
Originally Posted by
ForsakenRoe
Ohh I see, well then it might be a misunderstanding on my part, but I have (unlike some, it seems) played WOW in recent years, and as such I was under the impression that this mechanic would not be limited to just specific jobs using specific actions, but would be something that could be applied by bosses as part of the fight design/potential mechanics to draw from. Things like, instead of the current raidwide+bleed we have, a raidwide that must be mitigated as hard as now (eg it does 110% before any mit/shields), but ALSO applies a 'heal absorb' of 50% of everyone's max HP. The tanks would take less damage from the raidwide naturally, and have selfhealing to help clear their 'debt' faster, but it would mean needing to 'heal more' (which was what people wanted to have, wasn't it?) to clear the 'debt' AND top the party up in time for the next damage instance
Imagine like, instead of two stack markers that splits damage, a different kind of 'two markers on healers' that splits 'heal absorb applied'. So you could choose to either spread it across the party by doing the usual 2x4 splits, or you could let the healers eat the stack marks solo, they still live (because the actual damage doesn't split here), but now they have ALL of the HP debt that 4 people should have had, likely making said debt be like, 200% of their max HP. Maybe it's better to have fewer people take the debt for some reason (eg Benediction fully clears one of them). It's a design element that opens a lot of doors for 'new ways to challenge the players', so limiting it to just 'specific jobs have this as part of their moves and it's used nowhere else' seems pretty wasteful to me. It would be very on brand for SE though