SMITE

SMITE

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Ry 2016 年 5 月 11 日 下午 2:29
Thoughts about anti-healing items
why are anti-heal items a thing?

Every time I see people specifically counterbuilding antiheal for healers, no matter said healer on my team or enemy team, I just feel bad. Games should be fun in a way that players feel empowered by doing things. And the existence of anti-healing items completely shuts it down and make it anti-fun.

Correct me if I'm wrong, but Smite is the only moba that has anti-healing items. It sounds good on paper that it gives more counterbuilding options and so on, but is it fun in a healer's point of view? There is only one healing boosting item(counting rod and the tier 2 rod as one item, but actually 2), but there are numerous items that have anti-healing effects. Some of the gods have anti heal build in their kit as well, but I actually like those better than items.

How I see it to be fixed is to lower all healing amount from all healers, and lower the scaling as well, but remove anti-heal items from the game completely. That way healing abilities wouldn't be too OP and healers can actually heal people in a fight instead of "not-heal-people", which is not fun.
最後修改者:Ry; 2016 年 5 月 11 日 下午 2:34
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Leg Muscles 2016 年 5 月 11 日 下午 2:36 
Their are 3 items for anti heal. And their are only two anti heal items per class. Currently their are two items to boost healing (1 for physicals). Their is also life steal which is a form of healing, and med.
Hex : NootNoot 2016 年 5 月 11 日 下午 2:44 
Anti-healing isn't just for "Healers" lots of God's have self healing in their kits, or it works for lifesteal as well, and the fact that they are in the game makes it (like you said) different from the other games, why would you want to play the same game over and over but from different makers? There is a lot in this game, builds/counter building/skill shots/3rd person, that set it apart from other games.

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.
SNEED 2016 年 5 月 11 日 下午 2:47 
引用自 Locet
Anti-healing isn't just for "Healers" lots of God's have self healing in their kits, or it works for lifesteal as well, and the fact that they are in the game makes it (like you said) different from the other games, why would you want to play the same game over and over but from different makers? There is a lot in this game, builds/counter building/skill shots/3rd person, that set it apart from other games.

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.
It is
when you play Hercules
noone ever buys anti healing
Hercules cant even die
MrBloodworth 2016 年 5 月 11 日 下午 2:49 
"why are anti-heal items a thing? "

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.
Ry 2016 年 5 月 11 日 下午 3:44 
引用自 MrBloodworth
"why are anti-heal items a thing? "

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.
Then that sounds like a healing amount problem? Like I said, would it help if they decrease the healing amount of all gods with healing abilities in their kit?
Ry 2016 年 5 月 11 日 下午 3:47 
引用自 Locet
Anti-healing isn't just for "Healers" lots of God's have self healing in their kits, or it works for lifesteal as well, and the fact that they are in the game makes it (like you said) different from the other games, why would you want to play the same game over and over but from different makers? There is a lot in this game, builds/counter building/skill shots/3rd person, that set it apart from other games.

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.
Again, if the healing is too high on hercules's self heal, that sounds like a healing amount problem.
Leg Muscles 2016 年 5 月 11 日 下午 4:17 
引用自 Ry
引用自 MrBloodworth
"why are anti-heal items a thing? "

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.
Then that sounds like a healing amount problem? Like I said, would it help if they decrease the healing amount of all gods with healing abilities in their kit?
Why would they decrease the amount of healing when their is already a counter to it? Sounds like you're asking to fix something that isn't broken
MrBloodworth 2016 年 5 月 11 日 下午 4:36 
It's not a problem. There is anti-healing.
EmethSAS 2016 年 5 月 12 日 下午 1:14 
引用自 Ry
why are anti-heal items a thing?

Every time I see people specifically counterbuilding antiheal for healers, no matter said healer on my team or enemy team, I just feel bad. Games should be fun in a way that players feel empowered by doing things. And the existence of anti-healing items completely shuts it down and make it anti-fun.

Correct me if I'm wrong, but Smite is the only moba that has anti-healing items. It sounds good on paper that it gives more counterbuilding options and so on, but is it fun in a healer's point of view? There is only one healing boosting item(counting rod and the tier 2 rod as one item, but actually 2), but there are numerous items that have anti-healing effects. Some of the gods have anti heal build in their kit as well, but I actually like those better than items.

How I see it to be fixed is to lower all healing amount from all healers, and lower the scaling as well, but remove anti-heal items from the game completely. That way healing abilities wouldn't be too OP and healers can actually heal people in a fight instead of "not-heal-people", which is not fun.
Ok, here's the answer: HiRez has taken an anti-passive-playstyle stance in discouraging turtling/stalemate/farm-to-win approaches in Smite. A LOT of their design decisions have emphasized "active" playstyles like high mobility, high CC, and high burst over sustain/healing, tank-meta, and battles of attrition; ESPECIALLY when moving from Season 2 to Season 3.

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... :heavensrage:
最後修改者:EmethSAS; 2016 年 5 月 12 日 下午 1:18
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張貼日期: 2016 年 5 月 11 日 下午 2:29
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