At this point I genuinely believe that Phoenix Downs are the solution ffxiv needs and they should be allowed in all normal content going forward because, if executed properly, it can benefit the entire player base even if you don't understand why yet, which I will try my best to explain in this post.
To start off I believe dying and wiping should be normalized in normal content again, by making the mechanics harder and more engaging like they used to be before Endwalker. I think it should be normal for 5+ players to die on a boss in a normal raid or alliance raid even when its off-content. However, the only way they would ever implement this with their current design, where healers have to stay alive or it's a wipe, is by allowing rezzes for other roles in normal content so it doesn't become a game of "oh our healers died so lets wall" unless you have a SMN or RDM. Obviously there has to be a meaningful limit on the ability of other roles to rez, just like in every other MMO, that's common sense.
Overall the goal is that it would allow for the developers to actually make normal content far more engaging by reducing the needless group punishment for individual mistakes, which should mostly be exclusive to midcore and hardcore content, and replacing that with more individual challenge and responsibility on the players for all three roles like we used to have in old content like Hard Dungeons, Mhach and Ivalice raids, and Variant Advanced. The reason why Variant Advanced felt so engaging was because they properly balanced interesting fast-paced gameplay, that I would argue was actually more fun and challenging than most high-end content in Dawntrail as a hardcore player myself, with a proper rez and healing system for all roles via the variant action system which opened up trade-offs and it benefitted the gameplay a lot as your healer or rez dps dying didn't mean the entire party had to wipe and repull.
No I am not trying to make the healer role useless, that is not the goal of this idea as I actually want healers to be more important and impactful going forward, but I do think the healer identity needs to be heavily reworked going forward as it's not healthy design. In general I'd like responsibility of healers to shift from staying alive to having engaging mechanics and game changing utility like heal checks, cleanses, buffing/debuffing, status effects, damage rotations, etc. Of course don't remove it entirely, as staying alive is still a large part of the healer identity, but that shouldn't be the main responsibility of the role in my opinion.
I am probably more "elitist" than most players in this sub when it comes to gameplay expectations for ffxiv, but it does not take a genius to understand when systems are implemented poorly and as a result affecting the structure of the game overall and need to be revised in a way that benefits all of the player base. We hardcore players shouldn't care about feeling far superior than casuals in normal content if all it does is make the instance time twice as long and further wastes the finite time we have in our everyday lives. We should prioritize always having engaging gameplay foremost so we the players can actually enjoy content even if it's normal content. High-end content is the competitive PvE content where feeling and performing better than other players actually matters and you're sometimes rewarded for that, which high-end content being too easy in Dawntrail is another discussion topic for another thread as that's an actual elitist take I have.
There actually was already a situation like this regarding high-end content, where many raiders felt that hard body check mechanics that punished other players for one persons mistake were too common and was making raids too challenging and unbearable to play. Personally I disagreed with this complaint and the implemented solution, as removing group punishment without replacing it with tighter dps checks that rewards individual gameplay is a large reason why DT's high-end content has felt easy and stale for high-end players who strived in the old design, but the point is that if we can have these opinions of "unnecessary difficulty" even in high end content, where actual teamwork and responsibility is the biggest priority, we shouldn't be elitist about normal content and stubborn about something like Phoenix Downs.
This is also the norm for most other MMOs like WoW and GW2. WoW's version of doing it is creating a charge system. You start bosses with 1 charge, then get another charge every few minutes (depending on raid size). You don't incur res sickness this way, but it's also split between combat res and non-combat res. With there only being a few of the former while every healer has the latter. And each combat res has a 10m cooldown on top of that. So functionally speaking, you can get like 2-3 combat res in a fight, but then there's a considerable cooldown that follows in both the charge system and the actual cooldown itself. So rather than it being a domino effect system (which is largely what XIV employs which mostly just makes players feel bad outside of fights with DPS checks where this actually matters), it's a mistake counter with a relatively hard limit
They should also consider revising weakness (25%), or at least brink of death (50%), in normal content to make it more interesting and less punishing overall like shortening the duration to 60s. I'd really rather not be forced to play with players who die 5+ times in a normal trail and get punished with a permanent 50% damage down because it lasts100s, without the two-minute meta, when there isn't even a dps check for the encounter so it's meaningless and just wastes precious time. We shouldn't be advocating for needless friction in normal content that indirectly punishes every player when one player is playing very bad by making the run take far longer. I want individual and team friction back in normal content like faster-paced mechanics and group mechanics with actual fail-states so parties start to wipe as a group and a boss doesn't take 10 minutes if 5/8 of my party are really poor players. This is a multiplayer game after all, I don't want either side of that issue feeling completely miserable and helpless it's not fun for anyone.
Phoenix Down changes:
- change phoenix down to be a instant cast with a 5 minute cooldown.
- fully remove the shared cooldown with potions and other miscellaneous items as it serves no place in the game.
- implement a party-wide limit of 3 uses for Phoenix Down in normal content.
Bonus throwaway changes I would make:
- remove summoner rez unless properly reworked into the identity like a Phoenix or Hydaelyn summon.
- nerf the red mage chain rez by either increasing the MP cost or adding a short cooldown to it.
- give paladin a rez with no dps tax to help give tanks actual identity again.
- add unique effects to each rez like tank invulns have.
Feel free to argue my stance, or further add to the idea of the post. I'd like to hear all PoVs on this topic as I want to get a check on where the community is at right now.