Assault
So I've been playing a lot of the "fun" modes to cooldown in between getting my butt kicked ranked but Assault feels like it's not fun at all. These modes used to be fun but people take them way too seriously now. The way the map is designed it absolutely encourages teams to camp under towers as there's no way around them. The first team to try to push out is usually the team that loses because they weren't playing lame. I honestly feel like the map desperately needs Gold/Oni Fury or Demon King PvE options to force teams to leave the safety of towers.
Furthermore if you get a Hunter you're immediately at a disadvantage due to the items. The game bans every single starter item for them. I get Transcendence and Devourer's Gauntlet are powerful items but those are the core items for Hunters. Mages don't get anything banned for them except Warlock and Book of Thoth which aren't even used often in many mage builds. Mages can still go their full lifesteal route with rings, Bancroft's Talon and so on which is rather unfair given there's no option to return to fountain for healing so lifesteal builds on mages are extremely good. Plus Mages still have their good starting items like Chronos' Pendant. Hunters can go Asi, Soul Eater and Bloodforge but without their starting item they're builds always suffer.
Found it funny how Ullr gets re-rolled and traded in Assault because without Trans he's not even viable. Does maybe 2 combos and his mana is gone. As for ADCs without Devo they can get dived on the entire game since they don't have the sustain. This encourages the tower camping even more. The mode is supposed to be fun but so many try hards take the fun out of it by camping towers.
Omnipotence
This mode is only fun when there's no healers on either team. I completely avoid it simply because it does not have a ban feature. In a mode with 80% cooldowns if your team doesn't have Aphrodite, Chang'e or Hel you instantly lose. It's not even a matter of skill, those 3 gods are required to play on a team. If you want to play as a Hunter or Assassin and do a fun build but your team doesn't have Aphrodite, too bad you either pick Aphro or lose. Anti-heal doesn't even work since their cooldowns are so fast it completely negates the anti-heal as they can spam their heals to make up it.
When you don't get any healers the mode is a lot of fun. It happens rarely but when there's no healers teams trade back and forth between team wiping till someone wins. That's where this mode actually feels fun. But thanks to try hards once again people often go with the cheesy gods for easy wins. This mode desperately needs bans.
I honestly do not really agree that highly with the adc statements, unless we would be talking LoL (/ league). even without devos or qins, hunters have a ton of impact as their abilities/autos with a bloodforge or autos with a qins start still hit quite hard and late game they can easily make a winning push through one wipe. I actually would argue bloodforge being the better pickup in the mode anyway just like it would be in assault as you're not hurt by everyone trying to farm/clear minions. Yes, mages have stronger starting items but that also has to do with mages coming online before most hunters. Cause hunters are DPS focussed their items will always feel weaker compared to mage that does their DPS in a 2 second ability rotation.
The bad thing about assault is often that the randomness can already decide a game, therefore it;s better to have fun in it than tryhard. And if you are going to tryhard with your team just pull of a freeze an force them to leave tower.
Also I would really argue against the mages their lifesteal builds. if there is one thing I often see is that antiheal is build quite quickly regardless of gods with healing. A popular mage start would even be to just start with a Divine Ruin and a blessing. With most classes picking up one form of antiheal the lifesteal builds quickly get shutdown. At least when I am playing assault.
I honestly do not really agree that highly with the adc statements, unless we would be talking LoL (/ league). even without devos or qins, hunters have a ton of impact as their abilities/autos with a bloodforge or autos with a qins start still hit quite hard and late game they can easily make a winning push through one wipe. I actually would argue bloodforge being the better pickup in the mode anyway just like it would be in assault as you're not hurt by everyone trying to farm/clear minions. Yes, mages have stronger starting items but that also has to do with mages coming online before most hunters. Cause hunters are DPS focussed their items will always feel weaker compared to mage that does their DPS in a 2 second ability rotation.
I should have expanded on that statement. Some ADCs can be fine like Hou, Hachi and Heim cause they're all pretty good on range and escape options. Those guys you can literally build whatever you want and they're good. Other ADCS like Ullr, Ah Muzen, Skadi, Artemis basically any hunter with no escape or super mana hungry are going to be horrible choices. The ones without escape options will get dived on in a 5v5 without question and you're just at the mercy of your teammates to save you with little sustain options. Also the mana hungry ones tend to become useless after using a few abilities unless you've bought a ton of potions or regen. I think Devo isn't a bad item for assault cause typically you'll get a lot of fighting and those kills can stack pretty fast. Asi and Bloodforge can help with some sustain but they don't provide the same as Asi + Devo. Which for Artemis, AMC and Skadi are pretty good items to have. Skadi especially cause she either needs all the lifesteal in the world or trans to help her not burn all her mana. Ability based hunters have it the worst. I don't understand why ability based hunters aren't allowed to get a core item. Not even core, it's practically required. Sure you can go Soul Eater and Bloodforge but when you run out of mana after a femtosecond you're SOL.
also, it seems for adc you're relying a lot on your lifesteal as I haven't really seen anyone using a double lifesteal combo in any game mode at all (well one odd xbal in assault that lost because he thought his double lifesteal would outheal bruiser nemesis while having 80% antiheal applied to him), which can be great in assault. Sadly often it's just mediocre stat as it's a regen stat and in assault anti heal is picked up a lot more than in conquest. therefore, lifesteal is best used out of combat to heal up. In a full on teamfight you will often not get a lot of use out of it unless they are ignoring you. Against the teams, I face I often nowadays pick up lifesteal a lot later in the game and tend to skip on med more often. Only when going crit will I start with bloodforge, because of the power.
The only thing I can agree on is the ability-based hunters (also because I random into a tanky enemy team often) although grabbing Specialist's Blessing fixes it a lot for them.
also, it seems for adc you're relying a lot on your lifesteal as I haven't really seen anyone using a double lifesteal combo in any game mode at all (well one odd xbal in assault that lost because he thought his double lifesteal would outheal bruiser nemesis while having 80% antiheal applied to him), which can be great in assault. Sadly often it's just mediocre stat as it's a regen stat and in assault anti heal is picked up a lot more than in conquest. therefore, lifesteal is best used out of combat to heal up. In a full on teamfight you will often not get a lot of use out of it unless they are ignoring you. Against the teams, I face I often nowadays pick up lifesteal a lot later in the game and tend to skip on med more often. Only when going crit will I start with bloodforge, because of the power.
Yeah Devo and Asi into crit with Ata on Artemis my favorite build. I can't sit there and tank all the damage but it lets me do some. Devo just fits so well with other items having taken out hurts a lot of builds. It's only something I'd recommend on gods lacking escape options. But saying Devo is not as useful or prevalent for hunters kind of proves my point why it's even banned in the first place. Yet Hades can go his full lifesteal build and full heal off one ability but Devo is too OP for assault apparently? Like I don't get it.
Also because of the one (contested) wave, they will stack too slow for the game's pace. In most teamfight game modes, I actually recommend Bloodforge or Asi over stacking. The reason being that in the teamfight modes you can be set behind quite harshly, having your stacking item finish stacking after finishing your next 2 items.
the only game modes I consider stacking items (Thebes being an exception cause it is always easy to stack) are:
-conquest, because the game pace suits it the best.
-joust in a premade, because then there is no to low wave contesting. Considering the enemy team is not a dive comp or triple bruiser comp
-clash, cause most times people will be mostly in one lane so there is often an ignored lane of minions to farm. just like with joust only in an even or ahead game as otherwise, the game is over before you have an impact.
The biggest concern for the start isn't damage. It's sustain, right? Most hunters have some kind of poke ability, and that's going to be their main source of safe damage in the beginning.
Honestly, I've found in most cases that the interesting start of Specialist's Blessing + Soul Eater + 4 potions can work well. Note here that you get 20% CDR, 10 HP5, 20 MP5, future 10% MS, 20 (future 35) power, 10% pen, 10% (future 15%) base basic attack lifesteal, 5% (future 20%) ability lifesteal. What does that mean? You've got health sustain no matter what damage you deal, mana sustain, high CDR to use that ability poke (and more ults), and if you can stack quickly and don't die, you'll at least have some MS.
If you're willing to try this out, I'd be curious to hear how it works for you. I think this can work well for almost all hunters. The only one I might not get it on is Rama, where I'd consider just starting Bloodforge + potions.
"Found it funny how Ullr gets re-rolled and traded in Assault because without Trans he's not even viable." - He does feel a bit bad in assault, but with bloodforge early and a tank with heartward he should be fine.
If my team had a healer, I might consider a different setup, but still think HS is just not a great early choice.
Regarding omnipotence this is also somewhat true. I wouldn’t say one healer alone breaks the game since it’s easy to just focus down a Hel/Aphro when you’re on an aggressive god that can also spam their abilities. But I do agree with the tryharding. MOTD doesn’t even count towards overall K/D or show up in your history anywhere. It literally means absolutely nothing so it’s pretty sad when I go into these modes and you have people tryharding and flaming when someone on their team doesn’t perform or they don’t win.
Yes exactly. In Omni I want to pick gods I normally don't use and try a fun build. It seems that's what most people do except every team has those people. The ones that pick Aphro, Cthulhu and Chang'e to make sure they always win, in a mode that doesn't even count wins.
While yes it's possible to focus down Aphro, if they have a good team she can sustain long enough with an ultimate ability that makes her impossible to kill (including Chang'e who actually is impossible since her immune can be on constantly) while you get hit 5 ultimates for diving on them. Even with every single person on our team getting anti heal including the tank getting BOTH anti heal options for aura we still couldn't stop them cause they had a support Aphro, full heals chang'e and Hel going damage/heals. With Cthulhu on their team too they were impossible to kill cause we all picked fun characters. It's just really annoying to deal with try hards in a fun mode.