Smitefire logo

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

Create an MFN Account






Or

Let's Make Patch Notes - Items

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

Forum » General Discussion » Let's Make Patch Notes - Items 144 posts - page 2 of 15
Permalink | Quote | +Rep by Subzero008 » January 31, 2014 3:06am | Report
Ghraf wrote:

Spiked Shell

WHY DO YOU EXIST?

Static Shard

THE HORROR

THESE ITEMS ARE BEYOND HOPE. WE MUST GIVE WHAT HELP WE CAN. *****s pistol*

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 31, 2014 3:14am | Report
Jordenito wrote:

Subzero, you got confused between amulet and hammer in your comment.

I'll address what I think of many items;
:( I wanted to stick with one topic...

Jordenito wrote:

  • Frostbound Amulet
    Make it so that it has a 10% slow for 1.5 seconds for ability hits and max 2 stacks while duration stacks as well, so the final effect is 20% slow for 3 seconds.

    Reason - The slow was nearly unnoticeable. And It did almost nothing (especially for fast gods like Mercury or Bakasura). So, we'll buff it. But the reason I didn't put 20% slow for 2 seconds for 1 ability hit is so that gods with long range poke, like Sun Wukong and his The Magic Cudgel won't be able to slow you from a mile away. That way, gods like Guan Yu will benefit it a lot. THe only thing that I'm worried about is for oidn and his gungir might which might be a little OP considering it'll be a 70% slow. But then again, Ao Kuang's squall applies Gem of Isolation as well.

Seems good, for the most part.


Jordenito wrote:
  • Golden Bow
    Make it a viable choice,especially for gods with built in crit chance like Artemis and Ne Zha who do not need Malice.

    So, increase the critical strike chance to 15% and the splash radius to 20 fit radius, which I believe is like Heart Bomb.
    Reason - The critical strike chance wasn't effective enough and the radius of the passive effect was practically useful only combined with No Escape or Pillar of Agony.

    Another option is to make it apply on-hit effects OR make it lifesteal as well.

Eh, I'm a little iffy on the latter, 15 feet is enough to clear camps and minions waves, and I don't think it should be wide enough to hit the entire minion wave with one basic.



Jordenito wrote:
  • Midgardian Mail
    Make its passive effective. Relying on chance isn't quite good enough. Not in a MOBA. I think only crits are luck-based and Marked for Death.

    So, (not an original idea by me) make it so that anyone who basic attacks will have their attack speed and movement speed reduced by 10% for 1 seconds, duration stacks as well.

    Reason - It just wasn't a viable item. Sovereignty is clearly the superior choice, as it provides more health, more physical protection and magical protection, which some of them are in an aura for few more pennies. The only ones I really it's currently useful against is Artemis and Bakasura.

One second isn't enough, I think 2 seconds would be better, but other than that, I agree with you.

Jordenito wrote:
  • Polynomicon
    Make it so that it really applies to your next basic attack, whether it hits or not.

    Reason - Gods like Chronos could just easily Accelerate and spam auto attacks in a general direction, and the first that hits no matter if you miss caused 500 damage. And yes, I know that skill and difficulty aren't really a factor, not for balancing, but that's the least they can do with this item.

I think a lot more changes are needed for this item, but let's discuss it when it is its turn. Good start, though.

Jordenito wrote:
  • Hydra's Demise
    This one is an oddball. I don't think there's even one god on which it's good. Unless you are building Transcendence, Heartseeker and devourer's gloves, you won't be using that one. Hydra's Lament is just always the better choice.

    So, remove it. Simple as that. Why have an item that's bested by it's parallel one without any niche of it being in the game? Also, shouldn't we just change Hydra's Lament to being 100% of your physical power? I don't really know about base physical power since it isn't written in the game where you build items, but when i play Hun Batz for example, which is the only one with which I use Hydra's Lament, at level 20 it does about 150 damage. I'll leave it to ones that actually know about base power to decide.

Hydra's Lament is meant for bruisers/assassins who want to deal either a quick burst of damage or repeated basic attacks. but mostly for bruisers, since they need a way of increasing damage without buying pure power items, which is why it is derived from base power.

I think I agree with you on this one. Hydra's Demise serves virtually no purpose. Even gods like Loki who go for nothing but power have better items to buy than this.

[quote=Jordenito
  • Gem of Isolation
    Maybe do with it what I did to forstbound amulet? just make it 10% for 1.5 seconds per stack, max 2 stacks?
    [/quote]
    I like it. But I have another idea for Gem, but I'll list it when we get to it.

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 31, 2014 3:17am | Report
Jordenito wrote:



It's banned in assault. And almost never have I seen it in arena. They are completely useless items. Shouldn't be in the game. Also Devourer's Touch and Warlock's Ring.


I would like to address another item: Gauntlet of Thebes

Why? Just why?
Who should get this item other than tanks? Nobody.
Why should tanks farm stacks? and up to 100? They shouldn't.
Why should it give only a meer 950 health and 9 HP5 when you have warlock's sash which grants you almost the same amount of health and much more magical power and mana? Just why?

I'll put it up as one of the goals, but please, can we stick with Frostbound Amulet and its related items?

I decided to shove Gem and Frostbound items as one general goal since the items are extremely similar.

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 31, 2014 3:18am | Report



Have you ever used Spiked Shell when a Hades manages to get your entire team with Pillar of Agony? That is why it exist.

I tried it. It failed miserably, since relying on a strat that only works once every minute at the least is not a good strat.

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Setolino » January 31, 2014 3:22am | Report
Maybe make that for Hide of Leviathan every 30 secounds the cc reduction is increased by 50% or so ?
"Wololol" -Age of Empires

Setolino
<Godlike>

Awards Showcase
Show more awards

Established (18)
Posts: 505
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 31, 2014 3:24am | Report
Sunfall wrote:

Hand of the Gods needs to be changed to only affect one target. It would still be a useful jungling active without being too strong in lanes. Remember, Fist of the Gods keeps it from being completely useless lategame and can give a lot of gods extra CC they don't normally have.
I agree, I made a post about it and I'll post it here later.

Sunfall wrote:
Eye of Providence just needs to go completely, and just make Wards a bit cheaper.
Eh, I like the idea of sacrificing an active slot to make the laning phase easier, but the problem, to me, if the rank 3 version beating every other type of warding.

Sunfall wrote:
Hydra's Demise is stuck in a design trap. You can't make it too strong because of the fact that something called Deathbringer criticals exist for physical-based gods. If the procs on the Hydra's items were too good, they'd end up becoming physical Polynomicons that'd make hunters too powerful.
I think you meant assassins, since hunters sometimes sacrifice raw power for stuff like crits or lifesteal or attack speed. I agree, I think we should just remove it.

Sunfall wrote:
Gem of Isolation is fine, it's just that it makes skills that already apply slows much stronger than they should be. I think a better solution is to change the way slow stacking works in general.

I've got an idea for this.

Sunfall wrote:
Polynomicon needs lower damage, period. It's one of the reasons mages can carry games really hard in SMITE compared to LoL where they tend to fall off lategame in favor of physical ranged.
I agree completely, I think 50 base + 75% magical power is best. but can we please focus on the topic at hand? I know that some of you might not want to ivolve yourself in a long, drawn-out, and tiring discussion that takes place over several days, and just want to throw out a few ideas quickly, but I think this discussion will go better if we all do things in an orderly manner.

Sunfall wrote:
Golden Bow needs to stop working with on-hits, and just get better stats. Splash damage is not a bad passive and works extremely well if you can force enemies into tight spaces (i.e. jungle corridors). If I can score multikills from Nu Wa's Flame Strike splashes (which is also a 15ft radius), I'm very certain hunters with Golden Bow can do the same.

Yeah, Jordenito already suggested 15% critical strike chance. Maybe remove the ****py 5% movement speed and give it some attack speed?

Sunfall wrote:
Hide of Leviathan needs a flat-out rework. CC reduction is only a useful stat on squishy gods who are better off taking a Magi's Blessing anyways. There's a reason why a lot of tanks get Midas' Boots and trade up for Shoes of Focus later on: the armor is meager and the CC resilience is useless, especially after the recent change to CC diminishing returns.
I propose having a simple effect: After being hit by a CC ability, the bearer gains 60% CC reduction for two seconds afterward, has a cooldown of 30 seconds.

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 31, 2014 3:25am | Report
Setolino wrote:

Maybe make that for Hide of Leviathan every 30 secounds the cc reduction is increased by 50% or so ?

...did you just read the future?

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Subzero008 » January 31, 2014 3:31am | Report
My Frostbound/Gem rework/fix idea(s):

They all affect abilities differently.

Firstly, they give a starting slow of 25%. All of them.

Next, this one applies to ALL items, even the basic attack ones. If they are hit by the same type of ability OR basic again in the next four seconds, the slow is reduced to 15%.

You might be thinking, Oh no! So overpowered! squall!

No, it won't be. For abilities like squall, the problem is inherently about the ability itself.

This change reduces the impact of huge area CC effects like Whirlpool or tornadoes, and prevents gods like Guan Yu from being impossible to escape from.

"What about pokes?" The nature of a poke, the one-hit-finished-ness will be their balancing factor. Who cares if you are hit by a 25% slow when it won't repeat itself and you are far away from your attacker?

These also limit gods who can slow a target for ages with Frostbound Hammer or Gem of Binding. (Looking at you, Freya/Chronos/Polymir/Odin.) It will also make them less attractive for ADCs.

I know there will be a few gods who can specifically use these mechanics to their advantage, but I can't think of any right now.

So, Smitefire, what do you think?

Subzero008


Renowned (112)
Posts: 4262
View My Blog
Permalink | Quote | +Rep by Jordenito » January 31, 2014 3:47am | Report
I get the general idea, but It's too complicated. I can't really explain myself, but I just prefer having the 2 stacks of slow for 10% each stack.

My Guides


If you want me to review your guide, or need help and tips, make sure to P.M me. I'll be happy to do so.

Jordenito
<Veteran>

Awards Showcase
Show more awards

Distinguished (66)
Posts: 960
View My Blog
Permalink | Quote | +Rep by Setolino » January 31, 2014 3:50am | Report
Subzero008 wrote:


...did you just read the future?


I guess so
"Wololol" -Age of Empires

Setolino
<Godlike>

Awards Showcase
Show more awards

Established (18)
Posts: 505
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

} } } } }