Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Frostbound Hammer/Amulet Fix, as a Solution to the Strict Meta Probem

Please review our General Rules & Guidelines before posting or commenting anywhere on SmiteFire.

Forum » General Discussion » Frostbound Hammer/Amulet Fix, as a Solution to the Strict Meta Probem 7 posts - page 1 of 1
Permalink | Quote | +Rep by Subzero008 » January 13, 2014 9:39pm | Report
I have a simple idea for a way to "fix" the weakness of the Frostbound Amulet, but this also ties in to the other "Gem" items, which I personally think are rather overpowered.

Make them all slow by 15%.

This way, the slow won't be completely negligible, and Frostbound Amulet with be on par with the other items.

The second part is more...wide, but I think it should work. Reduce everyone's base speeds across the board.

Firstly, this will make everyone slower without affecting the delicate balance of footwear.

Secondly, this might give a wider gap in the variety of base movement speeds.

Thirdly, it will make pushing far more dangerous. For once, pushing is not the best option possible. I think last hits will become more important this way, since blind pushing will make it easier for a gank to occur.

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by All4Games » January 14, 2014 1:49am | Report
To change something as big as movement speed which has a very large impact on the game for 2 items would be very difficult. Sub you do realise that some gods indirectly get a huge buff because of that, anubis would beable to get 1 or 2 more ticks of, hebo's 3
Would be easier to hit, so would spirit arrow, impale, searing pain, and basicly everyother skill shot.

You would be stuck longer in kiddy pools, you would be an easy target for tornado's.

You would be hit by more basic attack's.

And the meta won't shift to a last hit meta because god's still have their fast wave clear, leaps and dashes. So pushing would still be the focus.

In short armagadon is released if you touch movement speed.
never forget dawngate and never forgive EA. Freia will hunt them for eternity.

All4Games


Distinguished (54)
Posts: 2513
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 14, 2014 1:54am | Report
Of course skillshots would be easier to hit. In fact, that would be another balancing mechanic.

The designers could simply take that decreased movement speed into account while modifying abilities. I'm not saying that that one single change should be out on its lonesome. Maybe like the boots patch a while ago, it should be accompanied by a bunch of other changes.

It would also close the gap between casual and competitive balance, where some hit 90% of the time, and some hit 50%. It might turn into 90% and 70%.

Also, my second proposal isn't really linked to the first. The first is more like a solution to a clear balance issue, and the second is more of a "It'd be nice if it were there."

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by HiFromBuddha » January 14, 2014 2:53am | Report
Reducing the movement speed across the board will not put a bigger emphasis on last hitting. If anything, it'll just encourage an even more passive playstyle, with a bit of downtime between each wave. Last hitting is not worth the effort in Smite, you get a much bigger reward from just flat out pushing your lane, and it is absolutely meaningless and a superfluous amount of effort when the current system already works.

Decreasing movement speed and compensating them with abilities being adjusted will just create the exact same game, just everyone moves slower. Gap closers will also be invaluable now.

Personally, if you really are desperate to incorporate your ideas into the game, then I would propose that we increase the size of the map as opposed to make everyone slower. Moving slow feels like you're getting no where. Moving fast on a larger map feels like it's a much more grand adventure and it actually feels like you are making progress.
The top rated He Bo guide on SmiteFire!
My rather unimpressive and slowly growing anime list!
Currently watching:
    Punchline
Currently Reading:
    Utsuro no Hako to Zero Maria
    Nisekoi: False Love
    The World God Only Knows

HiFromBuddha
<Moderator>

Awards Showcase
Show more awards

Renowned (115)
Posts: 2296
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 14, 2014 3:25am | Report
That's a pretty good idea. What about the Frostbound fix?

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by All4Games » January 14, 2014 3:29am | Report
I agree with buhdah. I would love to have a bigger map to make fighting possible on larger scale.

That is what i hated most when they changed the map to this version that it became much smaller.
never forget dawngate and never forgive EA. Freia will hunt them for eternity.

All4Games


Distinguished (54)
Posts: 2513
View My Blog
Permalink | Quote | +Rep by HiFromBuddha » January 14, 2014 6:12am | Report
Subzero008 wrote:

That's a pretty good idea. What about the Frostbound fix?


Personally, I never really cared for the Frostbound items, so I have no real ideas for it. Personally, I would rather have one massive slow for one second on each of my abilities as opposed to a 10% slow for 2 seconds.

If I were to change Frostbound Amulet, I would make it a 60% slow for 1 second on each ability hit, (With a 4 second cooldown, so Thor won't be too ridiculous and it won't be a pain in the arse to play against people that heavily combo their abilities) as well as increasing the health to 500-600 and increasing the physical power to 30. The price would definitely need to be increased.

For Frostbound Hammer, I would propose the same stats changes, but change the passive so it is a 30% slow.

With this change, the two choices offer different effects for two different playstyles. Would you rather a reliable perma-slow or a major disruption every few seconds? The increase to health and physical power is to increase the gold efficiency. I also opted for a much more larger slow as it is more noticeable, and it is more satisfying for the user, making it feel like there is an actual impact with your purchase. I also believe that gods afflicted by this slow need to have more noticeable particles. One half of player satisfaction is actually realising that what you are doing is actually doing something.

Unfortunately, unlike LoL, gold efficiency is hard to deem in Smite, so those stats are simply approximations.
The top rated He Bo guide on SmiteFire!
My rather unimpressive and slowly growing anime list!
Currently watching:
    Punchline
Currently Reading:
    Utsuro no Hako to Zero Maria
    Nisekoi: False Love
    The World God Only Knows

HiFromBuddha
<Moderator>

Awards Showcase
Show more awards

Renowned (115)
Posts: 2296
View My Blog

Quick Reply

Please log in or sign up to post!

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved

} } } } }