
Originally Posted by
Shurrikhan
That's not how Cleric Stance worked or anything like Cleric Stance would work if "reinstated", though.
You get balanced around it anyways, so it's purely a way to deal a quarter your usual healing if you started dealing more than a quarter damage within the last 5 seconds and costs you an oGCD gap every time you want to swap between healing or attacking. Add to that how it is crippled by ping or packet loss or SkS or even just the poor server check rate and you've got a mechanic that exists only to add bloat that disproportionately hurts players further from data center host locations (and, to a lesser extent, from Japan regardless).
There was no "decision" to be made between doing normal damage and doing a quarter or less of it. Even if you continue to leave the stat portion out, leaving only the -20% healing for +10% damage, your damage would still be tuned around that +10% damage and your healing around the normal healing, while the only added control (rather than mere ping check) it'd offer is to skills that deal both damage and healing simultaneously (Assize, Earthen Star, Pneuma, etc.).
If you want more palpable choice between damage and healing, the simplest solution is just to increase healing requirements such that they actually tax our GCDs and increase healer damage commensurately. And if you want damage to be less dull, then that's equally improvable by adding offensive actions (the more cognitive load the better) and adding inadvertent interaction with heals (e.g., short DoTs, MP-efficient heals, and HoTs fighting for space, such that the better one knows a fight, the more damage they can put out while still keeping everyone up and not going oom).