full image - Repost: The future of healing and healing items in Smite 2 (from Reddit.com, The future of healing and healing items in Smite 2)
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Smite has always had some of the most hacked together healing balancing choices I've seen in MOBA or even PvP game history. Smite 2 is already, maybe even more egregiously, infringing on one of my greatest gripes of Smite 1: the need/high benefit to buy anti-heal nearly every game.I give some grace because alpha etc, but with the introduction of Ra and Sobek we're getting 6 characters in a row with healing or self-healing in the game, on top of an array of characters already laden with healing or strong self-heals. The ability for a character to heal themselves or an ally should be allocated in their power budget. I like self-healing being able to scale minorly with int too. But a character should be at their balanced winrate when they fulfill their full power budget; not only when enemies buy the items to put them at their balanced winrate. I think we all know what it feels like when we are playing a role that does not buy the most effective anti-heal items (brawlers/divine) and the allies on our team that would normally buy them against heavy healing comps do not.I'm disappointed to see the alpha launching with anti-heal already in the store. Can we try to go back to square one where healing in a MOBA works intuitively? No ooc debuffs, inconsistencies on which heals scale and which don't, lifesteal that feels impactful and that you don't have to avoid building because your teamates picked healers, etc. It's a mess. I haven't been able to watch the Titan Talks but have they talked about the future of healing in Smite 2, so if they've shared context about it I would be excited to hear it.
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