Quote Originally Posted by Shurrikhan View Post
Give Bloodwhetting diminished healing per target after the first enemy struck (more use cases for 2-3 targets, more engaging in terms of broader decisions) or heal for a portion of damage dealt (more engaging in terms of banking and bursting). (This brings it in check without costing it its flavor.)
I'm not suggesting I'm against a nerf like this, although honestly unless it's nerfed to a point it becomes irrelevant to use I don't think it really matters. If it heals any significant amount at all it will likely remain the best ability of it's kind. What I question is the notion that this sort of solution does anything to actually address comments like these:

Quote Originally Posted by Magikazam View Post
WAR is problematic to the enjoyments of others..
Quote Originally Posted by PyurBlue View Post
Non-WAR players are going to complain when WAR as it is takes away from their enjoyment
How does diminishing one job's ability all of a sudden make an entirely different job more enjoyable? It doesn't. Don't be delusional. It's gonna be the same pile of dog s*** it was before. Only you won't have anything to compare it to to realize it's dog s*** anymore.

It seems to me the more enjoyable solution would be to give all the tanks equally effective sustain options. Flavored in their own likeness. Because, you know, it's enjoyable to play.

Quote Originally Posted by Shurrikhan View Post
[*]Bring Holmgang's CD up roughly to everyone else's. (E.g., 7 minute Hallowed, 5 minute Holmgang, 6 minutes for the rest, at greatest spread.)
Again, I don't really see how it makes that much of a difference. Even if WAR gets an extra 1 or 2 uses per timeline there may not always be something to use it on. And it's still pretty useless for anything other than TB cheeses. IMHO the most interesting change they could make is to remove invulns altogether.

Quote Originally Posted by Shurrikhan View Post
[*]Have Dark Missionary and Heart of Light (and Dark Mind) grant some degree of general (not just magic-specific) mitigation, by whatever means, as to be a decent bit better against magic than purely general skills and a decent bit worse but not crippled against physical damage OR remove the categorical mitigation entirely and find another way to differentiate them.
I kind of agree, party stuff should for sure at least be somewhat universal in general effectiveness. It doesn't make a lot of sense to cling to the few fragments of phys/mag distinction when all the accompanying aspects that made it interesting got yeeted after HW.

Quote Originally Posted by Magikazam View Post
As a Tank player, WAR is problematic ... due to the fact it known to canibalise on other tank unique stuff.
I think it's fair to say War has contributed as at least much as it's borrowed. Auto CDH burst windows being a prime example. And quite honestly, it could contribute a lot more if people were focused on job elements that are popular/fun to play/enjoyable instead of trying to suggest these elements be removed from the game.

Imagine wanting to remove fun stuff from a video game, some people are truly baffling.