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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 19 of 24
Permalink | Quote | +Rep by Subzero008 » March 23, 2014 10:50am | Report
Except that the Stop Time is going to hit the entire wave, while Time Rift can only hit groups of three.

(I agree with increasing the CD of Stop Time, to compensate for the added CC. It reminds me of old Nem, actually.)

So at level 5.

Reworked Chronos.

Stop Time = (75 x 2) x 6 (entire wave) = 900. (Costs 70 mana)

Time Rift = 80 x 3 x 2 (maybe twice, one group of mimims each?) = 480. (Costs 50 x 2 mana.)

Total Damage = 1380. Total Mana: 170.

Old Chronos, leveling Stop Time first.

Stop Time = (50 x 2) x 6 (entire wave) = 600. (70 mana.)

Time Rift = 80 x 3 x 2 (maybe twice, one group of mimims each?) = 480. (50 x 2 mana)

Total damage = 1080. Total Mana: 170.

Old Chronos, leveling Time Rift first.

Stop Time = (30 x 2) x 6 (entire wave) = 360. (65 mana.)

Time Rift = 125 x 3 x 2 (twice, both used on group of three minions) = 450. (55 x 2 mana)

Total damage = 810. (175 mana used.)

As you can see, I think this is actually a complete upgrade. I didn't put Accelerate since it doesn't affect any damage numbers or anything, and since it reduces mana by a multiplier, it doesn't change whether one method costs more.

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Permalink | Quote | +Rep by Jordenito » March 23, 2014 12:28pm | Report
Oh yeah, forgot to regard the fact that TR only damages about 3 where as ST hits the entire wave.

Fair enough. I'll try to make a summary of Chronos, Isis & Freya tomorrow. If you don't have any thoughts on Ra, we can move to the final god - Scylla.

You can also make the summaries if you find the time.

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Permalink | Quote | +Rep by Subzero008 » March 24, 2014 11:40am | Report
I just played a game of Ranked, against Snoopy who went ADC Vulcan. He made a better ADC than other ADCs. It's ridiculous. Something has to go, and it should either be how Mages beat pretty much everyone in a damaging role, or how some ADCs are just too limited. The poll says to Nerf the Stronk.

Part of the problem is how Mages beat everyone in the pushing department, and how pushing runs the entire ****ing game.

The problem with this, is that we were balancing mages relative to each other. But not to Smite as a whole. (Also, when has a mage ever not been on the instaban list?)

We can do Scylla at the same time as the others. And again, this isn't us redoing the entire thing. Honestly, most changes have already been suggested.

The goal here is to balance out gods relative to other gods. For example, He Bo is a mage carry, therefore, he shouldn't have a good early game, even if all other mage carries had a good early game.

Agni: Well, he's alright, and you've already suggested removing the CC thing in his dash.

Ao Kuang: Increase the CD of squall to 10 seconds, to limit his poking potential. If Nemesis gets a 10 sec CD on Slice and Dice, Ao can live with this change.

Aphrodite: As stated before, I don't know how to deal with her.

Chang'e: Again, nothing here that hasn't already been said.

Chronos: Same for Chronos.

Freya: She's actually pretty comparable to an ADC, and has pretty similar weaknesses and all. Maybe change the slow on Pulse from 25% to 17/19/21/13/25%, just to limit the CC she has early game.

Hades: Is a train wreck.

He Bo: He has a poke, a strong damage skill, and a pseudo-escape. To me, he just has too much CC, not to mention he has probably the best poke in the game. Here's my idea: Make it deal 40/80/120/160/200 damage (+60% of your magical power), but it's damage increases up to x1.5 as your target gets closer, like flame strike. This actually deals MORE damage when used at close range, and it limits its poke potential. Maybe increase the cooldown to 12 seconds.

Hel: Just remove the speed buff on Inspire, and put it on Cleanse, as well as lowering her contributions and increasing her base numbers a bit. Now she has less survivability, but a slightly stronger early game. Maybe increase the CD of Decay/ Restoration, just to lower harass potential.

Eset: She seems balanced.

Poseidon: Not sure about this one.

Ra: Ra is beating every bruiser in pushing, but he has weaknesses. The problem isn't really with Ra, but the state of the game, where pushing > everything. Maybe reduce his speed buff from 7% to 5%.

Scylla: The most adorable apocalypse child has a pretty ****ty early game, and a monstrous late game. Because her waveclear (and mana...and damage...and everything...) is so weak early, she can't afford to harass with Sic 'Em much. Maybe reduce the root from 1.25-2.25 to 1.0-2.0.

Vulcan: He can clear and harass repeatedly within a few seconds, on top of having stupid amounts of burst damage. Magma Bomb needs a higher cooldown, 15/14/13/12/11 seconds, and Backfire needs a ******* nerf; Backfire- Magma Bomb- Backfire gives 220% scalings on top of range and base damage; it's ridiculous. He Bo damage at range...just no. Increase the cost of Backfire from 40-60 to 60-80, so he can't repeatedly harass with it, and lower its contributions to 60%.

Zeus: Well, we already discussed him to death.

Zhong Kui: Well, his harass is pretty limited, his CC isn't the worst thing in the world. He has sustain, he has damage, but both are pretty limited. If his Demon Bag thing scales as suggested previously, I think he'll be alright.

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Permalink | Quote | +Rep by Greenevers » March 24, 2014 12:09pm | Report
I think Ra is very hard to play against and hard to play with. Sure his abilities are pretty basic but his combo is hard to know at first. Before I used to max his 1 instead of his 3 because I thought it was a support ability and havent been playing him since recently. I feel Ra is almost perfect in balance except for the fact if you attack him in his heal youre dead... If you have insane burst and the Ra doesnt build cdr , you have a chance at killing him. I think the best idea is to keep his heal the same amount but the damage from the heal a bit less*.

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Permalink | Quote | +Rep by Nex The Slayer » March 25, 2014 4:06am | Report
Agreed with Greenevers, Ra is so good right now because he can outclass most bruisers in pushing and sustain which is a huge boon in Solo lane at the moment. He a easy god to pick up and play on paper, but his combos and skills are NOT easy to land and he is a pretty in your face god (which is a problem as a squishy mage with no true escape). I think he is pretty balanced, though reducing Solar Blessings damage (not the heal) sounds like a good idea.

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Permalink | Quote | +Rep by Jordenito » March 25, 2014 5:26am | Report
Sub, maybe we're looking at the wrong angle here. Why not make pushing less significant rather than reducing the pushing capabilities of almost every Mage?

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Permalink | Quote | +Rep by Subzero008 » March 25, 2014 11:26am | Report
Well, part of this isn't JUST pushing. In fact, it is everything but pushing. I'm talking about how Mages seem to have advantages over other gods (aka tanks and hunters and some bruisers).

For example, He Bo is undeniably a mage carry. In fact, judging by his +21% MP multiplier, he's a mage hyper carry, pretty comparable to Chronos. But when you compare Chronos' early-late game to He Bo's, and compare it to almost any ADC, well, you start seeing some pretty big differences.

Yes, He Bo is countered by pushers, but pushing is too complex of an issue to tackle here, so we're just pretending right now that pushing has no relevance. And if pushing had no relevance, He Bo would still be strong, due to his really, really, really strong poke.

Compare that to another hyper carry, Artemis. Yeah, she needs a buff. But compare his laning phase and hers, and there's no contest; He Bo's is better.

That's what I'm trying to change: Everything BUT the pushing.

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Permalink | Quote | +Rep by Jordenito » March 25, 2014 11:40am | Report
Okay, I see your point. Here are a few points with which I disagree/have improvements;

Hel - Yes balancing off the contributions for base damage is more than welcome, and I like moving the speed buff from her 3 to her 2. As for the Decay/Restoration cooldown change, something like 10/9.5/9/8.5/8 seems okay. The bottom line is that her clear is just way, way too dangerous. I tried laning against Hel with Guan, and while yes, it's a bad match-up to being with, it was just impossible.

Vulcan - I might be by*** here, but I think you've overestimated his pushing potential. Early game, Vulcan's push is ****ty. And his poke isn't so powerful, as you lose a lot of your push if you level Magma Bomb first instead of Backfire. Also, I don't know if you know this, but Backfire actually starts at 7 seconds cooldown and scales to 5. Also, it's very tough to land a second Backfire after preforming Magma Bomb > Backfire. It pushes yourself away from enemies, and if we compare this to he bo, he has a 3 second cooldown, and while it's not as ranged, the cooldown, damage, aiming (I know it doesn't count but still), and the fact that it doesn't push you away... you see my point. True, with the buffs we've suggested to his turret and his passive, a slight nerf could work, but, not as much as you've suggested.

Ra - I believe the current speed buff is 8%, so 6% seems okay.

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Permalink | Quote | +Rep by Jordenito » March 29, 2014 1:24am | Report
chronos summary



isis summary



freya summary



ra

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Permalink | Quote | +Rep by HiFromBuddha » March 29, 2014 4:51am | Report
Here are my proposed He Bo changes. These changes are to change He Bo from a burst mage/hyper carry into a tanky sustained damage mage. I also unintentionally buffed jungle He Bo with these changes by a fair bit, increasing sustain and ganking power.

He Bo Patch Notes
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