Hello, and thanks for the suggestions on game balance.
A Cleric in certain RPG settings tends to be a different 'flavor' of Mage, just with more utility spells and less offensive spells.
In Lords of Xulima, they are meant to be a purely supportive/defensive class, so any damaging spell the Cleric can cast has to be somewhat expensive so as to not detract from other spellcasting classes. We could have implemented a rule which says "
Light Ray can only be cast on Undeads/Demons" and reduced the PP cost of the spell, but we like to do everything we can to give the player both a sense of purpose and a sense of freedom, inside and outside of combat. The choice is there, can you afford the consequences?
Worth noting is that for the longest time, we received a lot of feedback that Clerics were a must-have and too powerful. We continue to try to balance this out, and of course this means that certain 'cons' of the class must remain to achieve the goal of having 10 balanced, fun and enticing classes.
As for Light Heal capping out, we wish for players to experiment with their arsenal of spells/tactical decisions and go back and forth between them, as the situation dictates. The one thing Light Heal will not overcome are large stacks of Poison/Bleed, or a character with low Armor getting hit by an enemy melee fighter. This is why you can Move, Defend, Escape Battle, Use an Item, cast Cure Bleed or look for a cool new piece of plate armor with a '+Organic Resistance' enchant. Then eventually, spells like Regeneration and Greater Heal are learned
