Quote Originally Posted by Alice_Rivers View Post
I'm glad someone is willing to engage with one of my suggestions, what say you to taking that a step further by throwing around more interrupts and esuna effects for good measure?
Sure, might as well give us a reason to use those skills more than a couple of times per expansion.

Quote Originally Posted by Shurrikhan View Post
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.
I'm not exactly sure what you mean. 2.0 WAR's issue was that it couldn't survive hits that PLD could without Stoneskin/Adloquium from healers. Increasing WAR's self healing wouldn't change that. They could have chosen to make WAR's skills increase max HP like Defiance and Thrill did, but I assume the devs chose % mitigation because it's easier for them to balance.

Quote Originally Posted by Shurrikhan View Post
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.
I'm not going to pretend like I remember what people were asking for 10 years ago, I assume people wanted a use for Wrath outside of Defiance and didn't want to have less skills when not in tank stance. I don't think swapping between Defiance and Deliverance is functionally any different to turning Defiance on or off, and the jobs weren't any more similar because of it. I don't think this is a valid case of homogenisation at all. DRK getting Grit with % mitigation is more homogenisation than that.

Quote Originally Posted by Shurrikhan View Post
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.
Like you said, people had different ideas for what Shake it Off could be. The devs chose to make it a party shield, but WAR players aren't at fault for complaining about a useless skill. Slightly related, the devs are also to blame for Berserk/Inner Release becoming a Requiescat clone. There are so many things they could have done (including let people get used to 4.1 WAR with no gauge loss), but I doubt a single person asked for it to give 5 Fell Cleaves in a row. I know I saw people complain that old IR made WAR do 6 Fell Cleaves every 120s.

Quote Originally Posted by Shurrikhan View Post
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.
Making all tanks require more healing doesn't mean forcing healers to spam Cure II on them, it just encourages healers to use more of their kit than just using a couple of Tetras and Benison. Balancing groups of enemies in harder content is a different topic anyway, I wouldn't assume it would just be the same as aoeing in a dungeon when there's things like A2S's vuln stacks and buff goblins as examples to stop you having a WAR tank and heal through everything.