Quote Originally Posted by ty_taurus View Post
The idea solution to Esuna is simply make debuffs more consistent. There are a couple of issues with Esuna as it stands: 1. The UI is in dire need of a modernization to make cleansable debuffs more visible. A hair-thin, tiny blue line above an already tiny debuff icon is something I'm astonished has not been updated at this point. 2. Debuffs have a tendency to either be inconsequential and thus not worth casting Esuna, or fatal if not cleansed and thus must be Esuna'd.
I feel like we ought to get the UI improvements regardless of whether Esuna even continues to exist or not, but...

I think we've been down this tangent before, but I honestly wouldn't mind if Esuna was removed, if it's only ever used in the sense it is now, mostly because when it has power to be worth the button, it frequently makes healing debuffs less interesting than if it didn't exist. Sadly, those issues are only compounded if you attach an additional 400-500 potency of healing atop it the "removes mechanic" effect, and keeping its value in check then requires having either (A) still having many mechanics be immune to Esuna or (B) reworking Esuna altogether.

If I had to keep it, though, I would just have virtually all debuffs cause enough damage over their duration to be worth at least some 1200 potency of healing to counter, so you never have any that are an outright waste to deal with via Esuna.

As for Repose... that gets into a whole thing with rehauling Enmity which in turn would ask for a replacement for Esuna that calls for an elemental system of sorts (set on fire -> douse with water; wet and therefore susceptible to ice and lightning -> dry with wind or fire; poisoned -> increase the afflicted ally's Resistance because it has a flat damage reduction component, which is then far more powerful against quickly-ticking DoTs; etc., etc.), so I'll save that for another time.