Quote Originally Posted by Shurrikhan View Post
Consider, then, to which is the original a better, a job which cannot manipulate its timings and use the skill to enhance skill-gap and macrorotational concerns leading up to its use, or a job which cannot.

DRK has none of those capabilities. DRK has no macrorotational pressures; its complexity is entirely oGCD. WAR does have the tools to vary macrorotation. DRK is the only job, of the two, that stands to lose nothing from using IRv2, yet would see no benefit from something like IRv1.

Again, I'm not saying "free gauge skills for 10 seconds" is a good design. Far from it. I've been critical of it since it replaced IRv1. But, since Delirium's most often echoed issue is simply that it's "a copy of WAR's IR" (which, of course, it is), Warrior need only revert IR in order to fix that particular issue.
DelIRium being copied from WAR is the loudest complaint because it's the easiest to see right away. That doesn't mean it's the main problem with DelIRium(in fact if DRK got a good mechanic copied from another job then it wouldn't be so bad even being a copy), nor is DelIRium even the biggest issue with the job right now honestly(imo).

Both WAR and DRK have issues providing satisfying gameplay right now and suggesting IR change on WAR just to differentiate the jobs, is taking attention away from the fact that they both need some big changes. It could potentially fix WAR just by the virtue of replacing bad mechanic with something potentially better, but it wouldn't do jack for DRK.

I just don't think it's productive to suggest kind of offhand, band-aid fixes like this, especially given SE's proven tendency to take the worst possible feedback seriously while ignoring actually well thought out suggestions.

Btw, technically the original "spam one button" mechanic was PLD's Requiscat and in SHB SE kind of doubled down on this by adding Attonment AND revamped MCH's Hypercharge to similar effect. They seriously love this crap for some weird freaking reason.