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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 20 of 24
Permalink | Quote | +Rep by dacoqrs » March 29, 2014 6:09am | Report
HiFromBuddha wrote:

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



No... sorry.... but no.


I honestly don't like this idea of a "Tanky DPS mage"

That's not He Bo's playstyle. He Bo has a unique playstyle based upon ganking and burst.

Utility means nothing to He Bo.

With the steady flow thing... The idea is that he wants to have 3 stacks with his ultimate when he ganks... so he can use Atlas, Cannon, Spout, and then ult. With 5 stacks, that means, overall, I need more time to build up my ultimate, which isn't He Bo's role.

I think the common misconception is that high burst = OP

He Bo is easily countered, and I honestly don't see why he needs a nerf.

As a long time He Bo player, I personally dislike the idea of a tanky mage.

Now, if they wanted to make a NEW GOD who was a tanky dps mage, then fine. But I see no reason to change a mage into a half-tank-mage-dps-thing.
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Permalink | Quote | +Rep by Dark Jaw » March 29, 2014 6:23am | Report
Jordenito, when will you update the Anubis proposed changes? We're done with Anubis, I guess.

Just for recap, now he steals movement speed on his Grasping Hands, and his Plague of Locusts is now more like Aphrodite's Love Birds.

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Permalink | Quote | +Rep by KillingCreations » March 29, 2014 6:34am | Report
DON'T TOUCH POOR ZHONG, HE'S BEEN TROUGH ENAUGH!

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Permalink | Quote | +Rep by Jordenito » March 29, 2014 6:39am | Report
Oh, right, thanks for the reminder. Did you mean by Plague of Locusts being more like Love Birds that you move at 50% speed when channeling it?

Moving on - Scylla.
The little girl has a monstrous late game (literally), having ridiculous burst at long ranges, a 2.25 second "mummify" that deals lots of damage and can affect to other gods, a 15 second cooldown combat blink, the longest CC immunity ultimate in the game (maybe Ragnarok beats it) plus insane mobility. But, her early game is just poop. She has a very bad early clear, and while she can poke quite well, her clear is just too bad and her early game is too punishable for that to matter.

The simplest and easiest thing to do, which I also think is the right thing to do, is lower her scaling but increase her base damage. That way she'll be able to clear more easily but won't take down a 1/3 of someone's health with a single Crush. I suggest increasing the base damage on Crush to 115/165/215/265/315 and reduce the scaling to 60%.

As for sic'em, I do feel it's too much. I mean, it roots, cripples, it has a very long range, a 10 seconds cooldown and the ability to affect two other targets nearby. I'd suggest reduce the root to 1/1.25/1.5/1.75/2 seconds.

Her ultimate is... OP. Sure, it has a long delay on the attack, but, man, it's basically if Earthshaker and spirit's tempest had a baby. It has the insane range and quite a large ground target, like Earthshaker, in addition to the delay on it, and it has the damage of spirit's tempest. Needless to say, you can use it more than one time if you kill someone. That's insane. Oh, and did I mention that you are immune to CC for 6 seconds, while moving 35% faster, or 70% at level 20?. That's way to much. I say reduce the damage slightly,to 350/425/500/575/650 + 110% of magical power and reduce the duration of the form to 4 seconds.

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Permalink | Quote | +Rep by HiFromBuddha » March 29, 2014 7:40am | Report
dacoqrs wrote:



No... sorry.... but no.


I honestly don't like this idea of a "Tanky DPS mage"

That's not He Bo's playstyle. He Bo has a unique playstyle based upon ganking and burst.

Utility means nothing to He Bo.

With the steady flow thing... The idea is that he wants to have 3 stacks with his ultimate when he ganks... so he can use Atlas, Cannon, Spout, and then ult. With 5 stacks, that means, overall, I need more time to build up my ultimate, which isn't He Bo's role.

I think the common misconception is that high burst = OP

He Bo is easily countered, and I honestly don't see why he needs a nerf.

As a long time He Bo player, I personally dislike the idea of a tanky mage.

Now, if they wanted to make a NEW GOD who was a tanky dps mage, then fine. But I see no reason to change a mage into a half-tank-mage-dps-thing.


I play a lot of He Bo as well , and I've always played him as a tanky mage. Perhaps these changes were made to benefit how I play him, but I feel like for the health of the game, this is the direction He Bo needs to go.

High Burst isn't overpowered. Sustained high burst is a problem. His Water Cannon is a huge issue for the health of the game, as it does a ton of damage for such a low cooldown. Instead of bumping up the cooldown to make it more in line, I decided to lower the cooldown and lower the damage so it's even more spam happy. I feel like a 6s Water Cannon in its current state would feel underwhelming.

You see, in order to balance He Bo, we'll need to strip away He Bo's defining aspects, a low cooldown ability which you can freely spam. Personally, I wouldn't like that. I want that to stay there, as it defines him. In order to do so, the changes needed to be made.

Also, I'd also like to clarify something. These aren't nerfs. These are changes, or a rework. I simply stripped away power from the broken mechanics of He Bo, and then shoved all the power elsewhere in the form of something else.

Quoted:

That's not He Bo's playstyle. He Bo has a unique playstyle based upon ganking and burst.

...which he shares with every other mage in the game.

Quoted:

With the steady flow thing... The idea is that he wants to have 3 stacks with his ultimate when he ganks... so he can use Atlas, Cannon, Spout, and then ult. With 5 stacks, that means, overall, I need more time to build up my ultimate, which isn't He Bo's role.


You see, now that's the problem. Lovers of He Bo are attached to the broken mechanics of him. Having a bonus 21% magical power within seconds is not good. I did my best to at least try to keep this the same. You can still get a bonus of magical power within seconds with my proposed changes, but it's to a balanced state. Coming into a lane with a bonus 21% magical power and just killing the enemies within seconds is not fun for the enemy, and really just isn;t healthy for the game at all. You still get bonus magical power with my changes, but those that commit to the gank and stay in the lane for a prolonged duration are rewarded more than those that come for a quick kill.

As of right now, it's all subjective right now. I play He Bo, I would still play He Bo with these changes, but some people will definitely not enjoy it. For the balance of the game, not everyone can be pleased. You, personally, enjoy the overpowered aspects of He Bo, which is why you are so against them when they are finally balanced. A developer of League of Legends recently posted that the players tend to exaggerate the nerfs and neglect the buffs. That is what you are doing right now.

Regardless, the chances of these changes actually being implemented are low, so you don't have to worry about your precious mechanics being changed in game.
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Permalink | Quote | +Rep by Dark Jaw » March 29, 2014 7:50am | Report
Jordenito wrote:

Oh, right, thanks for the reminder. Did you mean by Plague of Locusts being more like Love Birds that you move at 50% speed when channeling it?


Actually, you don't channel it anymore. It's almost the same thing as Love Birds, but with higher damage. So that Anubis can poke people in lane without trading his main burst combo( which is one of the problem he has).

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Permalink | Quote | +Rep by Subzero008 » March 29, 2014 1:26pm | Report
I don't think He Bo is that bad with our current changes, as he can't "snipe" someone to shove themselves toward a Water Cannon + Death. I do have an idea to limit his repeatable burst: Water Cannon has a 7 sec CD, but landing Waterspout cuts the CD in half. So he can still do his burst combo, but with our previously mentioned delay on his ultimate, he can be countered, and he can't repeat his burst over and over in a few seconds. (Also, I really don't want to turn him into a magical bruiser. There has to be other ways to solve the burst issue.)

We may need to look over our ZK changes. I believe we just changed his passive, correct? Well, I have a rather simple fix to his insane AoE shenanigans, make him able to cast again, but remove the CC immunity. If you want to stop ZK from spamming demons, you can just stun or silence him (although it doesn't stop if forever). That way, he can't just waltz into the center of the enemy team with a tank's protections, and has to play more carefully.

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Permalink | Quote | +Rep by Jordenito » March 29, 2014 8:56pm | Report
Sure thing, but we'll talk about him after we've finished with Scylla ok?

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Permalink | Quote | +Rep by Subzero008 » March 29, 2014 9:41pm | Report
k.

For Scylla, she'd normally be very. very good in a normal MOBA, but in Smite, pushing is everything. Seriously, it's so ****ing annoying to try to balance these gods when the best solution is to make pushing less desirable.

I'm not sure how to feel about her. If pushing was less needed, her early game would be...not sure. But right now, her early game is worse than He Bo's, and that is really saying something. She has only one AoE ability and it sucks *** at clearing.

One solution that won't change her damage is modifying her root to hit in an AoE all the time, so her can use it as a secondary waveclear ability. As for root duration, making it 1-2 seconds would be good. Problem is, it needs a new "max rank" effect.

I don't think her scalings should be touched, as she's a mage carry.

Her ultimate is just so difficult to hit with at times, that I don't think it needs a nerf as much as an adjustment; put some sort of cap on the max times she can fire it, so she can't ROFLstomp through entire enemy teams if fed. It's not more or less difficult to hit wish as spirit's tempest, it's just different. You can't dodge Spirit's Tempest in a narrow jungle corridor, while you can with I'm a Monster, but Monster has longer and more flexible range. It's not unbalanced, IMO.

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Permalink | Quote | +Rep by Jordenito » March 30, 2014 6:42am | Report
I'll have to somewhat disagree about I'm a Monster. Sure, it might not be as easy to hit as spirit's tempest, but you have the potential to get more than one of those, in addition to a ridiculous CC immunity and speed. It's too much, IMO. I don't mind giving it a max of 2 or 3 attacks and just remove the extra speed. That seems like a viable nerf too.

I'm fine with not messing with her damage/scaling, and giving sic'em the "AoE" root as well, so here are my ideas:

Target that is hit gets rooted for 1/1.25/1.5/1.75/2 seconds. Two additional targets can be hit as well, but for half of the duration. The damage is still the same, even for the targets in the sides. At max rank, enemies that are hit on the sides take the full root/cripple duration.

Another option is to just make it pass through minions, but I'm afraid it'll make her push too strong, and her late game is already scary. We could make a damage reduction per minion it passes through. I personally don't like this option too much.

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