That's the great part, say a mechanic in a dungeon adds a Heal Absorb to the whole party. In fact, let me list more exact details of what this hypothetical mechanic does:
- Mechanic does a partywide effect, which takes 5% of the player's max HP, and turns it into a Heal Absorb.
- Additionally, for each 3s (on the DOT tick) that a player has the Heal Absorb active on them, another 5% is converted. This means that after 20s, you will have 1HP left, and the rest of your HP is converted to 'Heal Absorb'.
- The mechanic's HP draining effect cannot kill you (will leave you at 1HP), but any damage you take from something else will kill you (since you're at 1HP). EG any raidwides would finish you off
- Esuna immediately removes the debuff, turning the Heal Absorb back into real HP.
- This mechanic is applied roughly every 30 seconds.
It'd be a nerf to tanks only in their ability to heal the team, their ability to cleanse their own Heal Absorb would be completely unaffected. Bloodwhetting would still be able to instantly solve whatever healing WAR needs to do to itself, but Shake It Off wouldn't be up often enough (and Nascent Flash not able to target all 3 non-tanks at once) to deal with the mechanic, only a Healer would have the access to the tools required to handle such a mechanic.
In the above example, the faster you deal with it, the less resources you need to invest into it (because the amount you have to heal is very low). Literally one Indom right as it goes out, and it's already dealt with. But a Tank can't do that kind of healing, to the party, every time it comes out. So such a mechanic existing would massively clamp down on the '1 tank 3 DPS' runs we see in EX Roulette, or force the 3DPS to play very weirdly to make it function, eg a SMN forced to hold Phoenix cos they need the heal, or prioritizing taking a BRD specifically because of the Warden's Paean Esuna effect. And that extra barrier of 'its annoying to make it work' would dissuade a lot of players from persisting in participating in 1T3D runs
But the main reason for the idea, is that it 'rebalances' how much healing we do, vs how much damage we do, as a healer. It gives us more reason to be needing to press healing buttons (or Esuna), and decreases how often we hit Glare/Dosis/the others, which brings us a little more towards the ratio of Heal/Damage we had going in Stormblood (often cited as having a better 'balance' between the two responsibilities compared to now)



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