This is irrelevant unless that limit degrades (or, denies beneficial opportunities to) our gameplay, but here the only effect is on the number of heals we can fit into an HP bar before overhealing -- i.e., on the tuning of (GCD) heals relative to player max HP. Such does not require in any way universalizing a healing absorb mechanic. It would require only a higher ratio of heals doable to player max HP.
No, it wouldn't. It would simply be optimal at X healing-absorption afflicted, competitive near that, and non-optimal in certain other situations. In the same way that a spammable Arm's Length would not simply give healers without the spacial awareness a way to still resolve a knockback nor a spammable Communio would give another way for Reapers to meet DPS checks, neither would Esuna be simply an extra "way... to resolve the mechanic." It would be THE way.Part of the idea of 'it can be removed with Esuna' is, as you surmise, to make Esuna a more relevant aspect of our gameplay. But it also offers ways for those players who panic, or who haven't got the resources to handle the healing required, to still resolve the mechanic.
But... why? Why would you not simply follow a single intuitive rule instead of adding the equivalent of X healer heals more against damage taken from this (kind of) attack and that healer against that attack, etc.?you could have things like AST's Essential Dignity say something like 'If the target is afflicted with Aetherblight, they are considered to be below 30% HP regardless of their current HP value', so that ED's scaling is always set to maximum effect to tackle the debuff faster. Maybe SGE's Kardia healing is twice as strong against Aetherblight, because of their medical knowledge. Maybe Emergency Tactics on SCH makes healing spells be a guaranteed Crit when they're used against Aetherblight, or Excogitation instantly detonates on someone if/when they receive Aetherblight.
There's already an established norm, btw, which is to simply consider healing absorption (and, in many games, normalized pending DoT damage) as missing HP for the purposes of any %missing HP calculation. Such retains the relative power of each tool, rather than relatively weakening the likes of ED or Benediction. I'd argue you probably don't even want that, though, if you want Aetherblight to feel at all meaningful. (Just as it probably should not be cleansible if you want it to feel impactful, especially if it's going to absorb 100% of healing up to its cap instead of some lower variable percent.)
Even that, though, is just a job balance decision to make the best of an otherwise added imbalancing mechanic (healing absorption) by making some jobs weaker and/or some stronger against that particular debuff. And, given Esuna, I doubt it's going to be particularly relevant regardless.
Again, there's already a very relevant norm here, especially for among Tanks, that would be both more intuitive and more gameplay-affecting: delaying damage taken to be instead taken over time (usually with the portion of health to be consumed by one's DoTs suffered shown --you guessed it-- as a second color or shade of health bar).Or maybe PLD's Cover applies all the damage (and I guess Aetherblight) that you Cover, as Aetherblight instead of real damage (so instead of taking a 150k TB twice for 300k and dying, you'd be able to take it and get 150k damage, 150k Aetherblight and live), increasing Cover's versatility, and being able to take someone else's Aetherblight onto yourself as a PLD (with the selfhealing of Confiteor combo/HolySpirit/Holy Sheltron) could open up interesting strategies for some groups.
Yes, you can of course healing absorption to allow tanks to suffer sustain costs beyond their max HP, a la Purgatory on a Death Knight. Again, I think the game could benefit from involving healing absorption sparingly and deliberately.
But why revolve so much around a singular debuff? And why give it a Get Out of Jail Free Card in the form of Esuna?
To Wrap Things Up:
- I'd be happy to see healing absorption added to the game, but only as one extra undermechanic among several (e.g., Stagger, Break, flat rating buffs, etc.). To be clear, those should each be situated such that their effects are easily conveyable and understood in/for both their function and implications. (There therefore shouldn't be too many, but enough to meet our needs while generally shrinking the tooltip sizes and apparent memorization required to introduce more diverse kits engagingly in the contexts of the game's fights.)
- That said, I don't think a healing absorption debuff should typically interact with Esuna, since the whole point of the healing absorption is generally to require... more healing actions. I therefore dislike what making Aetherblight cleansible would do both to Esuna and to healing actions when competing against it.
Allowing that interaction would replace the need to give Esuna a niche through far more contextually interesting debuffs (which are virtually any that are not healing absorption, be that a snare before an incoming AoE, vulnerability, particular DoTs, timing and mitigating explosions, purging a debuff at a particular time to optimize a compensatory buff, etc., etc.) with something that newly competes with and therefore overshadows or would be overshadowed by the rest of the healing kit all to center itself around a debuff that is probably the least typically interesting of any type.- The present tuning of healing actions as portions of player HP can never be an issue in itself; it can only be an issue in terms of...
Conclusions:Consequently...
- the relative reaction time available to healers,
- the throughput available to healers as a portion of their uptime relative to incoming sustain needs,
- the degree to which overhealing would be a concern, and
- the relative tuning, given the matters above, of certain actions against each other --and per their mid- and longer-term costs-- as to allow for situationality / context-minded decision-making among healer actions.
- If, at present, we somehow were to be lacking in available time to react to damage intake, we'd need only either nerf the frequency of attacks or both nerf the damage per attack and our heals.
- If, at present, we are not spending enough time on GCD healing actions (uptime costs are too low), then you need only increase the relative healing required through a greater number of attacks (spaced away from burst) and/or weaker heals (for everyone, generally).
- If, at present, the issue were solely that we far too easily overheal, again, one need only nerf damage intake slightly and proportionately nerf our heals (therefore giving a longer period over which that healing can be done
- If, at present, our best options are too consistent and obvious, such as by having no real opportunity cost, and therefore leave no room for situationality, then adjust their tuning relative to each other. Such would in turn allow for shorter available reaction times to be salvagable even among higher uptime needs.
- You would therefore, imo, be better off leaving Aetherblight as just another debuff instead of trying to make it, specifically, the way out of various healer woes. Simply target those problems in simple, straightforward manners not beholden to any particular debuff:
- If there's not enough to heal, bring in more damage in ways that least disproportionately affect necessary reaction time, scheduling of limited actions, or necessary cognitive load in general. (E.g., add between-bursts hits, rather than just amping all incoming damage or nerfing heals outright.)
- If there's not enough cognitive load engaged, increase the decision-making space available to healers by allowing for meaningful soft-branching opportunities in practice such as through the tuning of stronger vs. weaker actions, ramping undermechanics, meaningful healer damage opportunities and some small but impactful increases to healer non-healing kit, etc. This part may be intwined with the first, as it can also provide ways to reduce necessary reaction time and the sense of living or dying by a scheduled CD. Note, however, how it is not beholden to any singular debuff or undermechanic, only to healer kits actually being more cohesive and engaging in themselves.
- Thereafter, if healers were to still struggle with being able to give out two heals without overhealing and to lack optimization opportunities for trimming those overheals, reduce both the incoming damage and all healing outputs proportionately so that the likely excess healing portion is decreased in bringing people up to required eHPs.