They probably didn't want people sitting around using it to start a fight with 100 beast gauge. I see the logic behind it, but I can't think of any huge advantage that would grant other than a WAR OT starting with 6 Fel Cleaves at the beginning of a fight (use Infuriate twice, wait out the cooldown, pull, Inner Release, Fel Cleave x2, Infuriate, Fel Cleave x4).
I still say Onslaught should have use restrictions (must be more than 10y from target to use), cost no gauge but generate 10 beast gauge instead.Onslaught's cost to potency
Inner Release seems to be the counterpart to Unchained, just like Fel Cleave/Inner Beast and Steel Cyclone/Decimate are linked together. Sort of like you get a DPS increase with Unchained in Defiance, you get a DPS increase (more Fel Cleaves and Decimates) in Deliverance. Within that context, the decision makes sense.Inner Release shared cool down with Unchained)
Burning through cooldowns for resources never made much sense, since it undermines the idea of having cooldowns in the first place.the removal of the beautiful ideal of using defensive cool down (Vengeance & Raw Intuition) as offensive stacks
The penalties have a clear purpose: stay in Defiance when tanking, switch to Deliverance when not tanking. Swap where appropriate.If you absolutely must switch when solo tanking, I guess you could start out in Defiance, build 100 gauge, swap and hit Fel Cleave (burn Inner Release and Infuriate for some more), wait for Defiance to come off cooldown and swap back. You won't be dealing trouser-tightening damage, but WAR is a tank at the end of the day.Punishing the player for building gauge and stance swapping
That being said, I'd complain about Heavy Swing not generating any beast gauge (which I totally think it should) before complaining about stance swaps having a resource cost.