I would love to know what their design philosophy is on invulns. They're powerful to the point where they take the teeth out of encounters and devalue the rest of your defensive kit. Two of them (Living Dead, Superbolide) are fairly universally disliked for having terribly designed drawbacks that the original two jobs don't have to put up with. Is there any plans to re-examine these abilities and their power balance?

Quote Originally Posted by Mikey_R View Post
To add onto this, as I know not everyone reads all posts, an idea I have thrown around is to allow attacks to be stunned/interrupted, but still allow the attack to go off, but with a different effect or attribute.
You could very easily tailor this to difficulty setting in raid content. At normal difficulty, make it so that if you use an interrupt on an ability with a flashing cast bar, you do extra damage and build a chunk of limit gauge, without preventing the baseline ability from occurring. At higher difficulty settings, add on penalties (and perhaps a raid wipe) if you miss your interrupt.

The Endwalker trailer highlighted that upgraded Shield Bash move, so perhaps it's time to make actively countering attacks an important part of tanking.