This is like saying that we can't have enrage timers, because you can't entirely screw DPS up and be fine. MMO encounters are generally designed with a tolerance level that requires a floor of performance but not perfect execution.That's my point, though. Crank it too far and it's simple either unable to recover from mistakes whatsoever and/or obliges MP-efficient spam, where each healing mistake through an MP-inefficient action is just a wipe that takes up more time to resolve (since you'll oom well before the end). Variety and decision-making, with which enjoyment correlates far more than merely the intensity of incoming damage, requires a fairly precise balance of needs to total available means, and a fairly precise balance between those individual tools/means. When a game is left with shit like a 8000p heal costing barely more than a 3200p or even 800p heal, there's no way for that to scale into increased variety or decision-making because the individual tools are too far out of balance with each other and none of them actually provide any interesting interactions/conflicts with what remaining space for flexible action / downtime one may have.
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