Originally posted by
Avernuscion
Why not have antiheal effects apply to specific subtypes of healing? I understand the reason for it being healers running riot but I didn't see lifesteal being a problem before as it was kept under control by Brawlers + Divine (unless you ran a full power assassin/warrior and got deleted in a protracted fight)
Brawlers could be defined as ability healing, then Pestilence can be defined as lifesteal healing, nerfing Devos etc as seen fit (or adding more antiheal between these two heal types). Ankh could just be a debuff that affects both and HP5 is untouched. Things like Vamana ult would be affected by Ankh and Brawlers but to kill a hunter would require Pestilence and the solo laner to go in with their team, etc. I'd imagine something like this would make the tank feel like the tank, and as auras don't stack it could work. While ability hunters would require Brawlers to deal with
While the Aphrodite/Ra/Hel stuff might be a problem still I'd probably be OK with a DR system on ability healing- any healing overtime or within a certain time period (like if you get hit) brings back less the more you keep using it (incentivising the use of Asclepius rod and Cad) so you'd have to wait or end your fights fast- an Aphro that is far away from an enemy team will still full heal her comrade over time even with the debuff as her healing is based on power and her power levels get pretty huge by late game
Well its hard to answer this question because there are a lot of matters of opinion across the scenario.
You said you didn't see lifesteal as a problem. We did see lifesteal as a problem.
Your pitch suggests adding complexity and specific modifiers for situations that you think should be handled differently. We think they should be handled the same way, so that's why we implemented a solution that handles them the same way.
Your pitch is much harder to understand and apply strategically, in my opinion. But pretty much the whole reddit community who dislikes brawling is in favor of more complexity because they think its necessary to nerf only specific types of healing more than others. We think that we needed to nerf all types of healing in similar ways, specifically decreasing it substantially when not fighting enemy gods.
Introducing more unique counter items is generally not a good thing. People already have a low purchase rate on anti-heal, so we are going to make it even more narrow? Seems risky.
As for DR for healing - I generally think this is also a solution without a problem. Healing is already gated by cooldown, Healing is now gated by in-combat or out of combat. Adding DR to healing specifically would encourage people to not heal repeatedly and fight, but to instead disengage and heal up? This pitch seems to encourage exactly the opposite type of gameplay we are hoping to create.