Quote Originally Posted by Kalise View Post
Making LB's individual, while not only causing a huge balance issue (Since, either every class would be designed with completely unique L1/2/3 LB's and balanced around how quickly they generated LB's) or it would change very little as Tank/Healer LB's would still be binary useless/useful. The major thing would be pushing more mDPS to be in parties for multiple ST burst LB's.

Honestly, if they want to make all LB's useful, without just slapping in mechanics that force specific ones to be used or its a wipe, would be to enhance the less desired LB's in some way.
This. To be fair, if each job had a couple LB options or were more flexibly based, we could probably manage individual LBs and have a more interesting game for it, but the easiest way is definitely just to make the lesser used LBs more useful, including rank 1 and rank 2 LBs in general.

Right now the best mitigating factor of the tank LB's usage is how much can LB gauge can be recovered over the mitigated strike, as defensive percentile absorption (or eHP of absorption) will supply gauge. A more nearly linear growth of its % mitigation would probably help as well. At present it scales 20-40-80. It should probably be nearer to 25-50-80, or even 30-55-80, so that the first LB can actually meet significant breakpoints, even if that means reducing its gauge pay-off to compensate as to be a viable option without being an obligatory gimmick.

Healer LB needs something more as well. Greater immediacy would be an obvious start, or even HP-splitting, healing from a minimum to maximum % on each target, with the total healing (based on party HP) distributed to most wounded members. Perhaps we could include partial mana restoration or debuff cleansing as well. And, of course, the healing itself should supply proportionate gauge. (To be honest, healer LBs in particular give me strong hopes for the prospects in individual LBs, or effects which could replace them entirely.)