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When AoE healing word also gives everyone around your cleric bless and blade ward suddenly it does not look like a waste of a bonus action.
Blade ward and bless are ok spells and yes can improve the chances of DPS. But again the alternative is the healer is putting out an average of 24 damage a turn. Why would I waste it on bless which doesn't increase damage, just increase the chances of doing damage? The gith fighter has an attack range of 18-28 and was dealing an average of 22 each attack, with 2 attacks each turn. That's 44 on average each round.
Pair that with guiding bolt averaging 24 each round AND giving advantage on the next attack roll was a 99% chance to produce 68 dps each round. That is a far greater chance and by far greater potential than wasting a heal on bless and hoping for the best with bless.
Edit: All that said, as another commenter alluded to, BG3 has lots of items and things that make in-combat healing more viable. At least enough to succeed in the campaign. Does this mean it will be optimal? No, not really, but if you have fun with it, who cares.
Healing in DnD works very differently than compared to something like WoW. Classes designed to have healing in their kit are not intended to just stand around and spend the majority of their time spamming heals. Sometimes its a good use of your spell slots, sometimes its not.
1) prolonged combat (in dnd we could sit for hours just for one single combat already...)
2) scale up difficulty for monster which at the end just make scaling up healing pointless in the first place.
healing is more for emergency usage. but BG3 improved healing quite a bit (e.g. throw potion on ground for aoe heal), allow use bonus action to drink potion (official 5e potion drinking need an action)
in DND instead of scaling up healing, defense is much better solution because if you never get hit in the first place, then you don't need the healing.
bump AC, bump saving throw, cast shield, cast absorb element...etc
(this is also why I like Aid as a spell- it's basically healing on your whole party, but done before the fight starts, so much better action economy)
As Wuorg said, there are ways to make it more useful by stacking items that give bonuses when you heal people- when you're restoring HP and applying a buff at the same time, the action economy of using those spells does get a lot better.
Exactly this. When playing the pen and paper version combat takes up a good chunk of time as it is, extending it wouldnt make for a more fun game and the intent for classes that do have healing magic isnt for them to spend every round of a 2hour combat going "I cast cure wounds".
I also love Aid because it works on undead summons too! If you desperately need to heal your army of zombies, skeletons, and ghouls another cast of Aid can do the trick. Since it increases their HP, overriding the previous cast, their current HP ends up getting the difference, effectively working like a heal spell for undead!
I'd also mention that on tabletop, in-combat healing is (in my experience) mostly used to bring downed PCs up instantly. This is less of a need in BG3, partly because it happens less, but also because of the ability to chuck healing potions at people's faces to heal them.
You can still guiding bolt the same turn, all good heal spells are bonus actions anyway.
At worst you're losing a hit with spiritual weapon which isn't that much dps loss.
Will all heal synergy you're healing over 30 health on allies with a lvl3 slot and a bonus action while restoring yourself from whatever to full hp.
This probably isn't relevant in act 3, but for act2 its still solid value.
And that's not even saying anything about your damage spells/attacks being able to miss while healing is guaranteed value.
For example, Ancients Paladins are one of the best combat healers in BG3 due to how efficient their first Channel Oath ability is, and it gives you two entire turns of Blade Ward and Bless on top of that with the requisite items. All for a single bonus action.
The original point still stands, healing is sub par in tactical advantage to straight up DPS alternatives which yield far better results when everything is up to chance.
Take the fight against the fight against Yurgir for example. Out numbered it becomes a game of tactics. The gith fighter was eliminating 3 enemies each round. But she also lost 1/2 her health when we were surprised by the fight. I could healer her or... I could eliminate two more enemies that round. By doing so I removed two more chances of the gith going down and insured she live on to fight another day.
There is no greater advantage than to simply remove the threat entirely in a tactical combat game. That literally dropped the enemies damage potential to 0 (zero). There is simply no spell or buff that beats that. Not a single one.
pair a cleric that cast Aid and Hero Feast, and having Abjuration wizard provide ward. you pretty much wont' take much damage at all