
Originally Posted by
KisaiTenshi
Cleric Stance in ARR, literately swapped MND and INT. So you would go from doing 100% healing to 5% healing. There was a recast delay, so the entire argument against cleric stance was that people doing it are not only contributing nothing to DPS, but being in cleric stance was proof you were not healing.
Tanks in ARR had to maintain enmity. If you cast Medica 2, you ALWAYS ripped the enmity away from the tank. You were punished for overhealing. If a tank tied to stance dance in ARR, you, the healer would keep ending up dead unless you were to stop casting entirely before they did it.
Suffice it to say, "stance dance" was not an intended mechanic in the first place, and the game is better off without it, and anyone saying otherwise, was not playing Tank enough in ARR PUG's to see it.
It is honestly easier to say that mechanically speaking, the game was not designed for you to stance dance, and doing so was a compromise so that healers could do the non-dungeon content, and so tanks could off-tank in two-tank content. If the developers had know players would be so toxic and abusive about DPS as healer or tank, they would have never had the feature carried over from 1.20:
ARR (Recast Time: 30 seconds):
Stormblood (recast time 90 seconds):
Like, quite literately the "swaps int and mnd" part of the ARR version is why it was such a problem, because as gear creeped up, the gap between INT and MND grew. So in level 15 content, that healing loss might not be as noticed, but by the time you got to the level 50 content if you stopped healing for the 35 seconds needed to turn it on and off, you usually wiped the party.
The content was not balanced for healers to DPS in the dungeon content, and has never been so. The overworld and the solo story content assumes a DPS role, that is why we had it, because otherwise, doing any quest in the overworld took 10's of minutes rather than 10's of seconds. I did the entire 1-50 MSQ without using cleric stance, imagine now if fighting a single group of 3 mobs took as long as fighting Zenos. That is what it was like. Yes, you could use cleric stance in the overworld quests, but then you'd usually be retrying them a lot because the damage output, even in cleric stance wasn't high enough to kill a monster before it would kill you, so you would instead not use it, and basically alternate between cure on yourself and stone on the mob. if you made the mistake of using cleric stance, you couldn't heal yourself worth beans. You had to use Repose when there was more than one monster. That is how the game wanted you to do it. The developers didn't design the MSQ in a way that a healer could get through it without grinding levequests for far better gear than needed for the quest.
In a way it's just amazing that the developers thought it was a good idea at all.