*Creating a new thread as the issue with Rough Divide's No Mercy buff showing 20% when it is actually 10% appears to be a NA translation/typo issue.
*EDIT: Updated suggestions in comments**
While it's only been a few days since the new game mode came out, I have a small list of suggested QoL and balance changes I would like to see implemented on GNB in PVP. Starting with some QoL changes that do not change the job drastically:
-Show in the tool tip that the healing AoE radius for Junction Cast:Healer oGCD's(like Continuation and Hypervelocity) is 10yalms. I had to go into a custom match to find that out myself, however, it would be very helpful if it was stated outright. As well as show the healing potency of the shield gained from Brutal Shell in the last hit of your main combo.
-Allow Draw and Junction to be cast on yourself, or allies, instead of just an enemy target. Old Draw and Junction applied a debuff to target, so it could not have worked that way then. However, new Draw and Junction only applies a buff to self, so it should act akin to Blue Mage's Aetherial Mimicry on self or party members. It is a shame that you can only take on the role of a tank ONLY if there is a tank on the opposing team.
-As new testing has shown, GNB's LB does NOT get interrupted by any form of cc except death, and will continue to do it's full channeling into the final hit. This is a surprisingly nice find, however you are still stuck in a walk speed, susceptible to knockbacks and draw-ins for the entire duration with no way to counter it. A duration decrease with the same effect(3 stack of 5% instead of 5 stacks of 3%), and either a movement speed increase or some anti knockback/draw-in would make it feel so much better.
-For more of a balance take, I would like an additional effect to be added to Double Down. When you compare Double Down to something like Primal Rend or Salted Earth/Quietus or Confiteor that are roughly similar on paper, it sort of falls flat and is a tad dull, even for it's slightly higher base damage. Though not wanting to add to the massive list of hard CC's, I would suggest perhaps it have the benefit of a small AoE knockback maybe? Perhaps add a single stack of the Relentless Shrapnel debuff(3% vuln up) from the LB for 5sec? Maybe 100% lifesteal? Or anything else that comes to mind. Most PVP abilities have a multiple functions, a fact that I really enjoy, and would like to see on Double Down that I feel is failing in that category.
-Could also be nice if there was an interaction with DnJ and the No Mercy buff from Rough Divide. For instance, DnJ: DPS Stance could change the No Mercy buff to 20% DPS, 10% Healing, DnJ: Healer Stance could change it form 10% DPS, 20% Healing, and DnJ: Tank Stance could be a 15% DPS, 15% Healing down the middle. Would add a little more depth and flavor to the job while making the stances it changes into slightly more impactful.
Again, while it has only been a short while, GNB being a "Jack of all, master of none" style tank with the unique ability to swap roles on the fly sounds, and is, fun at times. It is currently falling a tad behind other tank jobs like DRK and especially WAR. My intent is not to make GNB the best, it is simply to bring it up to my perceived levels of the other jobs that are currently dominating the playing field. Other suggestions are appreciated, and I will continue to try and provide feedback when necessary.