Quote Originally Posted by Rithy255 View Post
My biggest issue with warrior identity is how much it heals Other's more then high sustain, I think keeping warriors strong burst sustain is fine and makes the tank intresting, I'd just rather hope that the AOE sustain gets nerfed,I understand this "only comes up in dungeons" but I think having a tank that makes your role as healer not really fun, I've wanted warrior to stand out on it's own more then other tanks borrowing from it, I personally don't mind if it's more simple as a good "starter tank", ideally I'd like to see it have a more higher base HP but have less/weaker mitigations, obviously this would be harder to balance and you'd certainly still need mitigations, but if it works well it could be fun as warrior would be a more reactive tank.
Same. Warrior healing only itself significantly, as it did until Shadowbringers, seems fine to me. I just don't at all understand how Nascent Flash is supposed to work. I can excuse "my output invigorates me, letting me live off of the thrill of battle," but... we're not Priests or Blood Sages or anything like that, so how the heck is my hitting an enemy with an axe healing some other guy?

I could see granting an enemy that ability to heal from damage or healing done (the latter likely at a reduced portion given the ridiculous imbalances in potency between attacks and heals in this game) for a time, giving them a bit of that Warrior juice/spirit/hype/insanity, but... redirecting the perks of your thrill of battle through the aether? ...What?


Similarly, yeah, WAR needs to regain some of its skill-expression in and around sustain. Prepping burst for one's on-demand didn't take that much skill, but it was at least something and helped with that thematic immersion. Now we just have... nothing... that is somehow also less balanceable than ever.