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Let's Make Patch Notes - Assassins

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Forum » General Discussion » Let's Make Patch Notes - Assassins 79 posts - page 5 of 8

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Are Assassins in General Too Strong?
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Permalink | Quote | +Rep by Aphnex » April 12, 2014 11:25pm | Report
Why don't we pull a Wukong with the decoy? Make it seem more realistic. Like maybe make it to where it looks like Loki coming off vanish or something?

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Permalink | Quote | +Rep by Subzero008 » April 13, 2014 1:06am | Report
It's never going to look realistic, unless we somehow create WAY better AIs than Smite currently has, and even then, it's not going to fool experienced players.

@Jordenito, I'd prefer to simply have a normal taunt. Less complicated, and it's not like a 1 second taunt is that significant anyway.

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Permalink | Quote | +Rep by Subzero008 » April 13, 2014 1:09am | Report
We done with Loki? What about Ne Zha?

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Permalink | Quote | +Rep by HiFromBuddha » April 13, 2014 1:42am | Report
Sorry to move back onto a topic, but back onto Loki.

I'm not saying that a Decoy Vanish should necessarily be implemented, but with a decoy that is unable to fool someone comes something even better.

I think an example from League of Legends is perfect here. Wukong's Decoy from League of Legends rarely fools a smart player if it were used in the way you are saying it can be only used. In fact, since it's so unbelievable, something better happens. Instead of the clone imitating the player, the player starts to imitate the clone. That's the effectiveness of Wukong's Decoy and why it works so well. If the player is able to convincingly imitate the clone, then the knowledge and threat of that possibility is enough to allow escape through trickery.

Loki is the trickster god, and if a mechanic like this were to be implemented, it would definitely help him live up to the name.
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Permalink | Quote | +Rep by Subzero008 » April 13, 2014 1:57am | Report
Eh, I think I prefer a more free-form style of topic change. Feel free to move back onto any topic you like.

The problem is that Loki can't cancel his Vanish nor cast Vanish simultaneously with Decoy, even on instant cast, so even if his decoy stood still as if he stood still, it wouldn't fool anyone. Wukong's decoy works because there is no discrepancy between his decoy and himself, so if he stands still versus using decoy, for a moment, nobody can be sure of what he did.

As for Loki, either he casts Decoy first, making it instantly obvious that the Decoy isn't him, or cast Vanish first. Since a still Loki coming out of nowhere is obviously a Decoy from a stealthed Loki, the ruse dies before it even starts.

That said, I do find the idea of a Wukong Decoy for Loki to be pretty cool. Obviously, you need to remove the obnoxiously present border on the current Decoy. How would this work? How will Vanish work?

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Permalink | Quote | +Rep by BestMinionEver » April 13, 2014 2:13am | Report
Subzero008 wrote:

I have an idea for Loki: decoy now taunts enemies in the radius toward the decoy for 1 second. Now, he can dive a guy without being immediately murdered afterward, and has some time to escape.

Downside is, of course, is that this would be insanity in a one-on-one situation. So I propose slightly lowering his CC and damage on aimed strike/ Vanish, nothing too major, but just to make sure he won't win every single duel he participates in.

So how's this:

decoy now taunts enemies in the radius for 1 second.

aimed strike now slows for 12/14/16/18/20% for 2 seconds, instead of 25% for 3 seconds.

Vanish now deals 27/39/51/63/75 base damage per tick, instead of 30/45/60/75/90.

There's also one more thing, to make his ultimate slightly more useful: using decoy, then stunning right afterward, will be enough to force them to take a decoy hit.

How's that sound?

What about just making the decoy able to be detonated?

IMO it should just be the same damage whenever you detonate, because you will still want to keep it up for as long as possible when using it to tank creeps, towers and for when you body block with it :P

For the aimed strike change I like scaling the slow, but I do not think the maxed slow number needs to be nerfed.

Vanish is fine IMO especially if you change aimed strike to scale. I know most ppl max aimed strike first, but I have always maxed Vanish first and the early game damage is disgusting. But with the slow on aimed strike scaling instead of being flat you would pretty much have to max it even though Vanish is more damage.

But Loki is not played that much (except from in pug games, might be played in arena but I have no clue on arena). So I do not think he needs to be nerfed, but making the aimed strike slow scale and doing something with the decoy would be interesting :)
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Permalink | Quote | +Rep by BestMinionEver » April 13, 2014 2:26am | Report
And for Ne Zha roll back that stupid patch where they increased the width of Armillary Sash! I can not hit that ability to save my life after they made it so huge, it is just to casual..

Fix stuff like when you move through ppl when standing close to them with Wind Fire Wheels even though they don't have beads or magi's :p

Not really sure what could be done to make him more viable without making him OP.
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Permalink | Quote | +Rep by Jordenito » April 13, 2014 2:42am | Report
He is like Loki in the sense that late game, you turbo burst someone and hope it was a fair trade. I've got no idea about him, I never play him...

One thing is that we can slightly alter his swing chain from 1/1/1.5/2x to 1/.5/.5/2x so that it would fit his passive better and improve his boxing potential.

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Permalink | Quote | +Rep by BestMinionEver » April 13, 2014 2:55am | Report
Jordenito wrote:

He is like Loki in the sense that late game, you turbo burst someone and hope it was a fair trade. I've got no idea about him, I never play him...

One thing is that we can slightly alter his swing chain from 1/1/1.5/2x to 1/.5/.5/2x so that it would fit his passive better and improve his boxing potential.

Might have to make it 1/.5/.5/1.5, but I like the idea! Hel what do I know, maybe 1/.5/.5/2 would be okey. But I'm afraid it could be really OP if you build him with Hastened Fatalis, Deathbringer and Bloodforge 2x crits are insane atm and if you would deal that 1.5 sec faster than you do now. We could end up with something that should never have been able to escape the lab.
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Permalink | Quote | +Rep by Jordenito » April 13, 2014 2:58am | Report
If it seems too OP, 1/.5/1.5x (last hit still AoE) could also work.

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