Nice write up =)
Have seen so very few writeups relating to HC play.
The issue is if you give an HC player a way to heal, the player will potentially go through very tedious/unfun series of actions to do so.
I mean even if you take away the ability to heal in town, the player could go through the fun of going back to easier areas and clearing them out for health globes. Maybe not all the time, but quite likely before more dangerous fights.
Or one idea I've been playing with in my head is to make players join the next game unhealed at the last check point they hit when exiting outside of town... well, if that's the case, I could very well see the strategy being to always clear the entire way there, then if you need to heal, even if there's no
quick way back to town, at least there is
a way back to town... so much fun and action!
In Mythos I found myself playing that way at low levels because at low levels in HCE the gold didn't always keep up with the potion consumption. Just running out into the starting area, killing a few things till my HP was gone, then running all the way back to town. Just for ~2-3 levels, but man what a tedious ~2-3 levels those were.
Out of combat regen mechanics (eg regen in GW, food in WoW) is virtually the same effect, only with a controllable amount of downtime. Blizzard wants to force players to go into combat
without full HP pools in order to make the orbs interesting, but if there's a way to get the HP pool full, HC players will go through a
lot of tedium to pull it off.
That said, I'm sure I'm making the problem out to be worse than it'll end up being.
As players get better at the gameplay they'll be able to stretch their bulbs further.
As players learn which monsters deal how much damage they'll be able to better judge if they should maybe try to find a few orbs before taking those particular monsters on or not.
And besides, the tedium is there in D2 too and there aren't too many complaints... people either risk their characters without the proper gear, or they MF earlier areas to get the proper gear.
As such, I'm less worried about S&E being used as a heal and more worried about it being used as god mode... if absolutely nothing can kill you before you can S&E, that's when it's a problem.
So... how much damage did you find yourself taking while kiting? I figure it's an early area so probably not as much as you would later, but could you out run all the monsters/projectiles?