Quote Originally Posted by Tigore View Post
We'll have to increase encounter damage first before that extra suggestion starts to look more valuable. We may not need to nerf the tank and DPS self heals or party mitigation very much if the encounters actually damage the party consistently.
This is why Aetherblight, or a system like it, has so much potential IMO. As the example I gave shows, you could quite easily make encounters that are a doddle for a Healer to handle (due to how much HPS we can put out with so little effort, or our unlimited access to Esuna effects), yet it's still too much for DPS and Tanks to handle alone, due to their healing moves having such CDs as they do. A simple mechanic like 'Every 12.5s, a tower to soak appears in the centre of the arena. It puts Aetherblight on the player who soaks it, equal to their Max HP. If the player tries to soak a tower while they have Aetherblight, they die instantly', while it sounds very hard to handle, it's really not, because you can simply cast Esuna once per 12.5s on whoever soaks it and remove the Aetherblight instantly. A joke to handle as a Healer (such that people would likely criticize it for being so bland a solution for 'making healing more interesting'), and yet it's still far too much for a 1T 3DPS team to handle, because only BRD can cleanse DOTs, and they have a 45s CD on their tool

As such, implementation of such a system means that all these non-Healer jobs can keep their utility actions, and even at the power they are currently at. Nobody needs to lose anything, nobody needs to be 'nerfed', because their numbers aren't getting changed