Quote Originally Posted by Shurrikhan View Post

Food for thought:
That’s fair; I mean, I’m not even suggesting like a 1:1 proportion since as you say it varies by healer/tank/gear/too much to balance properly without accidentally locking out certain jobs for one reason or another.

Still though, I feel like at the very least they could try and have it be at least somewhat reflective of the toolkits if not fully proportionate. Like, you’d expect damage output to be extremely high and fast given the amount of oGCDs there are, or for tanks to be taking huge chunks of damage at any given time considering how strong the 40% defensive buffs are on top of everything else they have (Bloodwhetting/Clemency/Veil etc). Likewise you spend like 80% (idk what the actual value is but that feels right lol) of your time in combat dealing damage, but only have 2 non-healing gcds to actually use. So while the tank is sucking up HP from enemies like it’s oxygen the healer is sat there with like 90% of their toolkit they’ll never actually need to use lol.

Anyway I’m veering off-topic but basically I think the issues around Bloodwhetting etc is more a symptom of the issues with the job/battle design and how they’re interacting than the ability itself. And I mean, I won’t claim I know ‘what they should do’. I’m not a game developer or anything like that, so the best I can do is ‘vague ideas’. But then, with how little they’ve communicated with us about these problems, vague ideas are kinda all we have lol.