Would anyone ever really use a 9th level slot to cast a Healing Word spell now?
Even so, we've found plenty of healing potions along the way, so even if we didn't have a cleric at all, I feel like we'd be mostly OK, give or take a death save.
If a spell you get at first level scales in power to the point it is identical a 9th level spell if used in the same spell slot, what would be the point of the 9th level spell? That 9th level spell would be fundamentally worse because it wouldn't have the flexibility of a 1st level spell that can be used in any of the spell slots up to 9th level.
It's hard to really get a handle on the healing situation, without trying out the new numbers for a while. On the one hand, it's nice to get away from the ridiculously over-the-top amount of free healing in Pathfinder; but on the other hand, it almost feels like this is a waste of a spell slot - let alone the horribly inefficient waste of an action.
The thing that I'm finding difficult to comprehend is why they toned magical healing so far down, when they've turned natural healing so far up.
I agree with you.
I just think that the balance is way out of whack.
700 hit points for the 9th level spell vs. 132 hit points for the 3rd level spell bumped to 9th level. That's over 5 times stronger.
I would think that a 700 to 400 or so ratio would be better balanced. The 9th level spell would still be significantly better, but not to the point that the lower level spell is almost never used (even at lower levels where Mass Cure Wounds at 5th level is significantly better (50%) than Mass Healing Word bumped from 3rd to 5th level).
I don't see an issue. It's part of the balance of the class. Someone that prepares a 9th level spell can only cast it once and only in a 9th level spell slot. A 1st level spell can be cast 22 times in any level of spell slots.
It's the same way with damage spells. Burning Hands in a 9th level spell slot does 11d6 within a 30' cone next to the caster. Compare that to Meteor Swarm which does 40d6 in four different 40' radius spheres one mile out.
It's hard to really get a handle on the healing situation, without trying out the new numbers for a while. On the one hand, it's nice to get away from the ridiculously over-the-top amount of free healing in Pathfinder; but on the other hand, it almost feels like this is a waste of a spell slot - let alone the horribly inefficient waste of an action.
The thing that I'm finding difficult to comprehend is why they toned magical healing so far down, when they've turned natural healing so far up.
I'm sure healing got a *lot* of thought. The last public playtest version of healing was the same as those alpha rules: double what the final version was. It was entirely a conscious decision to reign in its power.
It should be noted that when you prepare Cure Wounds as a 20th level cleric you are gaining versatility in the place of power. You can cast the spell using any of your slots. Meanwhile, if you prepare Mass Heal you've got a spell that can only be cast with your 9th level slot.
Using Cure Wounds with a 9th level slot will be a rare occurrence, I'm sure, but you have the ability if you need to. Versatility or Power? It's one of the interesting decisions that 5E gives spell casters.
Cheers!