Smitefire logo

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

Create an MFN Account






Or

Let's Make Patch Notes

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

Forum » General Discussion » Let's Make Patch Notes 74 posts - page 2 of 8
Permalink | Quote | +Rep by Subzero008 » January 29, 2014 6:17am | Report
Sunfall wrote:

snip

Personally, I think the problem with Geb is that late game, he could make someone like Merc or Anubis invincible with it. I think the problem isn't the cleanse, its the lack of counterplay.

I agree with the other changes though.

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Sasquatch180 » January 29, 2014 6:17am | Report
Subzero008 wrote:


Er, can we do hunters first? I don't intend to ignore your points, but it's just easier if we do this in some kind of order.


Thats perfectly fine.

Sasquatch180


Memorable (12)
Posts: 404
Permalink | Quote | +Rep by Subzero008 » January 29, 2014 6:22am | Report
Do the other hunters (Apollo, Anhur, Xbal, Muzen) need some adjustment? Anhur has always felt a little too strong for me.

Current List of Goals:

Cupid: Nerf his early and buff his late.

Artemis: Buff her early game.

Neith: ???

Current list of Reasons:

Cupid: Early was too strong, late was too weak, now they both suck.

Artemis: Her laning phase is too weak, even for a hyper carry.

Neith: ???

Current List of Plans:

Cupid: Either increase his late-game utility or his late-game damage, nerf his starting stats a little.

Artemis: ???

Neith: Remove the slow on her backflip.

If there is ANYTHING here you disagree with, please call it out.

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 29, 2014 6:33am | Report
I have some numbers related to Cupid. His early game damage is the problem, I think.

His base power is 35 + 2.3 per level. His Heart Bomb scales 100/160/220/280/340 (+200% of your physical power).

I would prefer to keep Cupid's resistivity the same, so I would like not to change his heal or his dash significantly.

Firstly, I think we should change his passive back, but with a twist. It now works like unchained runes and has five stacks max, but increases damage and healing by 5% per stack. This makes a max increase of 25%, which I think is a good balance between the tad too strong 30% and the underpowered 20%.

Secondly, I don't think changing his base stats are the answer, especially since his basics are already weak. Instead, I think changing his Heart Bomb's base damage to 80/145/210/275/340 would solve his early game power issues.

Are the numbers alright? Is the entire change bogus?

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Sasquatch180 » January 29, 2014 6:34am | Report
Perhaps for Artemis we could increase the radius of her vines and increase the movement buff she gets from her 2?

Another idea is have her 3 apply a mark or something on the enemy god that makes Tusky target them specifically first.

Sasquatch180


Memorable (12)
Posts: 404
Permalink | Quote | +Rep by Ghraf » January 29, 2014 6:35am | Report
Anhur could use a nerf to something. Maybe remove the CC immunity on Disperse. He's just too hard to catch with CC immune on both his 3 and his ult. And come to think of it, there are very few gods that have two CC immunity skills. This might seem like a big change, but come on, it's Anhur.

The only thing I can think of on Apollo is maybe increase the cooldown on Serenade so it can't be spammed more than once an encounter. You can engage someone with it and then use it to escape shortly after.

Xbalanque needs a rework on his ult. It's kind of useless against a skilled enemy as anything except a short-term steroid. I'd propose either increase the self-buff duration to last through the darkness countdown and through the stun duration following, or make him CC immune during the countdown. It has no real offensive power or direct effects (besides the blind, which is honestly a joke), which is the main issue with it, making it counterable completely without even having to use any items or skills. People can be forced into the stun with pulls/pushes/tosses, but that requires a lot of setting up and too much effort to be feasible all the time.

I think Artemis's vines need to be changed from a root to an AOE slow, maybe -30% or something decently high, with a slightly larger area of effect. Something like, they activate at a certain distance, latch onto gods in the area and then try to slowly pull them in to them, similar to Whirlpool, except standalone as a trap. As they are now, they're too easy to just dodge around and there's really no incentive not to stand in them because the root is so short and the damage is so low. I'd even propose to go as far as to make it possible to fire Suppress The Insolent while someone is grabbed by the vines and have them suffer damage, similar to the way Chaac's axe effect is with Rain Dance's slow.

Ghraf


Memorable (13)
Posts: 483
Permalink | Quote | +Rep by RazeMage » January 29, 2014 6:45am | Report
I'm not sure about removing Neith's backflip slow. It just seems, the escape is not unique anymore. And after all, it is very hard to used offensively, only defensively. I don't think she really needs a nerf or a buff right now/

Artemis on the other hand is like the current vayne. She isn't picked much because it is too hyper carry and too risky early game. But, she (vayne) is still viable because her late game is very beasty. So, Artemis could be changed by either buffing her early game but changing her to a normal carry or buffing her late game and keep making her a hyper-carry (IMO)

Cupid is just in a weird place. I couldn't find anyone that looks like him in LoL. I mean, his early game is very strong but not as strong as Neith and his late game is weak, pretty weak. Late game, it is hard to gain any stack to keep his cc even good. An Anhur can stun easier than him with basic ability. An Artemis could stun easier than him with Ult. I said it is better to try to change his passive and 1 as well a bit of ult and maybe change his 2 to be in line instead spread out and maybe change the attack speed to his 2

RazeMage
<Veteran>

Awards Showcase
Show more awards

Distinguished (58)
Posts: 1611
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 29, 2014 6:46am | Report
More numbers.

The above section details Cupid's early game problems. Now for the late game.

Cupid has no notable basic attack steroid, has the fastest base attack speed and 81 base physical power at level 20. Anhur has 90, Artemis has 76, Neith also has 81.

Neith remains stable late game despite being in a similar situation due to the bucketloads of CC and burst she has.

Let's take a look at Cupid's abilities. Firstly, I think Fields Of Love is fine. Early game, it is used for the sheer damage, late game, it is a mass CC effect. It transitions from damage to utility.

His Heart Bomb, on the other hand, suffers from being too counterable, and nigh-impossible to use multiple times in a fight, severely limiting his utility outside his ultimate.

His Share The Love is also very unsuitable for healing in combat.

His Flutter is also completely useless as a self-buff, gaining 10/15/20/25/30% attack speed.

How shall we increase his utility or damage? His abilities, his basics, or his stats?

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 29, 2014 6:48am | Report
Sasquatch180 wrote:

Perhaps for Artemis we could increase the radius of her vines and increase the movement buff she gets from her 2?

Another idea is have her 3 apply a mark or something on the enemy god that makes Tusky target them specifically first.

The first is a good idea, and makes her a safer laner, but the second doesn't help her early game.

The third idea is also flawed as Suppress The Insolent easily hits multiple targets.

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 29, 2014 6:53am | Report
Ghraf wrote:

Anhur could use a nerf to something. Maybe remove the CC immunity on Disperse. He's just too hard to catch with CC immune on both his 3 and his ult. And come to think of it, there are very few gods that have two CC immunity skills. This might seem like a big change, but come on, it's Anhur.

I don't really see a way to remove CC immunity than making ALL leaps no longer give CC immunity, but your idea is a good start. Maybe change his ultimate to give CC immunity for a duration shorter than the effect, like BAkasura's ult?

Ghraf wrote:
The only thing I can think of on Apollo is maybe increase the cooldown on Serenade so it can't be spammed more than once an encounter. You can engage someone with it and then use it to escape shortly after.

Eh, Apollo is pretty balanced right now IMO, but this is also good.

Ghraf wrote:
Xbalanque needs a rework on his ult. It's kind of useless against a skilled enemy as anything except a short-term steroid. I'd propose either increase the self-buff duration to last through the darkness countdown and through the stun duration following, or make him CC immune during the countdown. It has no real offensive power or direct effects (besides the blind, which is honestly a joke), which is the main issue with it, making it counterable completely without even having to use any items or skills. People can be forced into the stun with pulls/pushes/tosses, but that requires a lot of setting up and too much effort to be feasible all the time.

I think you missed one major part: The goal. What is the goal of making this change? Nerf his early game? Buff his late game? etc etc. Even if the ult itself is weak, I want to impact the god as a whole.

Ghraf wrote:
I think Artemis's vines need to be changed from a root to an AOE slow, maybe -30% or something decently high, with a slightly larger area of effect. Something like, they activate at a certain distance, latch onto gods in the area and then try to slowly pull them in to them, similar to Whirlpool, except standalone as a trap. As they are now, they're too easy to just dodge around and there's really no incentive not to stand in them because the root is so short and the damage is so low. I'd even propose to go as far as to make it possible to fire Trangressor's Fate while someone is grabbed by the vines and have them suffer damage, similar to the way Chaac's axe effect is with Rain Dance's slow.

Okay, larger trap radius. This is good, and it agrees with Sasquathch's suggestion.

Quick question, do you intend to remove the cripple? Because the cripple is a huge part of her lane security.

Your changes seem to be focused around making her traps more punishing. Sounds good.

Subzero008


Renowned (112)
Posts: 4262
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

} } } } }