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Balancing Discussion: The Real Deal

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Forum » General Discussion » Balancing Discussion: The Real Deal 384 posts - page 14 of 39
Permalink | Quote | +Rep by Pentargonite » August 13, 2014 4:08am | Report
I don't play Chronos myself, and rarely play with or against them so I don't think I'll be able to provide useful info here :3

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Permalink | Quote | +Rep by ICEN » August 13, 2014 4:41am | Report
The funny thing is, I think Chronos is kind of balanced....

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Permalink | Quote | +Rep by SoapSuds » August 13, 2014 2:09pm | Report
Chronos is pretty underwhelming at this point. He used to be pretty deadly back when he had the items to make him a great basic attack mage. Gem of Binding, Polynomicon, and sometimes Fatalis were great for him to just dance around his opponents and shut them down with his basic attacks.

But since all three of those were either taken away or nerfed to nearly uselessness, Chronos is stuck in a bit of an awkward position. He's not really a burst mage like nearly all other mages in this game now, which I like, but he's definitely not as intimidating as many of them either. I personally like his kit for the most part. I just feel that HiRez taking away some of those items/nerfing the hell out of Polynomicon knocked him a bit down from his former glory.
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Permalink | Quote | +Rep by Subzero008 » August 14, 2014 12:50pm | Report
Wrapping this one up in 3 hours.

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Permalink | Quote | +Rep by Devampi » August 15, 2014 1:24pm | Report
chronos can still be strong but in my eyes he is more of an adc mage.

I also like the idea of giving ack a part of the health on the ult because he can just heal up fully wasting all your abilities on him.

Also his passive can stay slightly the same but let's change the most unused section to something you can use more. like upping defenses or something like that. (because seriously nobody uses the 3rd quarter)

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Permalink | Quote | +Rep by Pentargonite » August 15, 2014 1:27pm | Report
Subzero008 wrote:

Wrapping this one up in 3 hours.

3 hours = 24 hours lol

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Permalink | Quote | +Rep by Subzero008 » August 15, 2014 10:44pm | Report
This is the summary, because I feel dead lazy right now.

Subzero008 wrote:

I suggest, for a passive, have Chronos have doubled Hp5 and Mp5. Gives him an early game sustain boost and certainly helps any mana problems he may have.

For an ultimate, I have two ideas.

A: Chronos stops time. Everyone on both teams, including minions, jungle camps, titans, etc, are suppressed for 2/2.25/2.5/2.75/3 seconds. Everyone is invulnerable during this time, and CC and other **** do not degrade. Beads and stuff do not work.

B: Rewind: Chronos' abilities' cooldowns are refreshed. Cooldown: 30/28/26/24/22/20 seconds.


Sasquatch180 wrote:

For the most part I'm fine with this ability, but radius and speed are a bit much. My suggestion would be to lower the radius a tad bit, and for a buff remove the whole "Slow immunity counter".

Rewind needs some work, as depending on the player its either amazing or ****. The biggest issue I have with it (when facing Chronos) is that it gives him almost all of his mana and health back (most of the time anyway.)
I suggest lowering the time it takes to activate.
I also suggest that instead of giving back all health/mana it gives back a percentage of your health/mana.
Like rank 1 you get 25% back, rank 5 you get 75% back, etc...
This is to give incentive for upgrading it and give other squishy gods a fair chance at fighting back.

And for the Accelerate/Wheel of Time, why not replace the Magical Power section with Magical Penetration? Would give his AAs a bit more power.


Devampi wrote:

chronos can still be strong but in my eyes he is more of an adc mage.

I also like the idea of giving ack a part of the health on the ult because he can just heal up fully wasting all your abilities on him.

Also his passive can stay slightly the same but let's change the most unused section to something you can use more. like upping defenses or something like that. (because seriously nobody uses the 3rd quarter)

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Permalink | Quote | +Rep by Subzero008 » August 16, 2014 12:14am | Report
Mercury is a ****bag who is top tier, and could use a nerf...or two.

His passive is pants-on-hand ******ed late game, literally oneshotting people if you get lucky.

His Made You Look is obnoxious, but not that big of a problem.

Maximum Velocity, to put it simply, is the best steroid in the game bar none.

Special Delivery is stupid. Just stupid. It's just way, way too strong of a CC effect for a hyper melee carry to have, even in Smite. It needs to be nerfed, to weaken his early game.

Sonic Boom isn't bad.

Overall, he's just really, really good at all stages of the game, which is unacceptable, considering how his late game destroys planets.

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Permalink | Quote | +Rep by Subzero008 » August 16, 2014 12:29am | Report
I suggest reducing his passive damage by making it add 50% of his PP to his basic attacks as bonus, not innate damage, preventing it from reaching the insane levels of current late game Merc.

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Permalink | Quote | +Rep by Sasquatch180 » August 16, 2014 12:30am | Report
This thing grows too big and needs it's size reduced. I'm fine with it growing slightly bigger but with how big it gets you need to be blind to miss with it.

This should have the same limitations of Charge Prey (will grab Minions if you hit them), and there needs to be something done to stop him from getting two free hits off.

One suggestion is to change it so that the throw is a bit faster/stronger, sending you further but making Mercury do a spin or something in place to stop his momentum, which would be the delay. If he throws you into a wall you'll get stunned for 1s.

Attack Speed buff should be reduced to 50% at max rank.

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