Tony Vargas
Legend
It's m'posting style.I'm not sure why you thought snark was an appropriate response.

Once, I, too was a stand-up Jedi, like Lowkey13, but I fell to the Snark Side of the Farce.
There's no such thing as a /dedicated/ healer in 5e, but that wasn't what I was referring to. There's 4 classes that can heal well enough to keep a party going in combat - and, in the hypothetical long enough day that slots are genuinely stressed and HD run out - but, they're all 5e casters, so all spontaneously heal only when needed, but do other things when it's not needed, much like a 3e cleric. One of them, the Paladin, even has healing segregated from his spells/offense, so can consistently heal while making other contributions.I wasn't proffering an opinion. I know for a *fact* you don't need a dedicated healer character in 5E because I understand the system. Also, I have tried it and can confirm it in practice.And no, we don't run an especially carebearian campaign.
But, while it's not a dedicated 'Band-aid Cleric' role anymore (there never has been in the WotC era, there's been CoDzilla, and 'Leaders'), you still /need/ a healer, preferably more than one. Depending on HD will get you killed because they aren't accessible in combat, or, if you're cautious enough, have you resting much more often than the prescribed pacing. Of course, if you turn feats on, there's Healer and Inspiring Leader, and your DM can leave 'carebarian' (really? thatwhatkidserrsaynthesedays?) potions &c littering the floor like 'Food' in Gauntlet.
Both, and the divergence of high-level PCs from eachother. A d20+99 specialist facing a 111 DC does need a good roll, so the die isn't pointless, but his second-best backup at only d20+75 can't even come close. It was egregious in 3.5 at high level, both in terms of skill ranks and BAB, and appalling when it came to saves. 4e fixed the issue without abandoning the sense of advancement relative to much lower-level monsters (who'd be modeled as minions when they fell outside the d20 range) and other challenges, by putting everyone on the same base +1/2 level advancement, with proficiency/trainging giving a fixed bonus when first gained. 5e just dialed the numbers down from 4e, from +2-5 + 1/2levels (1-30) to +2 +1/4levels(1-20), sacrificing the sense of advancement in skill relative to lower-level challenges, in return for keeping the whole range of advancement more or less on the d20, and relying on hps/damage & spell progressions to provide the sense of advancement with level.There's two issues. I can't be sure which one you're complaining about, or if you really mean both.
A) big numbers in themselves. That 99 is intrinsically worse than 9. For example, in a d20+99 roll, the die roll feels fairly pointless.
B) the discrepancy between low and high level. That high level heroes become untouchable by low level monsters
It's a point Hussar makes much of, about 5e 'really being 4e under the hood.' It's the edition that followed 4e, and it recycled, even copy-pasted, a fair amount of low-order mechanical detail.