Chaosmancer
Legend
Neither is what you are incorrectly claiming that I'm saying.
The way it works is that WotC has calculated X amount of damage and damage prevention on average spread out over the adventuring day. If they've calculated it at 20 points of prevention(arbitrary number), then it doesn't matter if it's 4 points from your healing spell, 8 points from barbarian resistance, and 8 points from the fighter's second wind or any other combination of 20. 20 is it.
They know all the 1st level abilities, 2nd level abilities, etc. and they calculate those in when figuring out balance. Looking at your healing spell in isolation the way you are doing is worthless when figuring out whether things are balanced or not. Balance doesn't work that way.
Are you joking right now? That isn't how they balance the game. They CAN'T balance it that way. For it to be balanced this way a group of 4 Paladins would have to have identical damage mitigation to a group of 4 sorcerers. And they don't. And they didn't balance it by saying that Sorcerers deal more damage, so that makes up for the Paladins having more healing and better saves.
And I'm not looking at the spell in isolation. I'm looking at it while considering CR, spell slots, average monster damage design, and average hp. You keep acting like all I did was look at 1d8+wis mod and say "that can't be enough!" But that isn't what I did.
You haven't yet shown there to be a problem, let alone gotten to the point where we should be looking at solutions.
Yes, yes I did. And even if I didn't, this conversation started with an acknowledgement by multiple parties that healing in 5e is too weak.
And you are looking at it in isolation, rather than as a whole with every other party member and all of their abilities.
Maybe that is because there is no possible way to predict what the rest of the party looks like, or what abilities they have.
If it's all fighters, then they have multiples of their abilities and those will be greater than a single fighter with a single ability. WotC isn't you, though. They have to balance groups of 4 against the monsters, and see if the totality of abilities is good.
So, 4 second winds is equal the ability to cast the Heal Spell 4 times? Because if you take the correct combination of abilities, the clerics can deal 3d8+2d8+wis+4d8+wis every round for a fight, while still having the Heal spells, so is that really balanced against 4 fighters with no feats?
Or, and this might be a little out there, they don't actually consider every possible scenario and balance based on the consideration that any weak ability in the party will be paired with a stronger ability used by a different party member. Because that's stupid.
Then you fail. You will never achieve anything resembling balance if you continue to white room compare single classes and abilities to the game. This is a group game, not an individual one and is not balanced around the individual.
I haven't failed yet. No reason to believe that it will all suddenly collapse after the years of me doing it.
If I kill the monster before it would have done 12 points of damage to you, I in effect healed you for those 12 points. High DPR classes "heal" by doing increased damage. It's not a difficult concept.
I put heal in "" for a reason. You can't reasonably have thought I was literally saying they were healing.
You have not "in effect" healed me at all. Because you have no knowledge that that monster was going to deal 12 damage. Maybe it was going to deal zero damage. Maybe 5 damage. Maybe 30 damage.
And sure, "If I kill the monster, it can't hurt me" is a concept. But it isn't the concept of a HEALER. If it was, then Assassins would be the premier healers of any game. But they aren't, they are in a category called "Damage per Round" or DPR. Healing is a different category, because DPR =/= healing. You don't just get to redefine things and pretend you are right.