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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 22 of 24
Permalink | Quote | +Rep by Greenevers » April 5, 2014 7:13am | Report
Or, just make the damage per tick=heal per tick on Solar Blessing.

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Permalink | Quote | +Rep by HiFromBuddha » April 5, 2014 8:56pm | Report
Greenevers wrote:

Or, just make the damage per tick=heal per tick on Solar Blessing.


The damage is not the issue, the heal is. Nerfing the damage won't fix anything.
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Permalink | Quote | +Rep by Subzero008 » April 5, 2014 9:38pm | Report
Tea100 wrote:

Since I don't see anything about Hel, I'd like to add this (dunno if somebody posted it yet, because tl:dr for all 21 pages):

-remove the cooldown for using abilities after switching stances! I mean come on, Ullr has no CD and it is not like he is OP...

-make Hinder / Cleanse (dark stance) actually useful. The debuff and slow it provides are not really visible, and many people actually consider using this ability a waste of mana...

Another thing is Aphordites Kiss. It requires some change, which would make choosing targets easier. It is pretty easy to hit your teammate instead of the enemy. I have already seen situations when Apro tried kissing the enemy and her teammate ran/got pushed in the line and she kissed him instead... Or maybe at least remove the possibily of kissing your soul mate again...
+all the is already there about aphro (pretty much)

Uh, Ullr's cooldowns are reduced by are still there if you switch. Tyr's CD removal is there because his stance swapping actually has a cooldown. Also, any more CC to Hel would make her more overpowered than she already is.

As for Aphro's Kiss, a really simply solution would be to make it more like Brutalize. There. Simple as that.

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Permalink | Quote | +Rep by Subzero008 » April 5, 2014 10:00pm | Report
HFB, I think adding defense to Ra's already strong heal would be ridiculously strong. Also, removing minion healing is just...odd. It's too inconsistent. (I'm not sure how I feel about the size reduction, but the incremental heal is a bit too complicated to implement, and it's way too easy to fall into a design trap.)

Solar Blessing currently heals for 360 + 90% over 6 seconds. I propose not changing the heal amount at all, but making it occur over 5/6/7/8/9 seconds.

20/25/30/35/40 healing per second (+10% of your magical power).
20/27/34/41/48 damage per second (+13% of your magical power).

In other words:

Rank 1: 100 + 50% healing. 100 + 65% damage.

Rank 2: 150 + 60% healing. 162 + 78% damage.

Rank 3: 210 + 70% healing. 238 + 91% damage.

Rank 4: 280 + 80% healing. 328 + 104% damage.

Rank 5: 360 + 90% healing. 384 + 117% damage.

Result: His early-mid game pushing and healing power has been heavily reduced. His entire burst healing across all stages of the game has been nerfed. His siege healing has been unchanged. His overall damage with Solar Blessing has been reduced slightly.

Potential Problems: Ra may become too vulnerable without his early healing power. He will become less useful as a generic healer.

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Permalink | Quote | +Rep by HiFromBuddha » April 5, 2014 10:34pm | Report
Subzero008 wrote:

HFB, I think adding defense to Ra's already strong heal would be ridiculously strong. Also, removing minion healing is just...odd. It's too inconsistent. (I'm not sure how I feel about the size reduction, but the incremental heal is a bit too complicated to implement, and it's way too easy to fall into a design trap.)


Even after educing the heal amount, it's too strong?
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Permalink | Quote | +Rep by Jordenito » April 5, 2014 11:20pm | Report
Guess we're done with Scylla. I'd just like to add that since we decide to increase the damage for Crush overtime as it charges, and the cooldown is counted from the time she casted it instead of detonated it, than the cooldown should be increased from 10 seconds to 12 seconds.

scylla summary


As for Ra, I think what Sub suggested is too much of a nerf. having to stand inside a circle for 9 seconds to heal is too much, IMO. Why not just slightly reduce the base numbers of Solar Blessing? It won't hurt him that much, since he can still heal well from his scalings, but his early heal would't be so powerful. Something about 12/20/28/36/42 (+15% of magical power) seems decent.

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Permalink | Quote | +Rep by Subzero008 » April 5, 2014 11:47pm | Report
Damage reduction is really difficult to balance; combined with healing, it's even more difficult. Let me give an example.

Let's say 10% damage reduction. On a tank, it might as well be 10-15 protections, a drop in the ocean of tankiness, with a small heal.

On a squishy...hrmm.

Let's say tornadoes. The enemy Ao has 600 MP, and his Tornadoes have 140 base damage per tick. A hunter has 48 base magical protections at 20.

Assuming the enemy Ao has bought Magi shoes and Obsidian Shard, 48 x 0.67 = 32.16 protections, -15 pen = 17.16 protections. His tornadoes will be dealing:

140 x 100/117.16 = 119.5 damage per tick.

With 10% damage reduction, it'll deal 107.5 damage per tick.

140 x 100/(100 + X) = 107.5

100/(100 + X) = 107.5/140 = 0.768

100 = 0.768 (100 + X)

100/0.768 = 130.2 = 100 + X

X = 30.2

It'll basically be adding 30 protections to any non-mage who doesn't build magical protections. Better than Sovereignty.

But is that overpowered? I'm not sure. What I do know is that tanks will become insanely difficult to kill, tower diving will be easier than before (you mitigate more damage from tower shots than you recovered with healing), and Bacchus will be completely invincible with 24% damage reduction.

Of course, that's assuming it's 10% at late game with enemies with full builds. There are way too much scenarios to think about with damage reduction. For example, mid game mages with only 15 pen. Early game physical assassins. Damage from enemy tanks, with no pen. And so on.

5% damage reduction is completely useless, and 15% damage reduction is essentially an unstacked Hide of the Urchin on anyone who gets in.

I'm in favor of just adjusting the heal amounts, because this much number crunching makes me tired.

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Permalink | Quote | +Rep by Subzero008 » April 5, 2014 11:56pm | Report
Jordenito wrote:

Guess we're done with Scylla. I'd just like to add that since we decide to increase the damage for Crush overtime as it charges, and the cooldown is counted from the time she casted it instead of detonated it, than the cooldown should be increased from 10 seconds to 12 seconds.

scylla summary


As for Ra, I think what Sub suggested is too much of a nerf. having to stand inside a circle for 9 seconds to heal is too much, IMO. Why not just slightly reduce the base numbers of Solar Blessing? It won't hurt him that much, since he can still heal well from his scalings, but his early heal would't be so powerful. Something about 12/20/28/36/42 (+15% of magical power) seems decent.

Eh, as long as it's nerfed in some way, I'm fine with it.

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Permalink | Quote | +Rep by HiFromBuddha » April 6, 2014 1:01am | Report
Perhaps for Solar Blessing, we could try to put more emphasis on its offensive use than its defensive use.

I don't know how (and I won't bother suggesting since none of my suggestions have quite hit the mark), but make it more appealing to use it for damage. This would mean that if you were to use it for its defensive use in an engage, you'd be sacrificing a lot more of Ra's offensive power. This would offer more decision making with this ability in fights.

Personally, I feel like Solar Blessing, in its current state, is a bad ability. It's an ability which you just place down with little to no trade off or decision making. There's a lot of these abilities in Smite.

Right now, Solar Blessing feels like a chore that Ra players have to keep up rather than something that makes Ra players feel good or 'impactful' when using. In fact, most of the time, it's not even the Ra player making the decision of whether or not to put it down, it's his allies demanding it from him. It's not engaging for the player at all. There's nothing to it after you place it down, just stand there and watch your health tick up.

If we were to put a more offensive element into it, then suddenly, there's actually some decision making with this ability. Suddenly, the person playing Ra has more to think about, and it's this stimulation of the brain which creates fun as well as satisfaction after knowing he has made the best decision.

The reason why I believe LoL's champion design and balance is overall better is because the champion designers put a lot more emphasis on the trade-offs of the champions, or on much more strategic and engaging decision making scenarios with the abilities. The recent Gragas rework is one of these examples. Gragas' Drunken Rage is no longer a chore you have to keep up, you now need plan when you want to use it. His Q now rewards people for leaving it down for longer, meaning that there is a decision between trying to strategically place it somewhere for greater rewards, or just detonating it quickly for a bit of damage.

I know I'm digressing now, but just to go off the momentum I have built up, I feel like there's nothing wrong with a stun on Thanatos' ultimate. If you want to use it for initiation, then you lose clean-up potential. That's a fair trade off. Right now, Hovering Death is not in an unhealthy state. It's in a pretty good state in fact, and I don't think it needs much touching up other than making it a little more challenging to land, or harder to make incredibly good initiations. It's a bit too easy to land right now for its effectiveness.

I'm not one to nerf reward. I feel like it's better off for a game to make it so that things are more challenging to achieve but are more rewarding when you pull it off, then leaving things easy and nerfing the amount of reward you get from it.

I'm trying my best to implement this kind of gameplay into Smite, which is why I make all these really far fetched changes. Of course, I;m not a professional game designer, which is why these changes aren't appealing to anyone.
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Permalink | Quote | +Rep by Subzero008 » April 6, 2014 2:47am | Report
Well, the damage is also what makes it a good pushing tool...ugh. (HFB, don't forget Sona exists. And Ryze.)

It's so annoying. We want to make it more rewarding, more stimulating, and balanced, all at once. So freaking difficult.

Okay...okay...well, part of its mindlessness is its fire-and-forget nature. You shoot it off, it heals/damages, game over.

Here's the problem. The biggest reason why it's so boring is because it's a siege tool. You're supposed to do it while nothing else is going on, to maximize its benefits. Unfortunately, that plants it squarely in the fire-and-forget territory.

I don't want to give him any sort of burst heal, even if it's more dynamic.

Adding damage would just turn it into a pushing tool.

Here's an idea. Make it not deal damage. No more pushing problems.

And now, how to make it more engaging and dynamic and open-ended? Make it heal less, but grant a buff - a buff, not effect, so it lasts even if you leave the circle for a bit.

So now Ra's can use it in combat as a support tool, or out of combat as a heal, although you can't benefit from both most of the time. The goal is to make the buff useful, especially in a teamfight, but reduce Ra's survivability from the old Solar Blessing when used on himself.

How about this: Ra's Speed of Light buff applies to allies affected for 5 seconds. Obviously, it doesn't work on Ra himself, but it would be quite useful in a fight.

Alternatively, we can go with the traditional defense buff. I really think removing the damage would help, as it becomes a more focused and easier-to-balance ability, with less factors to juggle.

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