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.
Personally would go for giving Healers their own emergency buttons like tanks have, with varying levels of flavor. Let White Mage just rez themselves every once in a long while.

That said, the suggested duty action or LB style action for everyone may be easier to balance- content wise. You can have it enabled in lower end content where you don't want fights to be overly stressful for any one person and their individual skill level (or turnip level)... and then totally disable it for higher end content where it's the expectation that every party member will be fully capable of handling math problems while juggling assorted fruit and reciting Mark Antony's speech.