So there are stats and features of the game that aren't fully counter balanced.
Before I start this, I'm going to state VERY CLEARLY, that I'm not proposing things be done about this right now. In the future, it could become a thing or modification but as of now, I feel it would be too much. This is just me noting a few things for future referance. Ok? Thanks.
Healing. What is it when it boils down to a feature.
Healing, is the counter-balance to damage. And what things must you consider in damage actions. Accuracy, damage amount, potential for critical. So you need to weigh in 3 factors for damage to occur. Damage can miss, it can be changed based on AP stats, and it can spike with criticals. Healing does not have these features.
Personally, later on, I'd like to see healing become a more dedicated role. And by dedicated I mean you need to factor all 3 tings that you would normally factor for damage. This would provide a truly dynamic and focussed role as a healer.
Heal amount [the counter for damage amount] is affected by CHA / INT amounts. So this should not be changed.
Heal accuracy [this is the new counter balance to damage accuracy]. Currently, every heal cast is a 'hit'. I feel this gives healing the advantage when countering damage.
Heal Critical [this is the counter balance to damage criticals]. Currently this is also not a factor. And I feel it should be. By the reduction of chance to heal with accuracy, I feel the benefit of a 50% bonus or even 100% [double] heal would provide a dynamic feel.
So to Recap
Heal Amount = Damage Amount
Heal Accuracy = Damage Accuracy
Heal Critical = Damage Critical
This would fully counter balance healing, with damage.
The argument or debate I forsee is that healing is subject to mutes, stuns, sleep and other CC effects. However, all of those affects can also impact a damage class role. And it does so fully in both cases, making is a global consideration for both roles. Thats why I feel healing still has the upper hand when it comes to the counter balance factors.
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I'll leave this alone for now, I just wanted to point it out in general.
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Weight Carry.
This thing is useless with exception to Venders and POTENTIALLY farmers.
I feel classes that carry large amounts of consumables + potions should have to factor in a weight carry amount. How many sets should you carry, how many food / potions or grenades. Etc.
It's not a big concern, I'm not even interested in it myself, but the fact remains, there are gems for it, and really no use for it at all. Especially since venders can void the weight carry with mounts. And farmers typically have a loot slave to hold weight, or use a storage coupon to stow the drops.
I guess for now that's all I wanted to point out.
And like I stated at the beginning of the post, I dont think any of these should be changed atm, the games running relatively fine now excluding some tweaks and changes here n there. But it is something that could provide diversity later on.
I know some peopel will see this as a Cleric nerf, but later on there will be more factors for healing then currently, and i feel then would be a good time to introduce these effects. Hence why I don't feel they should be added now, it may put too much pressure on clerics, which i don't want to see.