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Let's Make Patch Notes

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Forum » General Discussion » Let's Make Patch Notes 74 posts - page 7 of 8
Permalink | Quote | +Rep by arka222 » January 29, 2014 10:30am | Report
Jordenito wrote:

Originally suggested by Subzero, reduce Hun Batz Fear No Evil radius by 5 feet.
Reason - as an Assassin, it has too much influence on team fights. Other than that he is a perfectly balanced god.



Vulcan

New passive idea: enemies hit by your basic attacks and Backfire are marked, causing Inferno Cannon to prioritize them and attack them in a 360 degree radius.

Reason - Lets face it, heavy shot isn't a good passive. It's only real use is keeping people inside your turret for longer, but it becomes ineffective as you use your combo of Magma Bomb > Inferno Cannon > Backfire.

Note that the damage bonus from Backfire has been removed and you do not slow enemies with a basic attack after an ability was casted.


very cool idea 360 degree inferno cannon...brilliant...I also find his passive nearly useless.
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Permalink | Quote | +Rep by Sasquatch180 » January 29, 2014 11:34am | Report
Jordenito wrote:

Originally suggested by Subzero, reduce Hun Batz Fear No Evil radius by 5 feet.
Reason - as an Assassin, it has too much influence on team fights. Other than that he is a perfectly balanced god.



Vulcan

New passive idea: enemies hit by your basic attacks and Backfire are marked, causing Inferno Cannon to prioritize them and attack them in a 360 degree radius.

Reason - Lets face it, heavy shot isn't a good passive. It's only real use is keeping people inside your turret for longer, but it becomes ineffective as you use your combo of Magma Bomb > Inferno Cannon > Backfire.

Note that the damage bonus from Backfire has been removed and you do not slow enemies with a basic attack after an ability was casted.


I like this idea a lot, but feel that if it can attack in 360 Degrees (when locked on) that the range needs to be slightly decreased, or perhaps have the edge of the range it has be visible to enemies.

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Permalink | Quote | +Rep by Swampmist1142 » January 29, 2014 3:18pm | Report
Vamana: Vamana has problems with being too focused on physical defense and too vague in his actual point. I move that he should become more of a support, Team-fight oriented bruiser since he's KINDA on the way there already, mostly through his passive.

Sleeping Giant: Sleeping giant is the main reason why I want to move him to a more tanky, team-fighter-y bruiser, as it makes his ult come up faster, and subsequently last longer, when he's in a fight taking damage. What I propose is that we change the 20% physical prot conversion to 10-15% physical, whatever is preferred, and 5 to MAYBE 7.5% magical prot. this will give him more counter-play potential, and will not be over-powered with the base 30 magic prot. with 10 and 5 as the numbers, and his base stats staying the same, he will have a bonus 3.3 physical damage form level 1, which I think is fair considering. this will push him to be tankier and to be more fluid in build for said tankyness.

Clear The Path: This ability isn't very good. It's too long and the new Baby isn't made to be getting out of fights, which is pretty much it's only use. I don't have much idea as to how to change it, as he still needs an initiate, but we may add that to his kit later. Anyone elses thoguhts?

Armored Umbrella: To match the babies "Be pat bruiser\part tank" thing, this ability will have a new scaling of 65/115/165/215/250 (+60% of your physical power) scaling, BUT it will also deal bonus damage based on how much more defense you have than the target in that target's own damage area (Mages ned magic prot, assasins physical prot, ect.) this will give Vamana good damage against mages and ADCs, who will be the one's who he should be near\ taking damage from in a fight, and less against tanks because he shoudln't be a tank buster.
Umbrellarang Umbrellarang: This ability SEEMS fine. It might need a bit more CC, and maybe it could be his new initiation tool, but otherwise I got nothing.

Colossal Fury: Again, pretty much fine, but with his passive changes lower the bonus damage and raise the bonus defence a bit.

So, what do you guys think?

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Permalink | Quote | +Rep by Ghraf » January 29, 2014 4:05pm | Report
Subzero008 wrote:

Ghraf: Honestly, I think Xbal's ult is fine as is. The blind is certainly NOT a joke, while difficult to use, I have used it to great effect many times.


It offers a bit of a placebo effect, imo. I typically use it as a gank or teamfight is being initiated to cover my teammate's approaches and let them position, but the enemy always runs as soon as they see it pop up. It's like yelling into chat, "YOU GONNA GET RAPED", no one sticks around to see what happens next. I don't really think things would have been any different if it had blinded or not, though, except the enemy would have just stayed where they are.

To further the utility on it, maybe make it give true sight on all enemies on the map for the duration of the countdown? There's no god in the game with global true sight and it seems to be in line with the already global effect. It would actually be useful then and I don't think you could really call that overpowered since the duration is so short.

Or, maybe go the simple route, give him CC immunity during the countdown.

The problem is that it's just a bit lackluster. His 2 and 3 fall off really hard late game when people don't drop half their health from them and at least having a better ult would improve his utility in late. His issue is that he becomes too single minded as a basic attack machine because his skills simply don't do enough damage. Not to try to make him into a caster ADC, but at least give some incentive to contribute something besides basics.

As someone who plays him very frequently, he is definitely in need of some kind of change. He is so easy to hard counter it's not even funny. A good enemy team will shut you down at first chance, and not allow you to get stacks on Dead of Night, so your early game will be pretty slow, which is the only time Xbalanque does much besides late game. If you simply don't let him get any kills, then he's going to be very weak compared to most other ADCs. He also has no form of CC besides his ult, and the slow on Poison Darts.

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Permalink | Quote | +Rep by HiFromBuddha » January 29, 2014 4:21pm | Report
I do like the true sight idea for Xbalanque, but I also thought that maybe the area you can see turns smaller as the timer counts down, so by the time it reaches 4 or 5 seconds, the only area you can see is just your god.
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Permalink | Quote | +Rep by Ghraf » January 29, 2014 5:04pm | Report
HiFromBuddha wrote:

I do like the true sight idea for Xbalanque, but I also thought that maybe the area you can see turns smaller as the timer counts down, so by the time it reaches 4 or 5 seconds, the only area you can see is just your god.


Adding both would be good. It's frankly too easy to tell what's going on outside the darkness. I've dodged plenty of stuff while under the ult because you can still see effects through it, just not gods. Something isn't right with the way the darkness shows.

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Permalink | Quote | +Rep by arka222 » January 29, 2014 6:18pm | Report

Vamana: Vamana has problems with being too focused on physical defense and too vague in his actual point. I move that he should become more of a support, Team-fight oriented bruiser since he's KINDA on the way there already, mostly through his passive.

Sleeping Giant: Sleeping giant is the main reason why I want to move him to a more tanky, team-fighter-y bruiser, as it makes his ult come up faster, and subsequently last longer, when he's in a fight taking damage. What I propose is that we change the 20% physical prot conversion to 10-15% physical, whatever is preferred, and 5 to MAYBE 7.5% magical prot. this will give him more counter-play potential, and will not be over-powered with the base 30 magic prot. with 10 and 5 as the numbers, and his base stats staying the same, he will have a bonus 3.3 physical damage form level 1, which I think is fair considering. this will push him to be tankier and to be more fluid in build for said tankyness.

Clear The Path: This ability isn't very good. It's too long and the new Baby isn't made to be getting out of fights, which is pretty much it's only use. I don't have much idea as to how to change it, as he still needs an initiate, but we may add that to his kit later. Anyone elses thoguhts?

Armored Umbrella: To match the babies "Be pat bruiser\part tank" thing, this ability will have a new scaling of 65/115/165/215/250 (+60% of your physical power) scaling, BUT it will also deal bonus damage based on how much more defense you have than the target in that target's own damage area (Mages ned magic prot, assasins physical prot, ect.) this will give Vamana good damage against mages and ADCs, who will be the one's who he should be near\ taking damage from in a fight, and less against tanks because he shoudln't be a tank buster.
Umbrellarang Umbrellarang: This ability SEEMS fine. It might need a bit more CC, and maybe it could be his new initiation tool, but otherwise I got nothing.

Colossal Fury: Again, pretty much fine, but with his passive changes lower the bonus damage and raise the bonus defence a bit.

So, what do you guys think?


Just a personal opinion tat i dont want major rework with skills of the gods and neither hi-rez going to do tat, only small changes to balance them out is more appropriate. The gods we r not used to of playing regularly perhaps seem bad or broken or too unbalanced to us. The moment we encounter a player playin tat god well we feel ohh no he's too powerful and need nerf. So there is a fine line
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Permalink | Quote | +Rep by Swampmist1142 » January 30, 2014 8:50am | Report
What kind of role do we want to focus on next? I suggest we try for Bruisers\Warriors as there are so damn many of the dudes that we will have a long list to choose from.

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Permalink | Quote | +Rep by Subzero008 » January 30, 2014 8:56am | Report
Hunter are still ongoing. Don't forget that we have a bunch of non-god things, like General (gold spooling, mid harpies, the trend of CC-immune ultimates, way too short laning phase, restricted meta, etc) and Items (Frostbound Amulet, Meditation, pre-set builds, wards, over-reliance on HoG, etc).

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Permalink | Quote | +Rep by Swampmist1142 » January 30, 2014 9:11am | Report
I know, but I wanted to try to see what thread should be made next, as I like the idea of keeping general stuff here and putting gods or specific item discussion in a seperate thread.

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