Quote Originally Posted by Argyle_Darkheart View Post
Forgive me, but saying that non-specific changes would need to be made to Nascent Flash in order to accommodate other changes doesn't exactly inspire confidence.
Y'know that's something called freedom of design. I am not here to make every single specific change to abilities or numbers because I don't have the time or man-power to do so. I didn't write any fix numbers on Berserks dmg increase either.

Nascent Flash is not a reliable healing tool. Nascent Flash is first and foremost a support ability. If your co-tank needs your support on mitigation, you give them mitigation. You can't wait for 5 more seconds because of "muh burst healz". Also, mechanics differ from fight to fight. There are no "specific intervals" you can apply to every fight. Neither would you save an Infuriate for your upcoming Nascent Flash, this would result in damage loss if used outside of raid buffs (such as Trick Attack) or screw your rotation. There are already 60s/90s shifting windows for Nascent Flash, at least one window will fall out of the category of "power healing".

WAR doesn't comprise of Nascent Flash only, as you make it sound like. If anything WAR is, and always was, designed with 1 big burst window, and low sustain damage, and any other ability should embrace this design.

Nascent Flash could get a fixed healing amount similar to MCH Wildfire, you heal x pot per GCD/ability/hit.

PS: Or... and that would change the whole rotation once more... make Infuriate not usable during Berserk, thus not triggering the Nascent Chaos buff. Or Berserk ignores the Nascent Chaos buff that so IC/CC can't be used then. Whether I or you like this change or not, in the end it is the SE design team that sets the rules. I am just here to embrace to change the current rules-- because I and many other think that IR and DelIRium are mistakes.
Just because it works in its current form, doesn't mean it's enjoyable. They achieved this by removing an aspect they thought 'twas an issue.