
Originally Posted by
Lucavi
He explained why, though. He literally explained that the current way players complete coil gets war straight-up destroyed on certain parts, and two places that can be singled out entirely are double-dreads and TT snakes. War had to get something to both stabilize the incoming damage and minimize the "spikiness" that apparently had healers straight up deciding that it wasn't worth dealing with when you can simply double-pld and blow through the content.
It makes perfect sense, and while there were other solutions they could have introduced (properly scaling IB heal, introducing ways for war to mitigate single or multiple hits - IE. forced parries), they went with giving war flat mitigation to keep the bars relatively stable while still allowing for solid damage and a decent amount of lifesteal.
If anything, I'm curious about the Dev team's initial tactics that allegedly didn't result in DPS going all out for most of the fights and warriors NOT getting outright lamblasted by certain abilities.