
Originally Posted by
Taranok
The real problem is that unlimited raising causes serious problems for the encounter designers. It's not obvious unless you've played long enough, but they had to invent the damage down mechanic just to stop straight up killing players for failing mechanics. That wasn't interesting design. It also forces the game to have DPS checks because there's no triage system that collapses a healer's ability to heal, which in turn is why the damage down is so effective.
Actually, unlimited ressing in general basically demands that you kill players for simple mistakes in all forms of content. Contrast this to DRS or BA. No one can res outside of very, very limited tools. It's so limited that you are very unlikely to get more than, say, 20 out of a single group without relying on reraisers instead.
In BA, they were able to make mechanics not give damage downs, and also not straight up kill you most of the time, but still have a rather tense fight. DRS had the system of killing you for repeated mistakes, so you had some wiggle room and most mechanics didn't straight up kill you for failure.
My point is mostly that RDM having a raise isn't as good a mechanic as you think it is, and it does harm encounter design at a technical level. It's in the same boat as, say, every healer having a medica (except scholar, sad) as well as an assize (aoe heal part) and a ton of other aoe heals. At a certain point, you have to design every encounter around the fact that you can 100% top off an entire party from 1 life to full in 2 GCDs and 2 oGCDs between 2 healers, and that likewise harms the variety of what you can do in encounter design.
That said, I'm not strictly advocating for or against it. I can see benefits and drawbacks to both examples. However, at the end of the day, I firmly believe 1 thing. Either every caster gets it, or none of them should have it.