I agree it was overpowered but now it will most likely be underpowered. And considering how hard a time Clerics had keeping their group alive before this will certainly not make it easier. Classes has been buffed while the defences are not boosted as much wich has resolved in shorter fights across the board (in CD) in my experience that is. Hopfully you'll buff purify a bit if it proves to be necessary. It's an ongoing process as you said after all wich we all have to accept. We do appreciate the efforts being made. It's not as if you're working toward making us upset after all
Throwing Cure on 15ppl sounds challenging to me as it doesn't heal for much either and hence "wasting" some time I hope you understand what I mean by "wasting", I can't find the proper word atm. It's an awesome skill just hard to find the time to throw it as often as you might need to due to the fact there's often (slight exageration) 8 raiders in a group these days. People like to be able to hide and run due to the shorter fights and lack of clerics to heal, as said earlier. Now it was made harder yet for the Cleric even if I agree that it was very overpowered I cannot understand why it was nerfed to such an extent. It remains to be seen how it will affect gameplay but it doesn't look promising.
Integrity has a longer cooldown and the party one cost an immense amount of mana. But as I said, the reduction of the aspd is appreciated, didn't go unnoticed. They will still have well above 350% aspd in many if not most cases.
Off-Topic: the ability of spamming food in TG is tragic. It's like an own game of constantly clicking that goulash. Don't bother with cookie crushing
No, we certainly are not trying to make anyone upset, however we do need to also keep some fairness to aspects of game play. It's really difficult for us to keep everything in consideration, because there are an infinite amount of setup, combinations and situations. A single factor can alter the end of a result, given enough time. It is entirely possible Purify can be given a further adjustment if felt necessary. The idea that you cast it between activities to remove a debuff, is kind of the point, that interruption is also a breaking point to decide is it worth removing, or should you keep on another course of action. But before, the cooldown was so short along with the effect being so powerful, it was just too easy to interject it without concern otherwise.
Cure on 15 people, could be pretty daunting, however that is, again, one of the aspects of consideration. Do you change tactics or continue the course, perhaps just wait for that right moment. Depending on who's applying the wounded stacks, it can be relatively slow or fast. Katar Raiders, with Screw Attack, can give a varying set of Wounded stacks (1~5 per skill use) while the Dual Raider's Circle Break can apply 2 stacks within its range of AoE.
Also, there's a benefit to using Cure as a pre-cast to a healing spell, which will make the following healing spells 25% stronger (assuming there were no Wounded stacks to clear) which I would say is a tip, to any support/healing Clerics out there, in case you haven't already found out that combo.
As for the 350% attack speed matter, roughly half of that is gear. So don't think it's all just the class, but it certainly did help put a bit more perspective balance within the class build design.
"Spamming food" is a bit misleading, because if you use a food before it finishes it's timed effect, you actually lose out on the amount of healing you will receive from it. It doesn't stack, it only restarts the timer. The amount it heals when consumed, per second, is set, based on the food itself.
I am agreeing with your point of view and why you think it that way. Rarely use does not mean we did not use it at all. You are right when saying that we were depending on the multiple debuffs effect. We did sneak the AoE here and there, when we had the time, to help keeping people alive. However, it did not make the job of keeping everyone alive easier than it was. With the reduce on the ability of the purify, from 5 debuff to 1 debuff, all you did is just increasing the difficulty level of keeping everyone alive (as if it was not difficult enough). In worst case of senerious, we may have to forgo that skill all together because it's usefulness for keeping people alive is minimal.
Purify has no healing ability, and debuffs don't kill. They just hinder. The idea that you perceive it as a necessary survival tool is a bit folly. A debuff alters the outcome of a battle, and depending on what buffs or debuffs you have, how many you have and what they affect. The intention is essentially that a debuff will negate a buff, if present. While if there is not one present, it will put the target in a disadvantage. Regardless, the point is, currently, no class is designed to debuff heavily, short of the Dual Raider and even then, they generally only apply one debuff at a time from a basic class design. The skill is still useful, it has just been tamed down, to still be a bit more on par with the rate of how debuffs are applied, but still given the edge overall. When facing multiple targets, a single Cleric will find it difficult to keep up with negating debuffs, if that is their decision of supportive strategy. Otherwise, you may still be able to alternate between the class and unique version, so you can alternate, as needed if that's the case. Prior the update, it didn't matter how many opponents would apply a debuff, a single cast would negate near everything that most would apply. That's the situation that's being looked at. The idea of teamwork overpowering others, when a single skill could negate that effort of teamwork effortlessly. Now, not so much the case.
I use Purify, the unique one, as much as I can in CD. I wish more clerics, especially battle clerics, had it and used it. It is the best skill for helping other clerics and other team members. Mostly I use it to get rid of mutes and sleeps on people. Unfortunately now, if I read it right, it will only get rid of one debuff. That means that if the one you are using it on has say mdef down and mute, it is a 50/50 chance it will get rid of the mute? To me that is nuts. What good is it to get rid of sleep on another cleric, yet they will remain muted. I can see making the unique purify take away maybe 3 debuffs since it is unique and people have paid money or worked hard to get the tome. Then have the single target one only get rid of 1 debuff.
Why massive changes at one shot? That is so frustrating. Why not make it 3 first and see if that makes a difference? Then if it is not how you wanted it decrease it to 2, etc. Why all or none. At only one debuff it is not really worth the time of using it. I can put the SP somewhere else then. It is a skill I have always had on a FS cleric and I always use it. And I spent the money on the unique purify due to the usefulness of being able to do a distance purify. I do not use it to take away slow or def down on someone unless it is me and only if trying to run, I use it mostly for supporting against mutes and sleeps and stuns.....which I still say there are way too many of. The stat debuffs go away pretty fast and are not usually disabling like the mutes, stuns and sleeps.
I believe much of what I've given in response above covers many of your points in why it was done and why it wasn't less.