raid designs (Though, part of this can be mitigated via not pushing the majority of dangerous damage from raid bosses into Tankbusters that are spaced out so sparsely)
However, when people critique literally every part of WAR's kit and try and push out any attempts to ask for changes to make the class more interesting to play (Independently of numerical balance changes) because of the sole reason of "WAR is OVERPOWERED!!!!!11!!1!!" then it's just asinine.
Yes, WAR can be considered overtuned in some aspects, some of which have persisted for a long time. But people seem to be so aggressively anti-WAR that they don't seem to accept anything that isn't "NERF WAR UNTIL THEY'RE ABSOLUTELY GARBAGE. DELETE THEM FROM THE GAME!!!! NERF NERF NERF!"
To say nothing about the fact that half the time, the problem isn't even with WAR being too strong in a specific area they complain about, but rather a specific tank they like being weak in said area (I.e. PLD is the only Tank that has crap snap enmity, but these anti-WAR haters claim that WAR is far and above all other Tanks when DRK also has good snap enmity. PLD is the only Tank that hasn't got any mobility but again WAR is the supreme ultra-mobile mega-gosu Tank despite DRK also having mobility (Albeit a little bit more awkward because their mobility skill is also a DPS gain to spam on CD) etc.)
This alone wouldn't be a problem, if they kept to themselves. Everyone is entitled to their opinion. However these people see WAR in a post and IMMEDIATELY start crying about how OP OP OP OP WAR is and start derailing a thread in order to discuss how they believe WAR is so OP that the game should be called Final Warrior: A Warrior Reborn, HeavensWarrior, StormWarrior, WarriorBringers because they're the best class in the entire game.
Once again, I never posted that I wished for WAR's to have more DPS. At all. Ever.
I merely asked for a more fluid rotation. DRK's get to generate and use their gauge in AoE situations. PLD's get to generate and use their gauge in AoE situations (Though, it's less impactful due to the way Sheltron vs multiple incoming attacks works, however, I wouldn't mind seeing them get another Gauge spender that would work better in AoE). WAR's have to choose between AoE or Gauge generation.
Like, WAR's literally have 2 AoE gauge spenders, but outside of Inner Release, they're not particularly usable, because it's simply better damage and enmity to spam Overpower instead of ST building gauge. Maybe you have an Infuriate to use too... But even then, it's often not worth it to give up on the 5% Crit/Parry you'd have from having a full gauge to use a single AoE spender.
Of course, suggestions I make such as these, take into account that 5.0 suggests to be a significant overhaul of all classes, due to how TP removal will effect things, to say nothing about being tuned for new level 70-80 skills or reworks to existing skills.
Since, at the end of the day, I don't want any class to be OP. I don't play WAR because it's "OP", I play it because back when I made my character in 2.0, WAR is the job that caught my interest. Even though back in 2.0 WAR was garbage balance wise. I want it to continue to be a job that keeps my interest and frankly, SB has been a huge blow to that because they removed a lot of interesting aspects of the job as well as creating the current incarnation of Inner Release, which I hate with a passion.
I honestly think that Inner Release is the biggest mistake made with the WAR job. Since not only is the current iteration just plain not fun because it's just a matter of "Press it then spam Fell Cleave" because it completely takes resources out of the equation (To say nothing on how it nullifies Direct Hit as a stat too) but also it causes balance concerns such as the ones that crop up in threads like these where because it contributes so much of WAR's overall damage and condenses it into such a small timeframe that it gets additional advantages when so many fight designs revolve around burst windows.