Kichwas
Half-breed
D&D has always been a game where healing took a very back seat role.
You had a few heals, but you didn't really top people off, and you didn't usually use them in combat unless there was a crisis moment.
Years of playing MMOs have kind of re-tuned my expectations for playing a healer - and I've come to expect an active playstyle where I try to heal through the incoming damage of the group.
I noticed in the playtest material that the cleric labeled as a healer, got an at-will power that was a massive attack spell, as potent as about 1/3rd of the warrior's weapon.
There also appears to be an ability to rest over night and be fully healed in the morning. So gone will be the days when a DM paced the game by whittling the adventurers down over weeks of combat. Those adventures where 200 rooms into the mighty pits of despair, you look like a pack of mummies with axes, at 10% of hit points, holing up with a barricade made of Orc corpses, and waiting for the next onslaught while the cleric tries to take a nap to get another cure insignificant wounds ready.
- Just rest up once, and no need for healing.
So the healing spells will now be for moving between encounter to encounter on that same day.
At this point, making the leap halfway to active healing, I feel as if maybe it might be nice to just finish out that leap - and give us an at-will healing spell.
Once tuned to taking care of smaller damage, but not the big hits.
Perhaps something like "at will heal of ability score bonus hit points" - it'd feel like the 'HoTs' of a WoW resto Druid. Not enough to make you immune to doom, but enough to have an impact, and enough to make the player with a healer feel like a healer and feel active in playing that role...
There was a design goal in there to make casters feel like full time spell casters, rather than a guy who mostly uses a crossbow or dart.
It seems like that goal was met for the 'DPS' - the damage dealers. But not for the 'healers'.
There is still a desire to not allow for a role that is primarily about healing. Only a sort of 'damage dealer that is weaker in damage by a notable amount, for which they get an occasional opportunity to put neosporin on somebody.'
I'm for making the leap all the way - into active healing. Otherwise with full rest being equal to a full heal, having a healer just seems like a perk rather than a vital spot to fill. A sort of: ok, we have a cleric who is focused on healing, so every 24 hours, we can take out 1.5 more elves before we're likely to run out of HPs.
You had a few heals, but you didn't really top people off, and you didn't usually use them in combat unless there was a crisis moment.
Years of playing MMOs have kind of re-tuned my expectations for playing a healer - and I've come to expect an active playstyle where I try to heal through the incoming damage of the group.
I noticed in the playtest material that the cleric labeled as a healer, got an at-will power that was a massive attack spell, as potent as about 1/3rd of the warrior's weapon.
There also appears to be an ability to rest over night and be fully healed in the morning. So gone will be the days when a DM paced the game by whittling the adventurers down over weeks of combat. Those adventures where 200 rooms into the mighty pits of despair, you look like a pack of mummies with axes, at 10% of hit points, holing up with a barricade made of Orc corpses, and waiting for the next onslaught while the cleric tries to take a nap to get another cure insignificant wounds ready.
- Just rest up once, and no need for healing.
So the healing spells will now be for moving between encounter to encounter on that same day.
At this point, making the leap halfway to active healing, I feel as if maybe it might be nice to just finish out that leap - and give us an at-will healing spell.
Once tuned to taking care of smaller damage, but not the big hits.
Perhaps something like "at will heal of ability score bonus hit points" - it'd feel like the 'HoTs' of a WoW resto Druid. Not enough to make you immune to doom, but enough to have an impact, and enough to make the player with a healer feel like a healer and feel active in playing that role...
There was a design goal in there to make casters feel like full time spell casters, rather than a guy who mostly uses a crossbow or dart.
It seems like that goal was met for the 'DPS' - the damage dealers. But not for the 'healers'.
There is still a desire to not allow for a role that is primarily about healing. Only a sort of 'damage dealer that is weaker in damage by a notable amount, for which they get an occasional opportunity to put neosporin on somebody.'
I'm for making the leap all the way - into active healing. Otherwise with full rest being equal to a full heal, having a healer just seems like a perk rather than a vital spot to fill. A sort of: ok, we have a cleric who is focused on healing, so every 24 hours, we can take out 1.5 more elves before we're likely to run out of HPs.