
Numbers aside, warriors as they are really are a little clunky to play right now don't you think? This is a good fix in the sense that it smooths over gauge usage, and neatly gets rid of annoying things like gauge numbers that don't pair with the gauge cost of abilities. Also, hitting two buttons to essentially accomplish the same goal isn't depth, it's just annoying. I'm glad they merged berserk with inner release. Also, as an ability, inner releases cooldown and its duration both posed problems in gameplay. One, it's cooldown at 2 minutes was too long to make it fun to use. Two, it's long duration coupled with its long cooldown made getting everything right in that tight timeframe way too necessary to be fun. You just had to squeeze everythign out of that burst window which get's thrown off sometimes because of mechanics. Now, it's 10 seconds, much shorter, and the chances of getting cutoff because of a gameplay transition during a boss fight is much less. And with a shorter cooldown, the punishment for it is also much less.
As an aside, the reduction to cooldown and duration also makes inner release more fun to use in just random world combat situations.
I don't know why people are so focused on numbers instead of how much more fun this fix will be for most people (I'd wager). As for complexity and depth of gameplay, I agree this reduces complexity--but it was needed, because there are in fact issues with how the class plays now.
I dunno... I kinda like the changes. Or at least, I'm willing to give this a try before I get upset. Warriors were a mess when stormblood was first released. It was clunky and not fun. This is encouraging to me (I can't be the only one that feels this way) because it shows that SE cares about enjoyment as much as they do about "balance."
At any rate, I'm excited to see how the changes pan out = D
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