Quote Originally Posted by Giantbane View Post
Cure spells all have very high potency when compared to similar DD spells.
Healing potency is different than magic potency is different than attack potency. Flare is a BLM attack with 260 potency, but it hits substantially harder than a 260 potency ability from a DPS. There would be *no* chance that, if the Cure spells were turned into something else, they would have their healing potency converted into magic potency on a 1-for-1 basis. Even if it were only temporary, the burst damage would be so insane it would put BRDs *and* BLMs to shame.

A temporary effect is more subtle since it's not an all the time thing.
Even if it's only a temporary change, you've got to realize that the spell is still getting *completely and totally changed*. It doesn't matter if it happens permanently or temporarily, it's still turning a Cure spell into something that is nothing like a Cure spell, which is the problem. As soon as the devs start completely replacing abilities upon job changes, they've basically opened Pandora's box because now there's no real reason why they couldn't just completely change *every* job so that it's nothing like the base class (and players would *totally* start demanding this be done to their job; there are already SMNs demanding that their DoTs be turned into spells that summon a primal for a single attack). You'd end up with jobs that have almost nothing in common with their class because aspects of their class don't fit with the job (or take up space that could be used for necessary functionality, like turning GLA in a DPS job by replacing most of their CD suite with new attacks so that they don't have a single combo rotation).

Also, if there were an ability that did such a thing, what would be the point of not just making it permanent? Temporarily allowing someone to access an entire group of spells based upon a short term buff doesn't make any real sense. A more likely scenario would be building up stacks similar to how WAR deals with Wrath but, at that point, you're dealing with a series of 5 spells that are going to largely do the same thing (Medica, Medica II, and Cure III are all AoEs; Cure and Cure II are STs); WARs have 3 Wrath exclusive abilities but they all do very different things. Since all 5 of the Cure spells do the same thing with minor differences (standard; bigger than normal; bigger than normal targeted AoE; standard PbAoE; weak PbAoE with bigger than normal HoT), it would take some significant stretching of credulity to explain how "corrupting" Cure II provides a completely different effect than Cure I without making the other redundant (Cure II could be a DoT while Cure I could be a straight damage, but, since you're not going to be spam casting them anyways, you would always use Cure II pretty much because it's going to have to be more damage to justify the delayed effect).