
Originally Posted by
Kitkat
There is a "New Topic" option on the forums if you want to post shots of melee damage. This is a topic about the ever-lasting talk of Cure V, so do keep on topic about it. If someone is snipping remarks about your play style, ignore them rather than fall for their baiting of you and stay on topic.
On-Topic: While I've seen the OP, I don't understand why people keep hanging up on the cure potency when that quote also states they are looking into possibly changing how healing is affected by Mnd and Skill as well as adjusting the hard-caps which were originally meant for lvl 75 cap. I would hope these adjustments have enmity adjustments so that the spells remain equal to the enmity they are now rather than increasing in enmity. I would much rather see a Cure IV doing upwards of ~700hp and Cure III doing around 350~400 range ideally.
As for why WHM was phased out in the passed, it most certainly was due to mp-related reasons. Where a rdm could simply use Dalm+Relic head or Morrigans+relic head +refresh and easily handle TP burn pt's for hours on end, a whm would run out of mp. Whm was more useful in areas that had refresh support for them, but since 80+ this has been reversed to whm taking the place they were meant to as primary healer.
While giving Rdm Cure V would not absolutely unbalance this, being as Cure V still is not substantial enough to handling the AOE happy behavior of NM's theses days, it would phase Whm out of certain aspects of play and further encourage low-man activities. This is assuming the fact that full potency geared whm Cure V does double what Cure IV does currently at roughly 1.55x the mp cost of Cure IV and very little hate generation.
I think one of the main concerns of giving rdm cure V isn't so much party utilization as it is self-sustaining utilization for those who do enjoy soloing, much to the same reason of higher regen spells.