They just need to be consistent.
Either make every cooldown be 30% + some job specific flavour effect, or remove Vengeance's damage effect. You would think that this is just common sense.




They just need to be consistent.
Either make every cooldown be 30% + some job specific flavour effect, or remove Vengeance's damage effect. You would think that this is just common sense.
It is common enough sense, but on the other hand, why should every kit be balanced skill-by-skill, rather than by the sum of their skills where such still gives parity in every situation?
Granted, I don't think WAR is lacking elsewhere in its kit enough to warrant Vengeance's additional effect at present, but it does make sense to me that it could be uniquely warranted.
But, since apart from TBN (whose own slightly excessive power may soon hold it back more than help it, especially in farm, as it becomes usable in fewer and fewer situations), the tanks are basically balanced even without their 30% CDs, I'd have to agree. Though, I'd much prefer the additional effect for everyone, and that such an effect be much more... integral.
Vengeance felt fitting for the job back when we were a lifesteal job and that lifesteal alone, during our then-uniquely strong Bloodbath, was our mitigation. Since then it's felt iconic but hardly necessary. I'd hope we could do better for both it and all the other jobs' additional effects. But, that may be a tall order, especially for the design philosophies we find ourselves in now.




When the abilities are essentially all identical, having one that has all the features of the others + 1 sticks out like a sore thumb.
I feel like the people balancing this game have no actual vision on what they want to achieve. If your goal is to make it so that every tank does the same dps regardless of whether they are actively taking or not, Vengeance makes no sense. I don't care what the design philosophy is, I just want some consistency.
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