Quote Originally Posted by Reynhart View Post
You realize that you can still use it as a MT and that it will still heal you for your damage dealt ? That, if you have either IR or Infuriate, it will have a greater impact on your surival than Raw Intuition?
Quote Originally Posted by Shurrikhan View Post
situationally superior to your self-mitigation skill
Clearly? Unless there was some other reason I just said that in what your reply is literally quoting?

Quote Originally Posted by Reynhart View Post
And that your target can be any job within melee range, even if it doesn't need any healing ?
1. It doesn't have to be in melee range. If you actually had a Warrior at 74+, you'd know that.
2. Yes, which is why I'd already mentioned as much in earlier posts.

Quote Originally Posted by Reynhart View Post
Yes, that's it's drawback.
No, it's not. NF is not balanced so strongly to make up for the fact it requires a second target; it is not a compensatory drawback. That is ridiculous. Else, every skill that requires long ramp-up to reach use would be compensated to balance its "drawback" in solo-content, because that is the only place outside of your "Warrior solos Savage content boss" scenario a target-less NF would have any effect.

Quote Originally Posted by Reynhart View Post
And since we talked about how much impact it could have, who really needs it in solo-instanced content for situation that RI cannot cover?
No one. No one needed Plunge to be more responsive; at worst, we could have just slapped an extra 10 potency on Syphon Strike. No one needed Suiton-Meisui not to be a damage loss; we could have just left Meisui off our hotbars. No one needed Geirskogul and Nostrond to share a hotbar space; we could just waste a slot. Even now, no one needs the potency of their optimal rotation to be more than slightly stronger than poorly executed rotation. Heck, no one needs Yaten-Enpi. No one needs Arm's Length, as its slow can't affect 'real' content and all else can be managed through positioning and gap-closers. Nor did we need Reprisal to become AoE, nor did we need the slow effect added to Arm's Length; it just makes a lot more sense not to waste those buttons the moment we step into a dungeon instead. That's all this is. You have a button that is one arbitrary limitation away from having the same change towards more efficient, intuitive design as those have each had. The only difference, apparently, is that this one belongs to a Warrior and therefore your once in a million scenario is enough to deter more efficient or intuitive design permanently?

Quote Originally Posted by Reynhart View Post
To use Intervention, you need a target, so, the exact same as NF.
Perhaps that's why I said
Quote Originally Posted by Shurrikhan View Post
Like Intervention,
Both are exceedingly strong in dual-tank scenarios, but both require an external target. And like NF, an optimized Intervention applies greater total mitigation (35%) than its competitor, Shelltron (less than 20%). But at least Intervention and Shelltron both have the same type of effect, so that they would be clearly redundant if Intervention were changed to "Adds a further 50% of your current active mitigation to self or other, plus a further 10% damage reduction." (Of course, I'd rather therefore have it consolidated then -- to Shelltron w/o target or Intervention when a party member is selected, just as HoS and TB are, if not for needing separate recast times.) But Nascent is not similarly redundant, and it has no need for split recast times. It is an altogether different beast. And it makes no sense then to design it as such and then arbitrarily limit it. From a design perspective, it's just rather awkward.

Quote Originally Posted by Reynhart View Post
So, I see no reason to improve a skill that is already the best one.
Stop calling a throughput loss an improvement as if the skill were numerically strengthened. It is horizontal at best. It is merely making a design make more sense. There is no reasonable numeric benefit.

You would have more reason to bar potions from ever having a shorter animation lock an the basis that it could award a high-SkS Monk an extra half a GCD over a 10-minute fight than you do to bar this particular QoL.

For the last time, I have no issues selecting a target before using NF; I just flick my middle or index finger over to any F1-8 key, hit Mouse 5 and I'm off. In all likelihood, virtually no one is having any such issue. But that's not the point. There are skills that feel worse than they need to and for which QoL fixes, just like the one discussed here, have absolutely negligible impacts on balance. Even if numeric impact could be felt more than .001% of the time, it would still likely be worth prioritizing smoothness of gameplay over absolute perfect balance, because frankly we're not at a point where jobs are performing within .001% of each other and likely never will be. Prioritizing such an butt-clenchingly tight balance to the exclusion of gameplay concerns certainly isn't going to improve the state of the game.

And I'm starting to get fairly certain that if this wasn't Warrior under the spotlight, no one would blink an eye at the request. As for suggestions for reduced animation lock on Plunge, the only reasonable response would be "Well, duh. Why not?"