The phrase alludes to a common balancing issue found in many role-playing games, particularly within the initial stages of gameplay. It suggests that a healing character, designed to be effective in the later parts of a game, possesses disproportionately powerful abilities from the very beginning, specifically within the first chapter of the narrative or gameplay experience. For example, a healing spell intended to restore a large amount of health to high-level characters might prove overly potent against early-game enemies with limited health pools.
The significance of this observation lies in its impact on the overall player experience and game balance. An overly strong healer early on can trivialize challenges, diminishing the sense of accomplishment and potentially leading to a less engaging gameplay loop. Historically, this type of imbalance has been a recurring issue in game development, often requiring post-release patches and adjustments to ensure a more enjoyable and balanced experience for players. This phenomenon highlights the importance of careful playtesting and iterative design when introducing new characters or abilities.