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Daily Reworks Thread

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Forum » General Discussion » Daily Reworks Thread 26 posts - page 1 of 3
Permalink | Quote | +Rep by Subzero008 » June 2, 2015 8:08pm | Report
Pretty much a continuation of what I've been doing. Items, gods, whatever.

Next up: Sun Wukong.

Passive: Indomitable Spirit: Sun Wukong gains up to 20 + level protections as his health drops, maxing out at 25% health.

Innate tankiness. Simple enough.


Q: The Magic Cudgel: Sun Wukong slams his ****staff on the ground in front of him, dealing 95/135/175/215/255 damage (+50% of his physical power). Enemies hit are slowed by 30/35/40/45/50% for 1 second. Cooldown: 10/9/8/7/6 seconds.

In exchange for his stun and AoE slow, SW now gets a ranged slow that has a lower cooldown. This is his main sustained damage skill. It might seem powerful, and it is, but I believe the fact that the slow lasts for only one second makes it balanced.


W: Spinning Sweep: Sun Wukong sweeps his staff in a 20-foot radius circle around him, dealing 60/100/140/180/220 damage (+50% of your physical power). For every enemy hit, Sun Wukong's cooldowns (including his passive) are reduced by 1 second. This effect is halved for nongods. Cooldown: 12/11/10/9/8 seconds.

This is what makes SW a sustain damage ability bruiser. This ability is essentially pure damage, but the free and frequent CDR makes him able to use his abilities surprisingly often, including his passive.


E: 72 Tranformations: Sun Wukong transforms into an Ox, Tiger, or Eagle for 4 seconds. Base Damage: 80/130/180/230/280 damage (+80% of your physical power).

Ox: Sun Wukong gains 15% move speed and has no unit collision, becoming immune to slows and roots, and gaining a shield that blocks 50/90/130/170/210 damage (+8/9/10/11/12% of max health) for the duration. Sun Wukong deals 100% of base damage.

Tiger: Sun Wukong gains 30% move speed and becomes immune to fears and slows, ripping into the first target hit and dealing 125% of base damage + 8/10/12/14/16% of the target's missing health as additional damage.

Eagle: Sun Wukong loses unit collision, gains 45% move speed, becoming immune to slows and knockups, and rakes at the first god in his path, blinding (or in this game, disarm) them for 1.5/1.75/2.0/2.25/2.5 seconds and dealing 75% of base damage.

Cooldown: 18 seconds.

Think of this as "Wukong becomes a tank/assassin/support for 4 seconds" ability. Ox lets you inflict considerable AoE damage, has a pretty strong shield, and ignores unit collision, making it reliable. Tiger is really meant purely for chasing down and killing targets, and it's not really useful in a teamfight due to how anything can block it. Eagle is more precise but more situational.

What I'm worried about is that each of these abilities are strong enough on their own, let alone being shoved into one mega-ability. This amount of versatility and strength might be unbalanced, and the increased cooldown is probably not enough to compensate.


R: Somersault Cloud: Wukong jumps on his cloud after a short channel time, regenerating 2.5% of his maximum health every second and gaining 30/35/40/45/50% move speed for up to 10 seconds, but being unable to cast any other abilities. Wukong can jump off of the cloud to slam down, dealing 175/250/325/400/475 damage (+150% of your magical power) as physical damage in a 15-foot circle. Cooldown: 80 seconds.

This reworked version loses the clone and the CC immunity and even the damage. Instead, this ability lets you recover from a fight and reposition at the same time, plus a minor damage nuke unless you're building magical power, which would be hilarious.

It sounds really underwhelming, but this utility-based ultimate meshes well into his kit. Adding more damage would make him too bursty, adding CC would be CC spam on a god that doesn't need it to do his job. What SW really appreciates is the mobility - it's a combination of a pass out of a fight which any front-line fighter appreicates, a way to stall for his cooldowns and for his allies to get where they need to, and a way to chase down targets that end up escaping you if you've already used your psuedo-dash.

If you have ever played Heroes of the Storm, you'd understand the benefits of having an enormous mobility skill on-hand, even if it doesn't seem very useful at first.

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Permalink | Quote | +Rep by Diomedes232 » June 2, 2015 9:25pm | Report
My only comment is that his ox form should knock opponents back in a similar fashion to Vulcans back blast but only like 5 feet max just so that he isn't just going through them kinda like when they are hit with it they are moved slightly to the side like a micro driving strike with no stun... Make sense? But other than that it is an excellent rework, but what about the swing chain?

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Permalink | Quote | +Rep by Subzero008 » June 2, 2015 9:54pm | Report
Swing Chains are a dumb concept. If you want a god or champion to be good with on-hit effects, you put it in their passive or increase their attack speed while dropping attack damage.

Half the swing chains in this game are just pointless gimmicks. As far as I know, only Kali has a useful swing chain - everyone else has neutral; like 1x -> 0.5x -> 2x.

I'd rather put on-hit synergy in the kit than mess around with attack chains.

Also, the kind of knockback you are proposing is somewhat useful to have as your own ability but terrible when applying it to enemies. It would be incredibly frustrating to land skillshots when enemies are being punted left and right.

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Permalink | Quote | +Rep by Wolfman5665 » June 2, 2015 10:26pm | Report
His ult kinda sounds like Arachne's ult but with healing.

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Permalink | Quote | +Rep by Subzero008 » June 2, 2015 10:46pm | Report
You have a point. I forgot about Arachne.

But there are a few differences. Besides the healing, Wukong's deals less damage, prevents you from casting, and lasts longer.

And I think the concept of the ultimates makes more sense in this kit than Arachne's. I mean, what can Arachne's ult do besides chase and run away? As an assassin, you shouldn't have to use your ult as literally your only chase skill, which is why I dislike her kit so much.

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Permalink | Quote | +Rep by Subzero008 » June 3, 2015 12:43am | Report
Have any of you watched Kill La Kill? It's a pretty good anime. Anyway, it's a major theme for my next rework.

Nemesis: Physical Warrior-Assassin.


Passive: Scales of Balance: 10% of the raw damage Nemesis takes is instead converted and stored, unleashes as bonus magic damage on her next basic attack against a god, with a cap of 100 + 45 per level.

Basically, you clear camps, absorb damage, and use it to demolish whatever god you want to kill. However, ramping up the damage takes a while, and 10% damage reduction isn't enough to turn Nemesis into a tanky monster.


Q: Swift Vengeance: Nemesis passively gains 5/10/15/20/25 physical power.

Nemesis dashes forward 30 feet, dealing 70/90/110/130/150 damage (+30% of your physical power) to all enemies in her path. If this hits an enemy, Nemesis can dash again in the next 3 seconds.

Cooldown: 14/12/10/8/6 seconds.

It's a short, very plain dash that is extra-long if you hit an enemy.


W: Slice and Dice: Nemesis passively gains 5/10/15/20/25% attack speed.

Upon activation, Nemesis' next two basic attacks hit in a 15-foot, 45-degree cone and deal 25/40/55/70/85 bonus damage (+30% of your physical power) as bonus damage.

Cooldown: 10/9/8/7/6 seconds.

It's a simple AoE clear skill that does a decent amount of damage, plus let you avoid minion blocks.


E: Retribution: Nemesis passively gains 25% CC reduction.

Nemesis blocks the next ability to hit her in the next 1.5 seconds. Upon a successful block, Nemesis steals 20/25/30/35/40% move speed from the target for 3 seconds.

Cooldown: 20/18/16/14/12 seconds.

This ability is great for chasing and block those who try to chase you. It makes you hard to catch and makes it difficult to retaliate to ganks, and it's obviously very strong for duels and such.


R: Rending Scissors: Nemesis passively gains 20/25/30/35/40 penetration.

Upon casting, Nemesis gains a 1.5/1.5/1.5x swing chain modifier, her passive bonuses from her passive and abilities are doubled, and the range of her basic attacks and abilities is increased by 8 feet for 15 seconds. Nemesis can recast this ability at any point to dash forward 45 feet, dealing her basic attack damage with 100% crit chance as true damage to the first target in her path.

Cooldown: 130/110/90/70/50 seconds.

You basically turn into a complete monster for a few moments, with 20% damage reduction, 50% CC reduction, 50 physical power, 80 physical penetration, and 50% attack speed at max rank. Plus an extra dash that deals massive true damage.


To be honest, Nemesis isn't really an assassin. Her only CC is conditional, and she has little burst to speak of. What Nemesis is good at is being the stupidest melee ADC at max level, with ridiculous bonus stats, long basic attacks, and insane mobility, plus 20% damage reduction, 50% CC reduction, and a spell shield.

She does have four significant weaknesses: Not being good at retreating with no bonus move speed and only one, rather short dash (and a reliance on a spell shield that could be baited), and having a terrible laning phase. Even with her shield, her lack of sustain makes her vulnerable to poke, and she relies on trading with her passive, not waveclear, to survive. And as a jungler, her ganks are weak and unreliable. And lastly, she is overspecialized in basic attacks and has no range, meaning that anti-basic attack items will affect her more than pretty much any other class, including some ADCs - Nemesis will not enjoy Midgardian Mail's slow as a melee assassin.

However, if you can get past that (or steal enough kills), you are rewarded with a complete monster who shrugs off CC, has surprising tankiness, shreds through armor like tissue paper, cannot be run from, and deals an absolute **** ton of damage.

Will playing this Nemesis be fun? What about against? Will it have counterplay?

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Permalink | Quote | +Rep by Subzero008 » June 3, 2015 12:57am | Report
I notice that items in Smite are a LOT cheaper than in other MOBAs. Few items reach over 3000 gold; in contrast, LoL I think, has over 60% of their max tier items over 2900 gold. Dawngate had over 90%. Smite, on the other hand, is less so.

I think this might be part of the snowballing problem - you get power spikes from items faster, and therefore gold differences have larger consequences.

On a not unrelated note, Midgardian Mail.

3000 gold, 65 physical protection, 450 health, 150 mana.

Passive: Cold Steel: Being hit by basic attacks reduces the attacker's attack speed by 6%, stacking up to four times, for 3 seconds. At four stacks, the attacker's move speed is reduced by 30%.

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Permalink | Quote | +Rep by Devampi » June 3, 2015 4:53am | Report
Subzero008 wrote:

I notice that items in Smite are a LOT cheaper than in other MOBAs. Few items reach over 3000 gold; in contrast, LoL I think, has over 60% of their max tier items over 2900 gold. Dawngate had over 90%. Smite, on the other hand, is less so.

I think this might be part of the snowballing problem - you get power spikes from items faster, and therefore gold differences have larger consequences.

On a not unrelated note, Midgardian Mail.

3000 gold, 65 physical protection, 450 health, 150 mana.

Passive: Cold Steel: Being hit by basic attacks reduces the attacker's attack speed by 6%, stacking up to four times, for 3 seconds. At four stacks, the attacker's move speed is reduced by 30%.


I don't know if the gold gain from creeps is the same in LoL or smite but dota has a lot of items in 6000 as you gain 30-40 gold (depending on ranged or melee) every last hit (and if you miss the last hit no gold not like in smite)

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Permalink | Quote | +Rep by ThePerfectPrism » June 3, 2015 9:00pm | Report
Devampi wrote:



I don't know if the gold gain from creeps is the same in LoL or smite but dota has a lot of items in 6000 as you gain 30-40 gold (depending on ranged or melee) every last hit (and if you miss the last hit no gold not like in smite)


You get 11 gold per last hit, and 7 gold for a minion killing another minion ( If I'm not mistaken )
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Permalink | Quote | +Rep by Devampi » June 4, 2015 3:18am | Report


You get 11 gold per last hit, and 7 gold for a minion killing another minion ( If I'm not mistaken )

in LoL this increases as the game goes on. in smite probably too? (I never payed attention to goldd gain don't even now the start of the minions in LoL)

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