I hope it is, because this is a horrible "fix".Gotta be April Fool's. I'd be shocked if WotC implement a change like this.
I just limit the healing to 1/round which I think was the original intention.
Maybe. It's possible I'm being excessively skeptical, but it is April Fools.It is apparently an official change, there is another post on these forums about. Crawford posted about new printings of XGtE including errata and an errata document will be release soon.
Your numbers are waaaay off. Healing Spirit averages 35 points of healing on a single target. On a typical 5-character party, it heals 175. Prayer of Healing, meanwhile, only averages 60 points of healing on a 5-character party, and it takes 10 minutes to cast.Since most of the complaints are about out of combat, prayer of healing can heal an average of up to 54 points, not even adding in the modifier. Healing spirit averages only 35 if you allow it to only heal one target per round (which would have been a much better fix IMO and easier to implement).
It's official. And I think the fix is fair.
You can only affect a target once per round, and now up to 6 targets (i.e. uses).
Unless you are completely desperate for minor healing in combat, save the slot for after the battle and use Prayer of healing instead, where the +5 mod could heal up to 6 targets 14 points each.
In combat, Healing Spirit was not overly powerful (1d6 per target per round is hardly crazy).
My numbers are not off. Re-read the post carefully.Your numbers are waaaay off. Healing Spirit averages 35 points of healing on a single target. On a typical 5-character party, it heals 175. Prayer of Healing, meanwhile, only averages 60 points of healing on a 5-character party, and it takes 10 minutes to cast.
Healing Spirit was a blatant example of power creep and it needed to be fixed for the good of the game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.