Quote Originally Posted by Argyle_Darkheart View Post
I'd say you're underappreciating Nascent Flash.

Compared to Bloodbath, Nascent Flash is targetable, is far more timing and rotation sensitive, conflicts with another defensive tool, and is usable much more often.

In essence, Bloodbath has less nuance than Nascent Flash and is more "passive." It's also a lot less powerful.



A lot of tank engagement is going to come down to encounter design. SE hasn't done a great job overall in this regard, I must sadly admit, though I haven't quite settled on why.
I'm not underappreciating it's potency. WAR's my go-to tank for dungeons because, thanks to nascent, I don't care what skill level the Healer is; they're irrelevant.
But let's be honest.
Nascent: 6s duration, 25s recast.
Bloodbath: 20s duration, 90s recast.

I'm not a numbers person but 25x4=100, and 6x4=24, yeah? So how mugh of that 10s difference that nascent has over bloodbath equates to GCD's impacted by that ability? I'd argue one. A single GCD of lifesteal on WAR over literally every melee DPS. wow.

What really sells it is Glint, on the target... if there is one. The 10% mitigation and 50% heal to them is a great boon that can't be understated, but those are supplemental things that don't greatly affect the core of "hit stuff, get health." That is why I made that comparison, and That is why I don't include it in a list of "things WAR got in 5.x that it didn't have before."

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As for the fight design? Big 'ol shrug emote from me dude. I'd wager on experience, staff burden, workflow and task assignment, funding for manhours to work larger projects, manpower shuffling around to other departments, new hires not having mentors guide them, a risk-averse mindset; the list could go on. A lot of it's way beyond anyone on these forums' abilities to do jack all with.
Unless you're a significant shareholder, I'd wager, but even then who knows.