Those creatures aren’t the creatures bleed is meant to counter anyway. The whole point of bleed is that it isn’t direct damage, meaning you don’t have to hit your opponent to damage them (which helps against counter-attackers), that it deals damage that scales with your opponent, and that there is no way to mitigate it. This is balanced by the fact that it doesn’t all come into effect at once, otherwise it would be incredibly broken. You would have your opponent KO’d instantly in a lot of cases.
Damage over time isn’t a novel concept. Even other games like Pokemon have had it forever, and the balancing works the same way, except that status effects don’t remain after swapping something out and bringing it back in, which, even if implemented, would only help bleeders a little bit.
Uh…you don’t spend a lot of time on the forums, do you? Because it really shows. 100% of the time so far when I’ve come across a comment where someone claims that no one is talking about something to make a point, it’s been on them for not paying attention.
You can’t expect people to talk about this stuff non-stop 24x7, after all. It gets boring and pointless after a while.
There’s other, less reality-bending ways of doing it, that make more sense too. Just add Vulnerability to the higher-end bleeder moves, and have the Vulnerability multiplier increase the DoT. I’ve been saying this for ages, and I’ve proven that it balances things.