Originally Posted by Sharp
You aren't forced to rest after every fight.


I did not say that. I was talking about balance between all classes and the game as a whole. I already laid out that because of the surfaces they HAD to implement healing opportunities in abundance, which atm favors the non-casters heavily. Which in turn is a balance issue. Imagine playing co-op and I play as a Warlock and my buddy is a Champion fighter. So yeah, I am not forced to long rest necessarily, but atm we have only short rest. So after between long rests I have 1 SR to get 4 spells in total. While the fighter has no real need to rest soo often at all. Because his restriction lies in HP, which in turn were heavily buffed by food/potions. So he goes all day no problem, while the warlock is not too great at that point. Without the rebalancing of AC/HP and surface effects the fighter and WL would both maybe do 2 short rests but at some point the fighter is out of hit dice and needs to get a good sleep. And this inner party friction is not only present in Coop, but also in singleplayer. What if I want to use Wyll, because I like him? It is kind of immersion breaking to choose between long resting in the middle of a dungeon or having a PC being useless.

I see that your perspective is that you want a tactical arena game, but you fail to recognize that this is marketed as an RPG. Its not the main aspect to beat the a game in "some possible way" but also to immerse people in it and having a good roleplaying experience. And the latter thing gets kind of screwed if the balance is butchered in favor of some flashy features that really dont offer very much in decision making. I'd argue that the real ruleset of 5e is giving you much harder tradeoffs and decisions than the current "yolo jump and disengage"-balance. It is much thougher to use your action to save your ass, instead of disengaging, moving and attacking either way.

Originally Posted by KingTiki

The *point* was, that there are many useful bonus actions you could potentially use. There is an opportunity cost to using a heal and on MOST turns, your bonus action would be better used doing something else. I could give other examples if you want them, but since it seems you don't like specific examples, think of it in terms of, "out of the list of all the things you could possibly do with a bonus action, healing yourself does the least to either mitigate damage or deal damage to the enemy." In combat, you want to spend the amount minimum of time possible healing yourself, since its only extending the fight and leading you to take more damage over all.


See point above. You have so many things to do, there is almost no tradeoff. In ONE round, you maybe have to choose between a potion or a shove, but who cares? I still can use a potion and my Battlemaster shove attack. Trade-off quality beats Trade-off quantity.