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Let's Make Patch Notes

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Forum » General Discussion » Let's Make Patch Notes 74 posts - page 3 of 8
Permalink | Quote | +Rep by Ghraf » January 29, 2014 6:54am | Report
Subzero008 wrote:

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?


A lot of leaps don't have CC immunity, or can at least be stopped before the jump. For instance, speaking of Bakasura, Take Down doesn't offer CC immunity. Unchained doesn't offer CC immunity either, afaik. The whole deal is that it's hard to hit people in a leap, it shouldn't need to have CC immunity attached on it anyways.

Reducing the CC duration on the ult would be good, though. At least it gives you some counterplay besides running for your life and hoping he doesn't keep up (SPOILER WARNING; HE WILL). It's like trying to outrun an Anubis ult, except it's stuck up your ***.

Subzero008 wrote:

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


That's the point. Not a lot to change there, either way would upset the balance. Increasing cooldown on Serenade makes him a bit less CC spammy, though, which is partially what makes him so irritating.

Subzero008 wrote:

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.


Considering you have his ult for the vast majority of the game and it's fairly spammable, this would greatly assist in all forms of his engagements, both early and late game. There's not a whole lot you can do to him to improve his early game without making him grossly overpowered.

Subzero008 wrote:

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.


I meant to say Suppress The Insolent instead of Transgressor's Fate on the end of that.

Ghraf


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Permalink | Quote | +Rep by Sasquatch180 » January 29, 2014 6:55am | Report
Subzero008 wrote:


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.


What if her 2 makes her shots pierce through minions, allowing you to hit multiple targets?

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Permalink | Quote | +Rep by Subzero008 » January 29, 2014 6:57am | Report
RazeMage wrote:

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

I think the flip itself is already an extremely powerful defensive tool, and adding a slow on top gives her way too much survivability. YMMV.

RazeMage wrote:
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)

Um, any suggestions? Currently, it seems to revolve around her level 1 traps.

Note: Keep in mind that her lane safety is only part of the problem. She's a poke laner forced to be aggresive lest the enemy hunters outpush her. Try chewing on that for a bit.

RazeMage wrote:
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

Eh? I thought Cupid's early game was the strongest of all hunters, since he has a stun from level 1...

I proposed a change to his passive.

Subzero008


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Permalink | Quote | +Rep by Romanians » January 29, 2014 6:59am | Report
This seems fun.

Gamemodes:



Arena: Added an option to choose between the two Arena maps.

Domination: Domination mode has been re-added and is available for playing on a daily basis.

Assault: This game mode is now balanced and each team will get gods from each class so that no team will have an obvious upper hand like it was FOR MONTHS.
    1 Warrior/Assassin.
    1 Hunter.
    1 Mage.
    1 Healer.
    1 Guardian.

Joust 2v2 has been added as a new gamemode.

Removed Conquest (just kidding).


Items:



Asi : Now provides 10%/20% attack speed only on tier 1 and tier 2.

A new tier 3 branch has been added to this item with the following stats:

15% magical lifesteal.
30% attack speed.
15 Magical penetration.


Frostbound Hammer: Now provides 10/20/30 physical power.

Frostbound Amulet: Now provides 10/20/30 Physical power.
The slow has been increased from 105 to 15%.

Pestilence: Stats have been modified into 20/40/65 Magical Protection and 150/250/400 health.

Polynomicon: Now provides 5%/10%/15% Magical Lifesteal. :)

Pythagorem's Piece: Price reduced to: 850/1500/2500.

Voidstone/Focused Voidstone: Now provides 10/30/50 magical power.


Actives:



New active added:

Crippling Curse - slows the enemies in an 55feet area for 40% of their movement speed while also crippling all the enemies. Duration: 4s.


Gods:





Cocoon - increased cooldown from 30s to 45s.



Transgressor's Fate - now, once again, provides vision.



Overflow After 1 successful basic attack Chaac's next ability costs double the mana. Deal with it.

Seriously now:

Overflow The basic attacks needed for Chaac's next ability to cost no mana: 10.

Torrent No longer gains protections.

Rain Dance Healing reduced to 10/15/20/15/30+10% of Chaac's physical power.

Storm Call Is no longer invincible but remains cc immune when casting. It no longer silences all enemies in the area for a huge amount of time.



Circle of Protection Now slows (20%) and cripples all enemies caught in it.



Has been removed from the game.



Has been removed from the game.

Romanians


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Permalink | Quote | +Rep by Subzero008 » January 29, 2014 7:00am | Report
Ghraf wrote:



I meant to say Suppress The Insolent instead of Transgressor's Fate on the end of that.

Wait. So you are saying that Suppress has an automatic damage radius around her traps, like Chaac's Rain Dance on his Axe?

Honestly, it sounds too...odd, and difficult to balance. A double hit would deal 660 damage and is definitely overpowered, and it gives her artificial synergy that doesn't really work, IMO. Plus, it's just weird, making arrows rain on two different places.

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Permalink | Quote | +Rep by Subzero008 » January 29, 2014 7:03am | Report
Sasquatch180 wrote:



What if her 2 makes her shots pierce through minions, allowing you to hit multiple targets?

That is an excellent suggestion! It makes her poke more potent, gives her some area damage which she needed, gives her some waveclear, all while not affecting her late game damage! I'm a tad worried about her mana use, but she already spent a lot anyway.

One thing: It needs to have reduced damage per enemy pierced, or she will become insanely overpowered. (golden Bow Artemis FTW) Maybe 10% per enemy, up to 30% reduced damage?

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Permalink | Quote | +Rep by Ghraf » January 29, 2014 7:03am | Report
Subzero008 wrote:


Wait. So you are saying that Suppress has an automatic damage radius around her traps, like Chaac's Rain Dance on his Axe?

Honestly, it sounds too...odd, and difficult to balance. A double hit would deal 660 damage and is definitely overpowered, and it gives her artificial synergy that doesn't really work, IMO. Please, it's just weird, making arrows rain on two different places.


Reduced damage, obviously. And no slow effect on the trap Suppress The Insolent proc. If you try to place it over the trap, it would only fire onto the trap area once for the normal amount of damage. Maybe it would need a wider radius on the trap area in specific for that, though.

Like making it rain in oddly specific places isn't weird.

Also, I added a lot more to the post above as a full reply.

Ghraf


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Permalink | Quote | +Rep by Jordenito » January 29, 2014 7:06am | Report
Artemis

Maybe change her passive:

Old passive idea: Buff it for a max of 4 stacks?

New idea:Make it a swing chain of 1/.5/1.5 swing time and power, where as the last swing, the 1.5, fires a triple arrow, that the three arrows affect minions and only the middle arrow affects gods.

Maybe make enemies take more damage from her when they are trapped, or get their protections reduced. Regardless, if they don't buff her 1, I'd like to see the wards back. It just made her less vulnerable to ganks.


Mercury

Reduce the range on the ******** ultimate or make the charge time longer.

Maybe reduce the ground target range of Made You Look, or make his special deliver apply to minions as well, like charge prey.


And if we're getting into items:

Frostbound Amulet - slows for 10% for 1.5 seconds, max 2 stacks, duration stacks as well.

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Permalink | Quote | +Rep by Subzero008 » January 29, 2014 7:09am | Report
@Romanians: I agree with most of it, but I think the Isis buff and Chaac nerf were both a bit strong. Also, please don't remove Thanatos/Neith. =*(

@Ghraf: Teleporting arrows still sounds weird, but I'll put it up. The main reason why I dislike it is that it prompts players to use Suppress The Insolent whenever someoen steps on a trap, but if they hit the trapped target, they are essentially wasting it. Sounds like a bunch of unnecessary fuss.

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Permalink | Quote | +Rep by M4XiiMUS » January 29, 2014 7:11am | Report
What if we made arachne's trap cripple at max rank? Increasing her late game, utility wise.

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