Raise needs a rework. It costs too little, casts too fast (compounded by swiftcast), can be used by too many jobs, and is a simple matter of if dead then raise without much consideration to mp.

Raise is interesting when it’s something strategic that may need to be withheld as the situation requires, or even as a daring and risky strategy, but too many fights in Shadowbringers devolve into a near-limitless flood of raises as people die and get back up again over and over.

This was best seen on the launch night of e4. 30 deaths in my clear group; I didn’t die, but I never really found myself feeling triage required me to cut anyone off of a raise.

We need something to wipe an awful run. That could be more enrage mechanics in normal modes, or it could be a cap on raise (such as two deaths benches you until the next attempt), or making raise more scarce by bumping the cost or limiting the jobs that have access to it.

Something needs to be done to prevent me from raising an undead army for a cheap win, though.