In the dev deep dive, there is this:
To be clear, our goal is for every class to be viable, not necessarily optimal, in any role without heavily relying on non-class skill lines. Currently a number of class kits don't succeed in this goal, particularly when it comes to Stamina choices and Healer builds, and those cases are prime candidates to receive additional attention and more significant changes in future updates.
That seems to read like the devs see a void in the classes for stamina healers. If so, that’s an alarming thing because it seems to indicate they are trying to make it possible to do every role with either resource. And that’s just too much.
To explain my concern more explicitly...
That quoted bit seems to indicate that you can have a Templar and be a viable healer with either mag or stam, using the class skills.
The result of that direction is easy to predict - a bunch of classes with skill lines that function nearly identically yet are divided mostly by animation. Each skill having a magic and stamina morph.
We can see the beginnings of this homogenized lack of variety in the warden and necro classes: one skill line for tanking, one for damage, one for healing.
If that bit I quoted does indicate what I fear, then I expect many people will grow dissatisfied due to a continuing lack of fundamental class distinction in exchange for superficial class-specific animations.
Plainly, if the devs drag us to the point that the main difference between a sorc mag healer and a Dk stam healer is the distinctive visual light show, then they would have dragged us into a state of nearly-identical class mannequins wearing different skins.
Let’s avoid that.
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