First of all, my point is that the the process of healing while dpsing is a risk as it is as a matter of tactic: you dps instead of heal and you put the the team to a risk to improve the run. Which I'm TOTALLY fine about it.
However, what I meant by "easing it up" is by making it meta: removing Cleric stance and making MND a single stat will, in essence, make it even more risky because you are no more stopped by swapping stances. Since this game is 99% about dps (and you can't say this is not true), if they ever removed the satnce healers will also be able to do healing AND dps without swaps or whatsoever and without any drawbacks from doing both actions at once, the risk will become even higher but also become mandatory. (which is a debatable matter: I honestly don't like the dps-healers but I'm also fine doing it, but it's not the focal point)
In short my question is simply one: "Why not simply allow MND to do both spell dmg and healing for healers, and and remove essentially the needless fat around it?"
Infact...
It actually changes a lot if you think about it. Infact thanks to the changes, tanks will now essentially be simplified into VIT and remove the "fat" about the complexity and actually award more risk because with maxed out VIT on a tank they can FINALLY dish out more dps, probably even in Sword Oath or without Grit, without losing much in return. And even while on their tanking stance the damage they'll dish out will be (probably) higher than before and also be able to survive longer. Survive and dps at the same time, without the need of losing any single HP
Basically, they made tanks "tanks" again and made their main stat beneficial at last.
Yes you lose 20% damage reduction as a PLD or DRK, but with full out Vit you have more than enough to maintain yourself AND dish out a lot of dps without any drawbacks, enhancing the risk factor. Warriors are on another whole level.
It would be the same for healers: with one stat they can easily do both healing and dps, but on the other hand they'd be constantly doing that and without any drawbacks. Right now, the drawback for healer is called "20% less healing" and while I think it's a risky yet rewarding tactic, I find this only "artificially hard" rather than normally hard.



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