That's a realllllllly good idea in a world where we're allowed to have cool, quirky things, but
I can already see it being removed because it's used in speedclears to allow someone to skip some annoying mechanic
But would it be worth it if you still get weakness?
Good point and, yeah, my example wasn't great, because I was distracted and in a hurry.
What I was trying to say is that, while I personally really like the idea of a, "No! No KO'ing! Dance Partner, get back up, immediately!" action — because that's exactly the kind of tool that Dancer often wants to have in chaotic situations... it runs into problems when I start exploring "how is this actually going to be used?"
If you Raise your partner and they have Weakness, then, you now want to switch to a different partner anyway, so it didn't accomplish much, after all.
If you Raise your partner and it bypasses Weakness, then this has instantly become a tool for skipping mechanics in the minds of MMO players that leave no stone unturned when trying to outsmart encounters.
If the Raise is also instant and/or OGCD, then... you can't swap partner to a KO'd target. So you might also be pressured to keep your Partner on Healers during prog or dangerous encounters, so that you can add another Raise to the pile.
So I'm just trying to think about what the well-intentioned idea would turn into in actual practice.
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