A potion buff would be neat. Perhaps they can apply some sort of restrictions on them to prevent the issue of even more items needing to be considered in hardcore content (if potions are actually good then a lot of content that's meant to be hard needs them).
Say then the basic tier of FF favorites we all know and love, potion, x-potion, etc, have a drastic % potency increase. Though they cannot be used in current ex/savage content.
Of course there can and still will be potions to be used in those harder tuned fights (potions that add damage for example).
So some of the classic common FF potions would work
really well for FATEs, deep dungeons, generic dungeons/MSQ, and treasure chests. Yet the content that demands to be "hard" will be not allowed to use them (well the ones that are used frequently would still be but that's a separate group of potions I'm not talking about).
Random thoughts on perhaps buffs:
Bringing back (sort of) the medicated debuff, each potion adds a different amount of medication and reaching X (5?) prevents you from being affected by potions until the debuff falls off (reset/beginning/end of instance and arrival to sanctuary). The value could change based on content I suppose, like 8 man raids (normal) allow up to 2 medications while current, MSQ trials 3, normal dungeons 5, etc.
Deep dungeons could have a higher count, also changing floors in deep dungeons could reset the medication counter. A new Eureka might need a better balance but to be honest the whole medication system could be ignored for our current Eureka lol (more balanced concept might be after each monster kill and magia board rotation medication drops down a few notches).
- Potion: Restores 25%, short cooldown, 1 medication
- Hi-potion: Restores 50%, short cooldown, 1 - 2 medication (chance to be either 1 or 2)
- Mega-Potion: Restores 50% to self and 25% to all nearby party members, long cooldown, 2 - 3 medication to self
- X-Potion: Restores all HP, long cooldown, 3 medication
- Max-Potion: Restores all hp to self and 50% to all nearby party members, long cooldown, 4 medication to self
- Super-Potion: Restores 75% hp to self, medium cooldown, 2 - 3 medication
Similar structure for Ether (differing % probably but similar).
- Elixir: Restores all hp and mp, 5 medication (capped).
- Hi-Elixir: Restores all hp and mp, 3 - 4 medication (shortly below cap).
The X medication numbers just sort of plucked from the air lol, need tweaks for balance XD.
As random two asides on consumable potions I think Phoenix Down should either stack, be non-consumable, and or remove sickness on living and revive knockout without sickness (out of combat
only of course). At least personally I don't see anything wrong with letting players revive each other when out of combat and feel the Phoenix Down is very restrictive for all that it does and does not do (of course it shouldn't work in the middle of a trial/fight where that's exclusively the domain of abilities). That and be able to make Remedy out of the other status-affliction removing potions might be neat (eye Drops + Echo + etc etc = Remedy, all in one).
I get why they're not keen on buffing potions, since it would turn into "content probably needs to design around them".. so perhaps they can just make then a huge QoL in content that it wouldn't really mess things up (non-current ex/savage) and just restrict the location/# of times in a session while not designing content around their existence.