And for all it's Spirit Guardians that does more damage it's Spiritual Weapon that's the part that actively blows the curve. Spirit Guardians takes two entire rounds to match the damage of a fireball spell and you have to pass all your concentration checks in that time. It's possibly slightly overtuned, especially with the defend action, but if so it needs just light tweaking. Spiritual weapon is a freebie that stacks with almost everything; it's just most noticeable with Spirit Guardians because that's the top of the cleric damage scale. (I do think that it's a nerf slightly too far and that Spiritual Weapon should auto-pass concentration checks even if it blocks other concentration spells).In the playtest so far they are changing spiritual weapon so that it can't be used in conjunction with spirit guardians, which at least nerfs the most egregious combo.
Well, that strikes me as a design problem. We seem to have an all or nothing situation. A spell that consequential should not be available at level 1 as a ranged bonus action.F Tier. If it can't stabilize the dying or bring them up, what's the use of wasting a bonus action for d4+mod healing? It's throwing a bucket of water on a forest fire, compared to incoming damage.
I don't think it would make a difference, because if a monster can hit, it's probably going to do more damage than Healing Word heals now, and knock the player back down again.Well, that strikes me as a design problem. We seem to have an all or nothing situation. A spell that consequential should not be available at level 1 as a ranged bonus action.
Okay, what if healing word was nerfed to just one point of healing, no bonuses possible for any reason. Just one single point, but still enough to get you back in the fight. Would that be enough of a nerf or is it still S tier?
Welcome to hit points.Well, that strikes me as a design problem. We seem to have an all or nothing situation. A spell that consequential should not be available at level 1 as a ranged bonus action.
That would work.Okay, what if healing word was nerfed to just one point of healing, no bonuses possible for any reason. Just one single point, but still enough to get you back in the fight. Would that be enough of a nerf or is it still S tier?
How is this a fix, though? Even now, it doesn't heal enough damage to protect a target against being dropped again by even a single hit from most enemies, and this change would leave it still able to do the one thing that people tend to find objectionable about it - pulling someone who's unconscious back into the fight. In fact, this change pretty much guarantees that it will only ever be used for that purpose.Okay, what if healing word was nerfed to just one point of healing, no bonuses possible for any reason. Just one single point, but still enough to get you back in the fight. Would that be enough of a nerf or is it still S tier?
That it can do more than its one big thing is part of the problem. At present it's a bonus action spell that cures only 2hp less than Cure Wounds (at level 1) while being (a) a bonus action and (b) ranged. Healing Words is a great combat spell and a more than good enough out of combat first level healing spell.How is this a fix, though? Even now, it doesn't heal enough damage to protect a target against being dropped again by even a single hit from most enemies, and this change would leave it still able to do the one thing that people tend to find objectionable about it - pulling someone who's unconscious back into the fight. In fact, this change pretty much guarantees that it will only ever be used for that purpose.
Not quite. The only hit that matters is the last one. Whether you've been healed back up to 1 hit point or 5 makes no difference if the next hit deals 6 points of damage.The only hit point that matters is that last one