Quote Originally Posted by Jojoya View Post
The failure point can be avoided while designing healing as an interesting role but SE is going about it in the wrong way.

Give healing potions their own cooldown separate from stat potions.

Give parties a way to resurrect healers in group content. Healers would retain the ability to resurrect any party member. Just as Dynamis is the explanation for LBs, it can be the explanation for being able to rez a healer when tanks and DPS shouldn't have that ability.

Then when the healer goes down, the healer can be brought back up right away. DPS would have their healing potion on hand to sustain them until the healer is able to resume healing. Tank mitigation continues to be their form of sustain.

If the party can get the healer up, tank and DPS don't need any powerful tools for self healing. Tanks would naturally retain their mitigation abilities. DPS would retain other utility to buff party damage or debuff the boss but would not infringe on the healer role beyond the very minor self-healing of Second Wind and Bloodbath.

The healer role can be made interesting without putting undue pressure on a party as the only guaranteed failure point in the event of death.
I think giving everyone "Aid" action that doesn't neccesarilly even need bind, just click on "dead" body next to them to help them for 10s and it brings them back at 1% hp and mp.

Resurrection and adjacents would still be bit better since they can be casted from range and return with bit more hp/mp (which can be tweaked).

Takes of the pressure of scraping party back up from Healers and gives wider options to develope battle content.

Then again if it doesn't get interrupted, Tanks will pick people up while face tanking everything. Might not be too bad for casual content but probably needs adjustment.