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Ares Rework Discussion.

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Forum » General Discussion » Ares Rework Discussion. 13 posts - page 1 of 2

Poll Question:


Does Ares needs a rework?
Yes, but he should keep being a Guardian.
Yes, and he should be changed into a Warrior.
No, he is fine as he is.
Only some tweaks( ex. be able to cancel the ultimate, change the passive, etc).
VOTE
Permalink | Quote | +Rep by Dark Jaw » May 22, 2014 4:46pm | Report
Hey, boys. I have been quite inactive lately, and there is a reason behind that. Even though I love SmiteFire, I discovered a Brazilian Smite Forum, so yeah, I'm helping a lot of people in there. But no worries! I will not abandon SmiteFire.


Anyway, I made this topic to quickly discuss about Ares. Some people from the other forum were discussing about an Ares rework( turn him into a Warrior, so it makes more sense), but one person in particular started saying Ares would die, and he would unninstall the game if they ever change Ares.


But come on. I see no reasons to not change him. His passive makes no sense at all. Why damage for a Guardian? Guardians DO NOT need Damage at all. I'm actually okay with his Shackles and Bolster Defenses. But I see no reason to Searing Flesh exist. It deals no damage, and no CC. It's just... pure, low damage.

And then comes his ultimate. I know, it's AMAZING, but in the same time so easily to counter. The only change I would like to make on his No Escape is to be able to cancel the ability earlier( similar to Sobek's Lurking In The Waters), so you can pull people earlier, and so avoid Purification Beads and other CC-Immunity things.


So your thoughts? He had no way to defend his arguments, but yet said that Ares should not change. Do you agree with me that Ares needs changes? If so, what changes, other than the ones I mentioned?

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Permalink | Quote | +Rep by Greenevers » May 22, 2014 4:57pm | Report
I thought he was a warrior at first sight, I mean, based on his lore he should be a warrior a god of war.

I would love it, but not too sure about it since hi fez completely changed the approach on warriors in the next patch

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Permalink | Quote | +Rep by Subzero008 » May 22, 2014 4:59pm | Report
Ares in general suffers from being ineffective, and being in a design trap. His Shackles are unique, yeah, and his Bolster Defenses, in theory, is an amazing team buff. But his Searing Flesh is just pathetic; it's a pure damage skill and can't even do that very well.

His ultimate is the most broken POS in the game. It's completely worthless to a skilled player, especially with everyone having a CC immune ult, but it's overpowered as **** if you are actually hit by it. It's everything wrong about Smite into one skill. I hate him.

Hell yes, he needs a rework. I voted for option 2.

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Permalink | Quote | +Rep by Sasquatch180 » May 22, 2014 5:08pm | Report
Personally I love his kit, and don't want to see it changed too much. If he is changed to a Warrior, I'd like for him to keep his Shackles and Ult, and though I'd prefer if he'd kept his 3 (albeit with damage tweaks) I wouldn't be too sad to see it replaced.

Really with his kit Ares has potential to be an incredibly deadly 1v1 God, he just doesn't do enough damage.

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Permalink | Quote | +Rep by HiFromBuddha » May 22, 2014 5:15pm | Report
He used to be a very effective bruiser on release, but hi-Rez nerfed the damage and tankiness he provided, which simply left him subpar.

He desperately needs a rework on Searing Flesh and No Escape.
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Permalink | Quote | +Rep by TormentedTurnip » May 22, 2014 5:19pm | Report
Here's something I did for him a while ago, I made some minor edits just now but haven't really reread the whole thing. Let me know what you think:




Blessed Presence: Ares gains 2% movement speed for each allied god affected by Bolster Defenses, including Ares.

Reasons: his old passive didn't fit the guardian role. The movement speed should become apparent after reading the rest of his skills (especially Shackles).




Shackles: A set of chains erupt from Ares's shield, doing damage to all enemy's in its path. Hitting a god shackles them to Ares for three seconds, dealing damage every second, slowing them, and preventing them from moving past the chain's maximum length. If Ares successfully latches a chain to an enemy god, he will be able to cast a second one free of charge within three seconds. The cooldown begins after missing the first chain or casting the second chain.


Further Description: The application would be similar to how it is currently, but only two chains can be casted at a time. A chain would last three seconds, and hitting the same target a second time would refresh the duration to three seconds, not simply add three on top. The current slowing mechanic would also remain in order to provide some form of CC when not at maximum range, and he has three seconds after landing the first chain to cast his second. When a chain is fully tensed (maximum range), Ares will be able to drag the god in the direction he pleases.

Reasons: Having legitimate crowd control on a non-ultimate spell is necessary for a god to actually be considered a guardian, and being able to pull the target to you when the enemy gods are at the chains' maximum lengths is unique and useful. Now, being able to pull a single god for six full seconds may seem, at a glance, overpowered. But keep in mind that Ares won't be able to begin pulling him/her until the chain is fully tensed. This means that, unless he lands it at its maximum range, he will only have a short period where he controls his enemy's movement. In order to have effective control over someone from a closer range, he will have to use both chains on a single god (the slow will make it easier to hit the second chain from a further distance). I believe this will reward skilled Ares players while also making it possible for the average Ares player to initiate or peel.

Also, I have reduced the amount of chains to prevent him from dealing too much damage to a single target, and being able to pull three separate gods with it would probably be too much.




Bolster Defenses: the extra protections gained for each active shackle has been increased from seven to ten.

Reasons: I like where this skill is at. It provides protections and CC reduction, which is ideal for the guardian role. The extra protection for each shackle is simply to offset the reduced amount of shackles (7x3 to 10x2).




Searing Flesh: This spell no longer applies % damage, but, upon activation, will now apply a 1.1/1.2/1.3/1.4/1.5s fear to any targets chained by Ares if they are within its AoE, forcing them in the opposite direction. The fear will last for an extra half-second on a target bound by two shackles. A 20% slow will be applied every half second to gods within its AoE.

Reasons: I don't think Ares needs to have everything, so I'm not giving him good waveclear. I also really just want to remove his independent damage potential - most of it came from his chains, but I, personally, think he only needs the ticking damage to apply on-hit effects.

As for the fear, this will give his chains a bit more use than a minor slow when not at maximum range, but he'll have to have flanked the enemy in order to push them towards his team. It's mainly to improve his peeling potential, but both chains and Searing Flesh can theoretically be used to initiate, peel, or prevent escape. I don't think it's overpowered, because the CC from his chains will be on cooldown in order to apply a fear, but it at least gives him options in closer distances.




No Escape: a different type of chain is automatically latched on to any enemies within the radius (same size as current ult). The chains do not apply a slow, but, similar his first spell, prevent a target from escaping. The duration scales from four to five seconds, and he can only move backwards (reduced speed). In addition, the distance he slowly reels them in increases from 1/4 to 1/2 of the chains' lengths over the course of its duration.

Reasons: Now that there's no delayed effect, it won't be so unreliable against competent enemies (beads, aegis, GGlol). And while it will be great for initiation or, well, preventing escape (no escape, so punny), it won't completely incapacitate the enemy team. And bcause he can only move backwards (pull) with the chains, and the duration caps out at five seconds, he won't just be able to manhandle the enemy team by himself.






Side notes:
  1. The shackles could simply turn red when they're fully tensed instead of the art team trying to design chains that droop down to the ground at closer range.
  2. He won't be slowed by enemies opposing his regular shackles, but he's forced to moving at a reduced speed during his ultimate.
  3. His strengths would be against just a few enemies, but he would still be effective in teamfights.

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Permalink | Quote | +Rep by M4XiiMUS » May 22, 2014 7:27pm | Report
I had an idea for a new passive, Passive: Blood Rush – Anytime Ares damages an enemy he gains a 10% movement speed buff that lasts for 2 seconds. Also, for every 3% missing health Ares gains 2 protections. This would allow Ares to stay on his targets more with his shackles, and also give him some more tanking potential.

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Permalink | Quote | +Rep by HiFromBuddha » May 22, 2014 11:42pm | Report
M4XiiMUS wrote:

I had an idea for a new passive, Passive: Blood Rush � Anytime Ares damages an enemy he gains a 10% movement speed buff that lasts for 2 seconds. Also, for every 3% missing health Ares gains 2 protections. This would allow Ares to stay on his targets more with his shackles, and also give him some more tanking potential.


The first part of the passive works well enough, but I feel like the second part really isn't what he needs. If we were to give him a speed buff though, I think TT's passive is the way to go.
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Permalink | Quote | +Rep by Nex The Slayer » May 23, 2014 1:03am | Report
The main problem is that his ultimate is either useless or SUPER op
If you have Beads or Aegis ready, it useless.
If you don't your screwed, unless your Chang'e or Hel you're either forced to waste your CC immune ultimate or if you don't have any CC immunity you will die instantly.

I am not sure if he should be a warrior, yes it dose fit better with his lore. However one of the main things about Ares is that he is feared in the battlefield and his current kit dose compliment that pretty well (not saying his kit is to good, just fitting): His Shackles are one of the most dreaded things to get hit by as a ADC, his Searing Flesh is a threat to even tanks and his ultimate is one of the most well known ultimate in the game.

He needs a rework without a doubt, just not sure I what way.

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Permalink | Quote | +Rep by festive1 » May 23, 2014 2:46am | Report
As ned said he needs a rework, it's just that I'm not sure how. Saying this I really like TT's ideas, but I think I prefer the first part of M4XIIMUS's passive.
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