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回報翻譯問題
Also the thought of an early lead fed Hercules at 15:00 into a game rampaging through a team without any form of Anti-healing doesn't sound fun.
when you play Hercules
noone ever buys anti healing
Hercules cant even die
Becouse of the amount of healing items/passive/abilitys.
Just like when someone asks, why is there so much CC. Its becouse this is a high mobility game. Thats why.
Why is last hitting not emphasized in Smite like in other MOBAs?
Less passive farming, more active wave clearing and then having time to do other things.
Why don't towers have scaling damage as the game goes on?
Because they want there to be more active plays to progress the game by having the objectives become weaker as the gods become stronger to keep things active rather than having stalemates where a team can't push forward due to turtling.
Why are there only a handful of "Healer" gods and the typical Support role focuses more on crowd control?
Because healing is a much more passive mechanic, while mobility/crowd-control (anti-mobility) forces you to be more active and do things in the game rather than waiting around to heal up.
In this way, HiRez disagrees that "the existence of anti-healing items completely shuts it down and make it anti-fun" because they favor more active gameplay being (at least more) fun rather than more passive gameplay.
Also, there's Lotus Crown and Gauntlet of Thebes in addition to Rod of Asclepius if you want to do a healing focused team comp, not to mention items like Shield of Regrowth for the numerous self-healing abilities. So there are just as many (if not more) ways to increase your healing potential (including just building more Power for scaling heal abilities) as there are anti-heal items. And that's leaving out all the lifestealing and regen items in the game, so when you include them, Smite actually has a LOT of healing, just not a lot of healers. In my opinion, there aren't enough options for countering sustain (of any sort) since there are 1 physical, 1 magical, 1 defense, and 1 relic; so I was glad when they introduced Wind Demon, but it just didn't work well as an item in a non-crit meta.
In the end, the reason there are anti-heal items are because there are healing/lifesteal/regen items; it's a counter-building option. The reason there are so few healer gods are because of the active vs. passive game design emphasis, but the REAL reason that healing is out of the S3 meta is because burst damage is IN for the S3 meta. You'd need some super OP healing items to counter burst damage, so it's best left to mobility and CC to counter burst damage and maybe they will come up with some other ways for (Team) Healers to make a comeback without making all the self-healing/lifesteal too powerful either. Or maybe they won't because they like the way the game is working now...