Alexander Augunas wrote:
We have a multiclass vitalist / life spirit shaman in our Reign of Winter group, and I would rule in the "too good at healing," camp. It basically boils down to the collective mechanic being too powerful against single target damage. You can very easily blast a multitarget healing spell or power like mass cure moderate wounds or channel positive energy and funnel multiple characters worth of healing from that effect to a single target.
Healing is relatively weak in Pathfinder because being damaged is exciting—you start to worry about tactics and what you're going to do. You sweat every roll of the die. If a healer can immediately take you from 80 damage to 10 damage in a single round, you stop sweating damage because "My healer will heal me up next round."
Basically, a vitalist takes single enemy fights and trivializes then more then they already are acton economy wise, and its largely because the collective doesn't have any scaling limiters built into it.
For example, if healing was stored in the collective and a member needed to take an action to access it, there would still be suspense and decision-making. Do I take the healing or try to kill the boss this round? Alternatively, the collective could have doled out healing bit by bit each round, so if you stored 100 points in the collective then maybe you could only allocate 5 points of healing to one creature each round as a swift action. (Maybe even a free action once per turn.) That way, you keep the "I don't waste overhealing" mechanic while giving interesting gameplay choices to the vitalist and keeping damage done to players at relatively the same pace.
Basically, to challenge a vitalist you have to start throwing around more damage which makes the vitalist feel like his special class abilities do nothing.
The best advice one can give a healer is to be a "Healer Plus," meaning that you have other tricks and contributions that you bring to the party besides healing. "Healer plus Buffer," or "Healer plus Summoner," or "Healer plus Damage...
I believe Jeremy Smith put it very well in to each his own thing. Because of character reasons more than one PC out of the six of us is actually not willing to be apart of the collective for character reasons So I cannot funnel healing but that is just one case at one table cest la Life right?
And If I am reading right the game was designed with the idea that healing was supposed to be a not very good band-aid for people so things are exciting? I dunno if the prospect of always being near dead is exciting sounds more draining and nerve wracking to me.
The collective is gated by the use of Power points right? If you store the healing in the collective and let people grab a little as they please (Five seems fairly low to me for sure) Then does that not just present the same problem of rather than using my action to heal myself or anyone who is capable of using the healing is better of just using that action to kill/damage/hinder a bad person.
I don't know if the more damage is a solution as the Vitalist is only a healer until his resource is gone like any caster type and as far as I have seen the more powerful enemies in the game will outstrip me even if I am good at healing cause offense has the longer end of the stick Which is something I notice in video games. Most of this is just for the sake of conversation I don't think healing will ever just not be needed cause being a safety net or heal bot will make people worry less but they might also take some more risk because they aren't constantly "OH MAN OH BOY I AM GONNA DIE!"
Don't have much on the single enemy fights cause I haven't been in one but I suppose when healing is not needed the sheer preponderance of spells that do not heal I will even if I don't want it have a spell that can do something in any given situation and can do that stuff that is pertinent to the situation.