Originally Posted by
PyurBlue
As in there is one correct mitigation type for a given attack? I like having some amount of ambiguity, it allows for some creativity and can potentially make situations more dynamic. If instead you want each mitigation type to have meaning advantages over others then I can agree with that, although I don't find the current mix of options too bad right now.
Shields can block debuffs and I think this should be used more often in content. They can also be applied proactively while heals can't without losing some of their effectiveness and in the few cases of attacks that directly subtract HP, shields are unaffected and very effective at reducing risk when HP is initially reduced. Reducing damage received and increasing defense are the same thing, but they differ from shields in that they can't be consumed, ie they will have an effect for as long as they are active, yet they don't lose effectiveness from being cast early like heals (unless they are needed to mitigate a long series of attacks) and importantly they don't contribute to overheal. That last trait is one of the reasons why I think tank healing should be far less than healer healing, even with overpowered mitigation (which should not exist) heals would at least still have some purpose, while overpowered tank healing leaves no room for external heals as it becomes overheal.
So the current defense system has a good foundation. What we need in my opinion are encounters to make the most of it and of course a balancing of abilities to allow defense and healing to feel interesting.