Quote Originally Posted by Hachiko View Post
I will just say in general that reactive abilities are also generally crappier because they aren't as reliable, and they are prone to having you die from burst, and they have a tendency to end up as overheal. Which is why moving Inner Beast to a pro-active shield would do wonders in terms of balance.
As I was just editing in, the issue is more that you have to design around it. Self-heals can end up as overheal, but not all reactive abilities are self-heals. +healing bonuses are also reactive, and they're effectively identical. The problem that WAR has is that WAR is almost exclusively reactive in nature (i.e. effects are post-damage rather than concurrent with damage). This requires that WAR have a considerable eHP advantage over PLD as a rule. When you give WAR 25% more eHP over PLD, then it's not a problem at all. Instead, you can do this:

->Scaryguy Readies Big Honkin' Hammer
->WAR stares him down, eager to hit back!
->Scaryguy hits WAR for 75% of WAR's max HP!
->WAR retaliates and recovers 25% of WAR's HP!

WAR ends with 50% of its HP, and you're back to the fight as before. Same boss, same incoming damage, but now WAR walks away just fine. The only thing which matters in implementation is when the mitigation comes. This is why I just cannot for the life of me figure out why WAR doesn't have a large HP advantage over PLD. This is not a matter of scaling, either; this is true in every single case.