Before the gauge cost of Onslaught and Upheaval got removed, I thought a fixed gauge cost reduction (e.g. of 20) would've been great. It doesn't has to be no cost nor half cost.
If the opener is too weak under these conditions, you could change it that the amount possible in the opener will also the only amount possible later on - by stack count consume during x duration.
e.g. IR would only buffs/lowers cost of *insert number here* beast gauge skills during 30s
Yet Inner Release is just a proportion of the bucket of what's wrong with WAR. Infuriate and - if we go deeper - the combo choices are both part of the issue. Infuriate - stating the obivious - because you gain another critDH skill. The combo choices because you're pretty much forced into using SE max. 1.5 times/min, and the rest is SP and FC ad nauseam, but there is no option to pool gauge with effiency in mind, and is thus 'braindead'. Another combo choice (e.g. butchers block finisher) even if it ends up being niche, would grant more options for optimation... well, ANY option at all actually.
Anyway, when I wrote "you would except the dev team to change WAR" I actually meant "the dev should change WAR" because of their own reasoning, but I don't expect it actually. NIN was/is probably THE best job for raid synergy, but had its raid buff changed for more... synergy. While at the same time, SAM loses its place as preferred dance partner and has worse syngery with 2-3 jobs now (DRG, SCH, DNC only as dance partner), and WAR. STILL. has. NO. synergy. with 3-4 jobs! (DRG, BRD, SCH, 'DNC as dance partner')
In terms of raid/group synergy WAR is the WORST. designed. job. in. the. game!
It's 3 yalms like any other melee action, just saying. I agree with you, and the fact that iaijatsu got buffed to 6 yalms shortly after EW launch makes continuations' current state even more absurd.
Me neither. Imho ShB was the worst that could happen to all job (re-)designs, while EW embraces and continues ShB legacy.