That may be an interesting point of view. If you may activate the maximum of health potions you may take with you during your travels + if you find some potions during loots, that may balance this game very very well. However, it will probably take some adjustements considering the difficulty level.
The only issue I had with the no-healing mechanic was in long dungeons; but if we get potion refill tables (hopefully justified and not arbitrarily placed), then my concerns are pretty much gone, and I'm highly interested to see how it works.
I really don't think it's such a major spike in difficulty honestly. Let's face it; as long as you didn't do something really stupid, if you had a healing mage (or heaven forbid, a Spirit Healer) in Origins, the only things that could possibly kill you were 1) mass amounts of CC (Scattershot archers, mass shield skeletons), 2) Curse of Mortality on the whole party (Gaxkang) or 3) REALLY hard hitting mobs that kill even tanks in a handful of hits (Kolgrim, Hurlock general, High Dragon). Or all three at the same time (Ser Cauthrien
). Other than that, the numerous and potent healing spells coupled with vast amounts of potions with short cooldowns meant that you could cheese past anything else with contemptuous ease even on Nightmare, even better if you went Herbalism and easily crafted mass amounts of Greater potions of both health and mana.
At some point, if we want to avoid the lame challenge of CC or one-hit kills being the only possible ways to kill a decent player, choices are to be made methinks.