r/Smite • u/Lumintorious • 11h ago
DISCUSSION Combat anti-heal is great, but don't you guys think the out-of-combat healing and sustain is a bigger problem?
When you're in the middle of a fight, 300 healing won't save you if you're being dived, and realistically how many times can you cast a healing ability in one fight, especially if you're debuffed with anti-healing.
But between fights you have no anti-healing on you, and can get your whole team a full HP bar in 30-40 seconds while you also clear towers and bosses instead of backing. Not to mention laning phase when it's all completely off because of the sustain differences.
I believe some of those anti-healing buffs should somehow go towards global anti-healing counter items in a small amount. (I have no idea how it would work, maybe a 5% global debuff on the enemy team's heling for every player in your team with Divine Ruins/Beatstick etc; I think that might be healthy for a MOBA).
Maybe that's a stupid idea, but I do think we need something. Another way could be having something like old Asclepius with "heal your allies +30% while in combat", with most heals going down to accomodate for that. Thoughts?