My group decided to try 5E this summer. They played with a different DM and played through LMoP. I didn't play. This October I moved into my new house and resumed our normal gaming group every Sunday. Because they had been playing 5E I decided to give it a go. We played through about half of Horde of the Dragon Queen. Honestly I hated every week. I didn't look forward to running the game anymore. Something about 5E just doesn't feel like D&D to me. We took 3 weeks off gaming due to the holidays and told my players after the last session that I wasn't interested in running 5E anymore. I am picking up our 2E campaign that we left off with back in the spring, before they tried 5E.
I really did want to like it. I bought the 3 core books, all of the spell cards, Horde of the Dragon Queen, a couple 5E adventures, and even the Tome of Beasts Kickstarter. The problem I had was just the feel of it to me. I really don't understand how people can say it feels "old school" to them. I know its all about how you run it but nothing about the mechanics give the old school feel. To me D&D was challenging. Casters had to manage their spells, parties had to explore with caution because healing was limited. Backstabs were the exception, not the norm. It just feels like 5E is the Monty Haul version of D&D. Every player can do everything all the time. Healing is trivial and with the buffed numbers challenge seems to go out the window after the first couple levels. Yes, I know as a DM I can change all of that or I can house rule the game more to my liking but what's the point? I don't like 5E's abundance of healing. I don't like that class specific skills are minimized and anyone can do anything. I hate cantrips and the fact that casters can just autofire firebolts every round. Heck, in my games resources were important including light sources. In my 5E game they are just popping light cantrips left and right to nullify any ill effects of darkness. It just makes too much work for the DM when the players now seem to have an answer for everything. With all the work I would need to do to make the game more like my beloved 2E, I might as well just play 2E. The funniest part is that after my stint with 5E and my past weeks preparation for our 2E game this weekend, I even found myself reading my Moldvay Basic and 1E books again. 5E really made me appreciate it's roots that much more. I know I am probably the exception rather than the rule these days, but it just wasn't for me.
My players were given the choice of someone else taking over the 5E reigns or switching back to 2E with me DMing. They chose 2E. Don't know if that is a reflection on the system or my Dming style but either way, 5E wasn't the overwhelming hit we had all hope for in my group.
Thanks for adding a different perspective!
I will say that one of the most difficult things for me in running my beloved 5e is keeping the balance of party power vs. believable challenges interacting properly.
5e characters are
powerful compared to most editions of the game. Sure, at 1st (and maybe at 2nd) level they are pretty squishy. But 3rd level feels like 5th level from 1e-3e as far as power level.
And most of the monsters--even classic ones that used to be scary challenges (including many undead) are now low CR creatures. Solo fights don't really work, so that means you need minions for your opponents. The difficult part is when minions don't make sense.
Take, say, the banshee. In 3e their CR was 17. I don't recall how strong they were in AD&D, but based on my recollection of other undead, I'm guessing they were pretty tough customers.
In 5e their CR is 4. That means a party of 4th-level characters should have no problem with them. A party of 3rd-level characters can probably also take them out, and a party of 2nd-level characters might even be able to pull it off with some losses.
So how am I supposed to use a banshee as a higher level threat? Either I can artificially inflate stats (which I hate), I can give her class levels (better, but I don't like it being a required modfication), add some minions that might even be more powerful than she is, and/or make it so that the actual confrontation with the banshee isn't the hard part--it's finding her and getting to that confrontation in the first place.
Now sure, this sort of thing isn't a problem if you don't mind being absurd and throwing a half dozen banshees instead of one at your mid to high level party--and my guess is that some DMs run their campaigns exactly like that. But for me, the world has to make sense. Rare sounding creatures are rare. Creatures that tend to be unique individuals rather than parts of groups generally are so.
I'm just not into the idea of using methods that strain suspension of disbelief to increase the challenges as the party advances. I prefer adventures that simply deal with more powerful foes in the way that makes sense for those foes. Since 5e downgraded the power level of so many foes (though granted, the stats make a lot of sense for many of them--and that is something I find to be a good thing), it makes it require a lot more creativity as a DM to give play-style satisfying challenges to higher level parties.
It still ends up that I like 5e the best, and am willing to creatively deal with that issue rather than the issues of the other editions.
As an aside, it doesn't sound like 5e is working for you, but for others who might like it but have problems with too much healing (I know I do), I'd recommend using both the Healer's Kit Dependency and Slow Natural Healing variants from the DMG. That generally means that a character who has used up all their health resources (including hit points and HD) will take 5 to 7 days to fully recover without magical healing. I'd also recommend changing the fighter's Second Wind to temporary hit points, and not let them activate it until they are at or below half hit points (since Second Wind is fine when everyone regains all hit points each morning, but is absurd when everyone else takes a week to recover). You might want to disallow or nerf the Healer feat also. Those rules should get you down to 3e non-magical healing levels or slightly less, which I find acceptable.