
Originally Posted by
Satarn
Yeah, I don't understand how is that a problem either - you just have to use Eye combo once per pull(once tops, because you can manage to just not drop the buff between pulls in some cases). Neither what's so bad about having to think if you'll need to reapply Eye before going into IR - oh no, you need to think about a single gorramn thing, what a tragedy. Those "annoyances" are often needed, because if there's no limitations then there's no mechanics and the job becomes boring(or more boring in this case, because WAR has already lost enough).
Look at DRK - all your MP rates are by design timed so everything will naturally line up to be optimal without a thought required, Darkside is impossible to drop, you don't have any extra combo to worry about - and as result the job is just a mess of pretend-mechanics.
Making WAR actually fun to play - aka more engaging - would likely require devs to admit that reworking IR was a stupid mistake and roll that shit back. Of course things would need adjustments in order to re implement the old system without breaking the SHB skills. How it could work imo:
- remove Berserk mastery completely
- revert Berserk effect to "Increases physical damage dealt by 30%. Duration: 20s, Cooldown: 60s."
- revert Inner Release effect to "Reduces the costs of Beast Gauge actions by half. Duration: 20s, Cooldown:120s."
- change the effect of Nascent Chaos trait to "Grants a stack of Nascent Chaos upon landing Fell Cleave, or Decimate on most targets. Once Nascent Chaos reaches 5 stacks, it becomes Raging Chaos, upgrading Decimate to Chaotic Cyclone. Upon reaching level 80, Raging Chaos will also upgrade Fell Cleave to Inner Chaos."
- bring back Butcher's Block as a third combo finisher with higher potency than Path/Eye, but only 10 gauge per hit, to allow for finer gauge management
- remove auto directcrits from Inner Chaos and Chaotic Cyclone
- change Nascent Flash effect to "Grants Nascent Flash to self, absorbing 200% of damage dealt as HP. Also grants target party member Nascent Glint, restoring HP equaling 50% of that recovered by Nascent Flash while also reducing damage taken by 10%. Duration: 6s. Shares a recast timer with Raw Intuition." Basically make it usable on self like Dragon Sight for qol and buff the healing as you could no longer rely on auto directcrit spam for massive healing.
Of course some potencies would likely need buffs due to removal of directcrits and perhaps 200/100% healing on NF is a bit of an overkill, so that could use tuning as well(just as long as it's still as good at healing as it is right now).