Quote Originally Posted by Launched View Post
Holmgang wasn't changed because Hallowed "stepped out of line", it was because 2.0 WAR had basically no mitigation skills and was useless in Coil compared to PLD. It got its own unique mitigations in 2.1- IB on the GCD, Vengeance with a lower % and lower cooldown than Sentinel, Holmgang with a target requirement, 6s duration, root and no true invuln.
The lack of mitigation, or more importantly any sustain that scales with incoming damage, explains the addition of sustain that scales with incoming damage. Holmgang didn't do so even after its change. They were just as free, however, to have damage taken increase its self healing instead of copying over %DR if not for the devs following (perhaps coincidentally) the minimalist requests to just make WAR more like PLD directly.

All jobs got new DPS skills going into HW.
That's not relevant to WAR's copying PLD's double-stance, though. Note that DRK did not get one, instead simply toggling their defensive/enmity stance off, just as Warrior had done before. Deliverance itself, as compared to just amping Warrior's base damage and toggling Defiance on and off while allowing Wrath to be generated regardless, came from (A) seeking job action trailer flare and (B) some Warriors making a big deal out of the second (first acquired, but the one in excess of what WAR had) stance rather than just job action access.

The pacification on Berserk was removed in 4.0, at the same time Shake it Off was added, so SiO was useless from the start.
I didn't say otherwise. My point was that with 4.0 you had many who wanted to see either a passive damage stagger DR that could be purged or a return to the burst and break utility previously held. Others would be satisfied with no less than a Divine Veil equivalent. We got the latter.

People were pretty happy with Raw Intuition/Nascent Flash after NF got changed to be usable on yourself. I doubt many people, if any, asked for it to be changed to flat healing.
I was more active on the JP threads at the time, so --as I already said in what you replied to-- I could be recalling posts more from there, tbf. And again, simply reverting it is exactly what I was asking for.

Leave sustain how it is, increase damage done/frequency by trash and bosses in dungeons. WAR will require healing between Bloodwhettings, and healers will have a reason to cast more than 3 oGCDs per trash pack/1 oGCD every time a boss does a raidwide.
And then you require that much more from everyone else as well, now meaning that taking a WAR is a (further) rDPS gain if we should ever develop more challenging content with frequent opportunity for multi-target attacks.

I wouldn't really care if Bloodwhetting went back to being a % of damage dealt, but I do think it needs to keep the healing on multiple targets. WAR has had that since Bloodbath in ARR.
Agreed.