Quote Originally Posted by Camate View Post
However, the solution isn’t to limit the functionality of those jobs that assist with curing. So one possibility we’re considering is increasing the influence of the healing skill and MND, as well as increasing the HP recovery amount more than it is currently.

We believe this would involve making adjustments to jobs that have healing skill to improve the amount of HP recovered, but due to the fact that we will also be implementing cure potency equipment, implementing this aspect is simply one issue under consideration.
The development bros never fail to twist my brain into a pretzel. Why would you have to balance any changes to healing magic against additional cure potency items, when every job that's typically called on to use "Cure" spells for HP recovery purposes can cap Cure Potency or come within 5%?

If the development bros are considering the cure potency of a Samurai/White Mage wielding a Cure Potency +40% spear that is in development, tell them "Please stop it." or perhaps "I know those tiny bottles of White-Out can be tempting, but please don't drink that anymore."

Other than that, a lot depends on what part of the equation is changed. If it's mostly easing the harshness of the soft caps and increasing the effect (or lack thereof, as it is now) of Healing skill, this will be an interesting change.