Please verify that you are not a bot to cast your vote.
Join the leading SMITE community.
Create and share God Guides and Builds.
Account Login
Create an MFN Account
Or
Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
Now Smite, in a game where it's already all skillshots and hard to land CC for a kill? Backflip, The Moves, Rising Jaguar, Disperse, Flutter, as well as ridiculous speed boosts for Ah Muzen Cab and Artemis. It's too hard to gank them, so a small lead will end up a huge lead when they can't be punished.
It doesn't help that HiRez backpedaled on an initial decision to keep Blink out of the game, which was the cause for all of the kits designed with mobility in them... the addition of Blink ended up making already mobile gods that much more so.
Plus Sprint needs a nerf. 60 second cooldown makes it available far too frequently, and at only a 600G cost for Rank 3, you can easily pick it up without worrying too much about your build falling behind. Right now it's one of the most-used actives in the meta.
Demonic Grasp
Telkhine's Ring
Polynomicon
Gem of Binding
that's literally 4 options right there. Then add boots and rod of tahuti. And that's for a FULL auto attack build. They don't really need asi or rage, and it makes it too complicated since mages can't crit.
Edit: this can also solve the problem to an extent of tanks not able to clear minion waves. Imagine Sobek with heartseeker or ares with jatunn's wrath. This will surely make the builds flexible and gameplay more dynamic. Also, gold penalty on selling an item can be removed or kept to minimal.
EDIT: for artemis I think the speed boost is fine but AMC speed boost is ridiculous when combined with attack speed gain. Neith's backflip I think is more an escape skill than attacking skill which is again fine when its both like with Rising Jaguar things complicate and tilt in favour of hunters.
Hunters need some way to be less safe. Look at League, once again. How many *VERY* solid escapes are there? Caitlyn is short, Jinx has none, Lucian is VERY short, MF has none, Vayne has a super short tumble, Ashe has none, Urgot none, Varus none, Sivir none.
Now Smite, in a game where it's already all skillshots and hard to land CC for a kill? Backflip, The Moves, Rising Jaguar, Disperse, Flutter, as well as ridiculous speed boosts for Ah Muzen Cab and Artemis. It's too hard to gank them, so a small lead will end up a huge lead when they can't be punished.
Question is how do we go about reducing their snowballing? Well, we have to find out what causes a hunter to snowball in the first place. Is it the nature of an item like Heartseeker which can turn a good early game into a unbeatable one if you can fully stack it? Or are duo-lane supports just too good at defending hunters from the jungler and helping them secure the kills? Or... are the best hunters simply far too safe?
There are a myriad of possibilities, and we need to narrow it down to the prime culprit.