Read moreWhen healing is too strong players die less
thats... the point ?
Why would anyone play healer rather than a pure damage dealer if he can't get as much value from his healing as from a potential higher burst damage ?
A dead enemy can't hurt me. So if i can't stay alive thanks to my heal, how can being a healer be as good as just dealing more damage ?
You created the problem by making your playerbase entitled to get kills quite easily : someone is out position he just dies. and everything that would prevent that death is considered as frustrating and game breaking.
The healer role existed in a lot of other moba (multiplayer pvp games in closed map) and people were used to deal with it. It was just part of the culture. "Focus the healer !"
The whole heal-anti heal thing in Smite is an articifical feature. Strong heal abilities are here to give an impression of kits diversity and anti heal is here to nullifie it...
Yeah, that was the point. I wanted to make it clear what it means for SMITE when we turn the healing knob up across the game.
Taken to its extreme, imagine a god that can ONLY heal. That god existing in that match would have to significantly reduce the kills to be considered even remotely effective.
My major point was to the original poster. He was pushing for healing to be its own identity supported with a slew of items. This turns the the knob up across the game by default. It must result in less kills; there is no other possible outcome to that proposal.
I think there are players who would 100% prefer that type of game. But we have to decide if that is the type of game most players would prefer and we have some historical evidence and we have made choices from the beginning of SMITE that tend to push the game in a different direction. The direction of SMITE has also changed over time as the design team refines and adapts our goals based on player feedba...
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