Can any of you truly say that there's a better way to communicate "hey you can't fix this" short of putting bold fucking text saying "HEY YOU CAN'T FIX HIM, FOR REAL LOL" at the bottom of the scene? There's literally nothing more I could have done to tell you that he's unfixable short of just removing the scene entirely and letting the player figure it out, but I think everyone knows where that would go. The garden is meant to be a bit of a sanctuary for him, so he is "healing" in the sense that he's more or less at peace.
I went back to an old save to take a look cause i was curious and yeah, if you try to save him with Cait it literally says that you cannot save him no matter what. Even if some players want to hope that saving him could one day be implemented, it's already said that he can't be.
In a way it's kind of pointless too because then it just looks like whatever Kasyrra does to Savarra and it's people doesn't have any real permanent effects since they're reversible, which can make it so what Kasyrra is doing to the game world seem kind of ~whatever~ to the person who's playing.
Although i don't disagree that it would be nice to be able to save the guy, i get that it isn't and support that as well.
Personally all I'm asking for is the option to put the creature out of his misery when he's in custody at the village.
I agree with this, i'd like this as well, at least it makes for something simple-ish(?) to do that also supports a little bit of roleplay, especially if the player did the quest without Cait (or if they're not a white mage) and didn't get the option to try and purify him, thus not getting the text which makes it explicit that he can't be saved; that way players can get a "at least you tried" feeling without being obligated to have Cait (or be a white mage) with them for the dungeon.