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Let's Make Patch Notes - Mages

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Forum » General Discussion » Let's Make Patch Notes - Mages 240 posts - page 13 of 24
Permalink | Quote | +Rep by arka222 » March 9, 2014 9:47am | Report
Anubis is basically a lifesteal god, a bit like Freya. He can't survive at all without his lifesteal abilities. He's again a god like zeus who have such critical balance that they would become too OP with a slight buff and become useless with a slight nerf. Agree that he has mobility issues but granting him mobility on root abilities doesn't make much sense practically, from mechanics point of view ex: skill 1 and 4 they are root abilities at the very core, granting mobility means we need to remodel the skill itself. I can't see any other way to execute such mod.

My problems with Anubis:

- He has insane 1v1 damage. He can reduce a squishy from 100hp to 0 hp in 2-3 seconds even without using his ulti.

- Granting him mobility must be done at the cost of insane damage he causes.
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Permalink | Quote | +Rep by Jordenito » March 9, 2014 10:58am | Report
That's why we said that if we were to make him be able to move duting Plague of Locusts and Death Gaze, it'd be 50% movement speed and reducing some of the damage.

Also, as of now, Zeus is still OP.

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Permalink | Quote | +Rep by Subzero008 » March 9, 2014 11:46am | Report
Uh, he has insane 1v1 damage, but so do a lot of mages. Seriously, compared to the recent gods like Scylla or the old ones like Zeus, or even Agni, Anubis is comparatively lacking in damage. The real question is, is his damage in need of an adjustment?

One way to give him more lifesteal is to simply change the lifesteal algorithm on him. Magical lifesteal by default works at 1/3 efficiency*, so 15% lifesteal would actually give 5% of the damage you deal back as health. But thanks to his passive, that 5% becomes a massive...6.65%. So yeah, not very impressive. If lifesteal was changed to work at 1/2 efficiency on him, 15% would be 7.5%, which isn't that bad.

We don't have to give him more mobility, if the root issue is survivability. You could easily make Grasping Hands cripple; now he's Poseidon with less mobility and higher burst. Huzzah!

*Except on basic attacks and single-target spells, which have 100% efficiency. Interestingly enough, attacks that would normally be single-target but aren't, like Nu Wa's flame strike basics or sic em at max rank, still have 100% efficiency.

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Permalink | Quote | +Rep by Raventhor » March 9, 2014 11:58am | Report
I don't want to give him too much survivability, yet not more damage - his calling card, even in his God Review video by hirez, calls him a glass cannon mage - they wanted him to be an all in champ that can ROT anyone he wants, with no escape - kill or be killed.

His ultimate does the most damage in the game in theory, ticking 10 total times on someone. Sure, that's too idealistic, but it is ridiculous if built full mage, as he should. His other ability can also instantly rot someone, without even getting out of coccoon.

So I think his damage is fine, his survivability is SUPPOSED to be low, so what should we change? Utility. Make him not necessarily easier to gib someone in an instant, as he already can and we don't want that more accessible, but make him more durable in fights without an escape. I do suggest a rework on that lifesteal, and a heavier slow on that grasping hands. OR* Make his coccoon have an "after-wrap" effect, giving it a slow after the stun wears off. This would make him escape easier in the laning phase, but in the teamfight phase still be a moderate bonus. The lifesteal bonus would make him more durable in fights, but still let him die in a lockdown if he doesn't have beads - punishing his positioning, which is the most important thing for an Anubis. You SHOULD be punished if you're positioned wrong, but you should also live if you position right. The lifesteal bonus and coccoon after-effect (or bigger slow on Grasping Hands) would help him escape a pursuer or two. As an all-in mage, he HAS to rely on his team to peel though, that's just how they are.

I think that'll make him decent.
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Permalink | Quote | +Rep by Jordenito » March 9, 2014 12:08pm | Report
I like your idea Raventhor, though I would like to see somewhat of an increase to his[/u] escapism, rather than only being able to survive by killing or slowing. Something like gaining a slight movement speed increase after killing an enemy god is gonna do it for me just fine.

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Permalink | Quote | +Rep by Raventhor » March 9, 2014 12:14pm | Report
Jordenito wrote:

I like your idea Raventhor, though I would like to see somewhat of an increase to his[/u] escapism, rather than only being able to survive by killing or slowing. Something like gaining a slight movement speed increase after killing an enemy god is gonna do it for me just fine.

I think what would work REALLY well, is if you land a coccoon on someone, it gives a slight movement speed buff.

This would make him easier to position himself for the plague of locusts, which is actually pretty desperately hard to get in range for, but provide an escape. BUT it still requires skill - you need to hit it.

Would that work?
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Permalink | Quote | +Rep by arka222 » March 9, 2014 12:21pm | Report
I agree on a heavier slow on grasping hands out of all suggestions from previous posts. Rest all suggestions gonna make him too OP especially after wrap effect from stun. His stun is remarkable bcz even if hes v.low on hp but can place his stun skill shot on an enemy he dont have to run but attacking is the best option, he would get a good chunk of his life back by attacking and can manufacture a kill in the process.

Edit: may be a heavier slow but higher CD on grasping hands would balance him fine.
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Permalink | Quote | +Rep by Subzero008 » March 9, 2014 12:31pm | Report
I'm not sure if I agree with your definition of utility; isn't utility helping survivability anyway? As for the additional CC/utility/lifesteal, well, it doesn't really solve the issue of him standing still to deal damage.

Let me put it this way. He gains a free 30% CC reduction, a free 21 protections from an enemy, a free 21 protection shred, and a small bonus to lifesteal, and he still dies, because a god who roots himself and has a horribly limited CC has no place in a game where mobility and CC trump damage every time. You could give him 33 protections and shred and he'll still die because his playstyle doesn't just punish bad positioning, it virtually forces it.

The poor chap is beaten when he's outranged by gods like Agni or Ao Kuang, he's beaten when he is out-CC'd by gods like Eset or Zhong Kui, and even in damage, his niche, he still loses out against gods like He Bo, who out burst him because some genius thought giving a burst mage DoTs was hilarious.

You say he can rot anyone he wants, but that isn't really true anymore, isn't it? He's too restricted by his playstyle. He relies on his stun to mitigate the downsides of his self-root (like being attacked while being unable to dodge), unlike pretty much every other mage in the game who don't cling to their CC like a lifeboat.

Why does Anubis have to root himself and burn all of his abilities at once? Because he needs to deal as much damage as possible.

Why does he need to deal as much damage as possible? Because his abilities put him at risk, forcing him to kill-or-be-killed.

Why are his abilities risky? Because he bloody roots himself and he burns everything at once.

Welcome to the circle of pain.

The core part that is dragging him down is that his main damage ability doesn't just root himself, doesn't just put him in melee range, but both. Yet, this is an integral part of his playstyle. ****, this guy is a walking headache, no wonder no one at HiRez wants to touch him.

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Permalink | Quote | +Rep by Subzero008 » March 9, 2014 12:34pm | Report
I've had an interesting thought.

Anubis, magical bruiser.

Will that work? Let's say his passive was reworked to give him shorter cooldowns somehow, and a bonus to lifesteal.

And maybe Plague of Locusts grants a protection bonus while channeling. Maybe Mummify gives damage reduction if it hits. Maybe Grasping Hands heals him.

That could be a part of his kit, gaining some protections while gaining a boost to lifesteal while obviously dishing out decreased damage. Think of Zhong Kui and Hel, who enjoy the benefits of healing with decent defenses. They're both close quarter mages, like Anubis, with fairly low mobility. (Seriously, I haven't seen a single Hel who doesn't build some defenses.)

It does alter his playstyle, but not his kit. And I think this is the only way to make him close-range self-root thing work.

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Permalink | Quote | +Rep by Raventhor » March 9, 2014 12:42pm | Report
Anubis as a magical bruiser is definitely not what they want, though. They want a glass cannon mage. Someone who kills or is killed. That's what they've said both on his release on the video, and indirectly through any patch that alters him.

And utility is usually considered not a direct damaging or stat-altering thing. It's not usually hard CC but positional cc/slowing/quality-of-life things, like lifesteal, slows, random things, that usually aid more than yourself in a fight, but not always.

In the end, if you give him too much mobility, he'll be impossible to beat, because no one will escape him or be able to fight someone who can not only close gaps, but engage at will with his mobility. Think about how horrific the zoning would be. That's why my changes were aimed at quality of life moreso than anything else. He's not picked because he's risky, but when he has been picked and done well, he's done AMAZING. Anubis is one of those characters that INSTANTLY make a teamfight. A fed Anubis against a mediocre team is literally GG.

I'm trying to figure out how to make him still a 'risky', glass cannon pick - what he is MEANT to be - but still make him viable. And it's hard.
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