Main issue with LS uptime and cd was raid set, which shouldn't have been like that but rather something like battle hardened buff or something like that. Giving an invulnerability skill such a drastic cd reduction is a mistake.
No, I don't agree with that, I think LS duration at 13-15 seconds is more than fine. What worries me more is the fact that people are whining about captain having so many panic skills whilst maintaining a superior tanking position without them.
While it's true, I do not think that it's either LS, dunedain, hardened as a factor. I think it's rather the raw added morale bonus that was added with the captains patch. As for the ridiculous self-healing the yellow captain has now. Not that it entirely works well since for example turning point no longer works properly, cutting off a supply of healing that it would have had if the stat system & BPE system wasn't so ridiculous.
Captains excel at the current meta mainly because of how the system itself is designed, not so much the captain. Yes, it is OP, but what really pushes it is the way content atm is biased. Having mechanics circumventing BPE, BPE not properly working, stat system not allowing for diversity, captain having too much-added morale bonus. These things really push and make captain OP, because its flat dmg reduction from hardened gains most advantage of the current circumstances.
What's most important to understand about yellow is that ''flatwise'' tanking, so in the sense of not burning any cooldowns next to guard and warden, the captain is meant to receive most damage here out of the 3. So despite hardened being on, Captain used to still receive roughly about 15% more dmg IIRC compared to guard & warden around 100/105. Whilst its selfheal was above guard, but below warden. What you need to understand was that the tank of the yellow captain is designed for inheriting different builds, this way it was able to pull the advantage out. Not because it's flat-out OP, but rather because the captain tank is meant to be flexible at situations, opposed to guardians and wardens.
For example, you could expand your morale pool at the expanse of stats like inc healing, mitigations, or perhaps ''BPE''.
Or allowing for a smaller pool with more inc/outg heal & tightening defensive stats. In case BPE was circumvented, the captain was never compromised because it simply was able to go around that. As to where wardens and guardians would suffer because their tank design allowed for less diversity.
So when we look now, diversity is thrown out of the window, because SSG wants us to tank in a specific way. Stats like mitigations, BPE & inc heal have gotten a ridiculous curve, and since guardian and warden aren't designed to operate the way they do now, of course, the captain will shine. Having a boss & adds constantly bombarding the tank with tactical skills basically circumvents the BPE system. Guardian and Warden are at a worse position when it comes to absorbing spike damage, opposed to captain and beorning, the captain is able to get there because no matter how you build your captain tank (as in it used to be in the past), it would always work somewhere, somehow, because builds matter.