This is your first healing skill. Don't expect it to be your only healing skill you ever get to sustain yourself. At higher levels, with the right build, it will be a nice spot heal with the ability to also spot remove debuffs. This skill is intentionally not strong enough to support you through combat. For solo combat, use it as an in-between means to quickly get back to full and start your next fight. As a support use, you add a buffer to whoever is actively fighting to keep their HP up while they fight something down.
Stat increasing (INT/Charm) with Cure (and buffs/debuffs)
There seems to have been a bug where the base stat of classes was not affecting buffs correctly. This would undoubtedly have a bad impact to game play testing, but at least it was caught.
What you should have been seeing, with a cure at level 5, would be roughly 1 HP per 3 INT, in addition to Charm's effects.
Dash (MSPD)
With the introduction of mounts, transportation speed was less an issue. The fact that you can't outrun everything in a fight is something we want to be experienced. The consideration to look for more movement speed as a stat becomes a consideration.
MDef
MDef is important when facing a creature that does magic type damage. Yes, there are few monsters right now that do, but that is something we'll be looking to balance out and change in the future. Making more magic based monster will be a content task for us in the future, but doesn't necessarily impact skill balances right now. So for now, if you don't think the skill is useful to you, don't learn it.
Item Mall Buffs
You may have noticed that most of your class skills last for 10 minutes. The support skills last for 30 minutes, which is a nice bump up from normal game play. But you also may have noticed that the skills also have a party version already in-game which may feel like we just undid the point of the IM skills.
What's going to happen is the IM versions of the skills will last for 60 minutes. The skills will require that you have the required skill learned to max, in order to use the 'advanced party' buff. If you reset your skills, the IM skills will remain learned, but you will no longer be able to cast the skill until the requirement if fulfilled.
The point of the Item Mall buffs were originally a means to supply a party version of the single target cast skill. Not a way to gain the max level of a support skill and not need to spend the skill points to learn it.
The Muse Design
Buffs and healing were given a longer range for the sake of not needing to stand in the middle of the fight. You can stay in the back, support your friends while they battle things out and you give them support.
All single target buffs have no weapon requirement, so you are free to try to create any weapon build you want, but it won't be supported via the class.
The class skills that are intended for their unique traits, have weapon requirements. Staffs are required for AoE attacks, Wands for AoE party buffs and more advanced support skills.
Not having the ability to run away, shouldn't be the issue if you keep your distance to begin with. That's why range was extended so far. You don't need to run away anymore, unless you're standing too close to begin with.
But in some cases, now you don't have to spend 18 skill points either for one skill. The increased SP cost is justified by the fact that the benefits you get are permanent and are always "on."I hate how it takes 2 sp to get a passive. At least before I could get it with one, now I have to wait 2 levels before I can get it.
MP Recovery now has a more important role, as HP recovery also has an improved impact and effect during combat. Additionally, you could have also spent the 2SP to get MP Recovery as a passive, to which now you wouldn't need to rely so much on the equipment to provide it and choose a gear that might help you better offensively. Perhaps something with INT or attack power instead of MP Recovery. But this is an intended situation we wanted to provoke for players to overcome.MP consumption was outrageous at low levels, thank goodness for the Elven Gears offered in Luxom Tower Valley.
INT Gear (intended for buffing)
INT Gear will affect the buffs the same way as they do now. The difference is, is we're adding charm to the mix. This would be no different than if we added the influence to other stats as well and they all collectively add to buff strengths. We're just focusing it down to a single stat that has no other practical use to combat.
The point of having two stats is to split importance of role and impact of build.
If the buff strength was dependent on a single stat, while that stat already has other effects, it makes the weight of that stat much more important than the others to consider.
Naturally we want to let skills become stronger, not just in offense but also in utility. But some may find it more important to increase utility over offensive output. The utility may even overshadow the offense if done right, but that's a strategic matter for players to devise.