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A Proposed Change to the Overall Distribution of CC and Other Things in Smite

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Forum » General Discussion » A Proposed Change to the Overall Distribution of CC and Other Things in Smite 51 posts - page 5 of 6

Poll Question:


Does Smite in general have too much CC?
Yes
No
VOTE
Permalink | Quote | +Rep by Sunfall » January 25, 2014 12:45am | Report
If I may add my two cents here...

The reason why so much CC exists in SMITE is simply because gods who lack them (or have very minimal/poor CC) have always proven themselves to be unpopular and/or unviable.

Want proof? Look at Zeus before his buffs. He was bordering on bottom tier because all he could do was damage, which every other mage could do but with added CC potential. It took a string of three or four buffs in a row to push him from being complete trash to overpowered banpick (adding a stun to 3-stack Detonate was a big contributor to this). Kali before her rework was another. She was the only assassin who had zero CC, and relied entirely on a speed steroid to close the distance between her opponents. She could do a lot of damage yes, but with gods becoming more and more mobile, Kali players found it more and more difficult to actually output that damage.

You also have to remember that even though there is a lot of CC in this game, there is also plenty of counterplay to it as well. Several gods have skills that make them CC immune. Magi's Blessing is a strong counter to gods that rely on single hard CCs to do their job such as Anubis, Arachne, Artemis, Ymir... the list goes on. As long as you've got that bubble around you, you're safe from their one hard CC, and you can usually come out on top in duels or avoid instagib ganks. Purification Beads is an active item that is always good to have around, and every player should get into the habit of taking them if they know the hard CC will be troublesome. Combat Blink, while not a means of breaking or preventing CC, can still get you extra distance away from enemies in a pinch and save your life.
Waiting on a good new MOBA, please.

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Permalink | Quote | +Rep by Subzero008 » January 25, 2014 1:02am | Report
@MadDanny: It's reddit. No can do.

@Sunfall: While there may be counterplay to the oodles of CC we currently have, that's not necessarily a good thing. When two extremes are needed to cancel each other out, it eliminates room for design and forces EVERYONE to have SOME CC to be even considered viable, let alone a good choice.

Let me use your example. Zeus has a ****ton of CC and damage. Before, he used to have damage. Why did he need an AoE CC effect with massive damage? Because the current meta has too much CC and he couldn't compete without it. He's stuck between two extremes - having no stun and becoming useless and having a very short stun (by this game's standards) and being overpowered.

Now, imagine if the meta did NOT revolve around CC. Those gods you mentioned, gods like Ares and Vamana will become viable again, because for once, the fact that they lack CC isn't a death sentence anymore.

Isn't that a good thing?

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Permalink | Quote | +Rep by Sunfall » January 25, 2014 1:17am | Report
Even if CC didn't exist, something else would take it's place in determining viability.

For example, mobility. Mobility is already a determining factor behind the viability of many gods in the competitive scene. Anubis is considered to be a terrible pick because on top of having no escape skills, half of his kit requires him to stay still while he inflicts damage. Ymir has slumped in usage because other tanks have more mobility in their kits than he does. But guess what, both of these gods have a hard CC and a slow. So CC isn't the be-all-end-all you think it is.

The top picks are gods that usually have a combination of several things, not just one. Neith is a top pick because she has an escape, she has CC, she has a sustain move, and she is ranged. She's a solid pick, but manages to avoid ban priority because she's missing a few things other gods have, namely damage steroids and CC immunity. I am not suggesting she needs these, but stating why she isn't a ban priority.
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Permalink | Quote | +Rep by arka222 » January 25, 2014 1:29am | Report
Subzero008 wrote:

Zeus's stuck between two extremes - having no stun and becoming useless and having a very short stun (by this game's standards) and being overpowered.


That's very nicely put by subzero..
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Permalink | Quote | +Rep by Subzero008 » January 25, 2014 2:01am | Report
Exactly! We need balance. Multiple factors in viability are great!

The problem, as I see it, is that the main one (not the only one, mind you) is CC. Anubis's mobility has a larger impact on him because he has zero of it in the first place.

Neith is a better example. She possesses both in abundance. Let's say there are two planned buffs for Neith. The first increases her CC. The other increases her mobility. What would have a greater impact on Neith's viability?

In my opinion, if Neith got a speed buff from Unravel, or an increase in leap distance on her backflip, it wouldn't affect the game as much as, say, if Spirit Arrow rooted for 1 more second on the target of a double hit, or an increase on her slow to 35%.

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Permalink | Quote | +Rep by arka222 » January 25, 2014 2:14am | Report
Subzero008 wrote:

If Spirit Arrow rooted for 1 more second on the target of a double hit, or an increase on her slow to 35%.


If this happens than its more lethal than her ulti, that's why distributing CC to gods shall be done in a very balanced way. It has a huge impact especially in a team fight.
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Permalink | Quote | +Rep by Subzero008 » January 25, 2014 2:49am | Report
arka222 wrote:



If this happens than its more lethal than her ulti, that's why distributing CC to gods shall be done in a very balanced way. It has a huge impact especially in a team fight.

Er, I meant the target of the double hit, not just the explosion, which is only a single hit.

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Permalink | Quote | +Rep by arka222 » January 25, 2014 2:54am | Report
May be I got it wrong doesn't matter :)
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Permalink | Quote | +Rep by arka222 » January 25, 2014 2:58am | Report
But I would like to ask on our lovable Ra ..he to me definitely needs some boost..please suggest some improvements for him regarding CC or otherwise
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Permalink | Quote | +Rep by Sunfall » January 25, 2014 3:59am | Report
CC on it's own really isn't the problem, it's the fact that the kits are bloated on top of it, and it's largely due to overall powercreep. Rather than nerf the new, overpowered god that has a bloated kit, a lot of the time HiRez instead chooses to buff everyone else, which only encourages more powercreep, and now they've pushed the game into a direction that would take way too much time and effort to backpedal from.

Arachne's ultimate has not only been given a wider hitbox, it also goes through walls now.

Ao Kuang's skills have almost no delays now, and his Squall is almost as effective as a stun once he has Gem of Isolation.

Xbalanque started becoming CC immune during his Rising Jaguar.

Zeus got a ****ton of buffs and became overpowered.

Really, what you're asking for is a big overhaul for many current gods, and that requires way too much time to properly test, especially this close to release.
Waiting on a good new MOBA, please.

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