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They said they had to remove anti-heal because it was too hard for new players to figure out how important it was.
Going by the same logic, they might as well remove protections and/or anti-tank items.
What could go wrong.
If you don't use them when u need them, you cant outdamage an healing god.
But the game is "balanced" around playing with, even if i think anti healing items are a bit too strong at their job.
Now they're gone, they "only" have to work around healing numbers :
- You can build one more item instead of instabuying this mandatory crap anti-fun stuff
- Healing is more relevant during all stage of the game
- "Easier" to balance.
But now of course without further testing it will probably be a mess for some time.
Tell me when the balance is somewhat perfect anyway.
It's true, anti-heal was mandatory, but this doesn't really change much. Some of the new ones are insane. The one that gives movement speed on self-healing is ♥♥♥♥♥♥♥ hilarious on Bacchus/maybe even more so on Ra but I hadn't tried that. The thing is, generally, there are items that will be in EVERY build. Some of them have a wall of text and quite a bit more nuance (conditions and complications) than just Healers/Self-healers? Build anti-heal.
I only play Arena, but for tanks that includes Prophetic Cloak, for mages that includes Spear of Desolation. There are others.
Sadly, they are.