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Thread: Changes that might be interesting to Smite. PT1 General and Gods

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    Junior Member Cupidhead HeroicSkipper's Avatar
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    Post Changes that might be interesting to Smite. PT1 General and Gods

    Removing crit and boots entirely.
    Movement speed is increased in lanes by 18%. Something similarly done was when arena had a track with increased MS. Making the jungles a dangerous place. Towers and Phoenixes do a mixture of magical and physical damage making both types of defenses needed.

    God Changes
    Ares: gains 20% mitigation in Ultimate

    Achilles: 2 gives either protection or power depending on which stance he is in. This ability just gives a lot all in one and should really be somewhat dependent on the passive making some more consideration what stance you are in. Most start damage anyway to help with clear knowing they can get some free protections with their healing.

    Ah Muzen Cab: Passive change to give bees which eliminate the cost of an ability. Up to 3 bees at a time, refreshing near hives. 1 is protected by 3 bees max which refresh every 14 seconds. These bees damage as much as the old passive, but don't spread to enemies who run into their teammates. 1 no longer heals, but still gives MS and AS. 2 does 40% scaling without a bee. 3 now heals when walked over for twice the amount his 1 healed. 4 now takes away 10% of max hp which is regained if stinger is picked up.

    Ao Kuang: gains movement speed instead of lifesteal from passive. This would help with the change to movement.

    Baron Samedi: Passive, Baron refreshes chalices like his brew every 120 seconds and can refresh the chalices of nearby teammates. Enemies may also buy his chalice, but take 20% more damage from Baron. 1 automatically reduces power on a double hit, 2 automatically gives slow cleanse, but 3 does not spread to multiple enemies. Remove mitigation in ultimate. His passive now just gives so much easy power that I always run two tank items because I can still one combo those who aren't building defense and still do decent damage to tanks.

    Cu Chulainn: gains 15% of the conversion rather than 10%.

    Freya: Passive increase lifesteal depending on how close the nearest enemy god is. 15% in melee range scaling to none at max range. 2 ranged gives no HP% back and no bonus damage, but still goes through minions and costs no mana. 2 melee loses mana heal but the bonus damage is scaled by 40%. This would make her more of a mystical warrior and somewhat bring her back to a familiar place.

    Geb: Passive instead gains block stacks every 10 seconds, Gaining a max stack every 5 levels to 4 block stacks above 16. Maybe need to increase the amount of time considering how well this would hurt hunters

    He Bo: Passive gains movement speed instead of power in passive. Already does tons of damage, but could become the new poke god that Vulcan was. Maybe add the Mp5 as well.

    Hun Batz: gains Susanoos old passive gaining 3% movement speed for abilities on cooldown.

    Jing Wei: all knockups give attack speed based on level of 1. 2 now gives a protection shred for each hit by 2%/4%/6%/8%/10%

    Khepri: 2 reduces both physical and magical defense, but to a much lesser extent

    Nike: Passive changes to half the team or 40% to allow it to proc in duel and not changing other modes. 1 drags enemies to center of target (as weak as Cabrakan Tremors drag), allowing it to mildly disrupt enemies and shreds protections by times hit. The disrupt would be very weak and only make things mildly difficult to aim. Increase protection shred by 30% when 2 is activated and no longer disarms. 2 still gives extra affect but now doubles the damage instead of granting extra power to the next ability.

    Nox: Ultimate now blinds the enemy for duration instead of reducing damage

    Ne Zha: 2 no longer gives crit but increases HP per stack by 1.25. This consumes current stacks, but the bonuses last until the buff ends allowing Ne Zha to quickly build his passive back. Ult damage increases by 1.5 for perfect hits.

    Pele: lower base damage and higher scaling. Stomps early game but falls too hard late game.

    Poseidon: becomes melee. Change passive to give increased basic attack range instead of MS, maxing at the normal range of mages and hunters. Increasing protections at low tide making some purpose for low tide and less risk for being melee. 2 only procs basic attack items, but gives a nice cleave for the first hit if at melee range. (Aphrodite, Bakasura, Bellona, Hachiman, and Vamana show that basic range can change)

    Sylvanus: passive actually gives natures protection by increasing protections for each hit 5 protections for each type of damage up to 10 stacks. Allowing Sylvanus to adapt his tankiness for what damage is most recently hitting him. 50 protections overall.

    Thanatos: no longer uses mana and conversion works like Cu Chulainn without rage. Abilities are based off max instead of current and will not be usable below threshold.

    The Morrigan: also becomes melee. All basic attacks cleave and deal 5% of the targets HP extra. 3 makes the player invisible in place like Serqet, but control the decoy to bait out abilities or safely damage the enemy. Decoy has 10% of Morrigan's HP and moves 25 % faster. Return to controlling The Morrigan happens if the decoy is destroyed or The Morrigan is damaged. If the channeling is broken by The Morrigan being damaged the decoy explodes. Makes her the magical assassin that Hi-Rez tried to create, but making her better outside of her ultimate. It is powerful, but Morrigan needs some love besides being meme team comps.

    Tyr: Remove disarm from defensive dash and gain block stacks instead based on enemy gods passed. Giving more defensive playstyle to that stance and making sense with what order people usually cc in. CC reduction after gaining a stack from his power stance knockup makes this a buff. Block stacks are pretty underrated.

    Ullr: gain power in axe stance and gain lifesteal with bow stance 2. Honestly want to nerf some of his abilities because Ullr's mana costs are what hold him back the most but Transcendence just gets rid of that entirely. Also having lifesteal for free on a very powerful god could be changed around which is why Freya got reworked.

    Vamana: 15% conversion to magical and physical defense to power. Nerf the conversion somewhat to make it work with both protections with how often magical solo laners exist now.

    Vulcan: returns to being a Guardian. Passive Overheat gives off an aura of damage within melee range after being hit which increases in stacks for each level, stacks are lost after 10 seconds. Backfire launches a cone which burns enemy gods and marks enemy gods. Backfire damage increases for each stack in Overheat resetting the passive. Turret gains 20% HP and Protections but no longer ignore enemy protections. Earthshaker now has Vulcan slam his hammer into the ground knocking all enemies back in a semicircle and dealing more damage to those who were closer to Vulcan. Vulcan seems too easy and having the turret get farm while you back is nice for giving a lead, but that actually is my argument for a guardian. Sure the turret does a lot of damage, but usually to keep the enemy away and help clear, which is what other guardians do. His playstyle is very defensive until you get to his ultimate. The turret being able to farm could also help with being a guardian who does not fall behind because a part of him can always be farming when not using it in a rotation.

    Zhong Kui: becomes melee but gains a ranged basic when book returns after using 3. He's already fairly tanky and does so well that this change should not make too much of a difference. Especially considering that the enemy is already in melee range if you were stunning them anyway.
    Last edited by HeroicSkipper; 01-23-2019 at 11:36 PM.

  2. #2
    Junior Member Cupidhead HeroicSkipper's Avatar
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    Nu Wa was another one considered but my idea was probably too drastic and complicated and hard to balance. She gains an auto target like Sylvanus, but throws out mud bricks. Her autos and abilities interact with her other abilities. Her abilities would last 5 seconds and apply extra affects if interacted with, but are not as effective if used on their own making her very weak early game but very flexible late game.

    Her 1 is Metal Attunement which by itself drops a large gong down creating a circle. Hitting it with a basic attack reapplies the damage and makes it disappear. Using her 2 with it pushes the gong forward and enemies with it with it disappearing at the end. Using her 3 with it smacks it with a gong stick reapplying the damage and knocking up enemies around the gong before disappearing. Using her 4 on it burns the area and makes it last another 5 seconds.

    Her 2 is Water Attunement which sends a wave which hits enemies as it passes. Hitting it with a basic attack slows enemies in that area and lasts another 5 seconds. Using her 1 on it resets the cooldown allowing it to be sent back out. Using her 3 on it grants movement speed and protection to allies. Using her 4 on it heals allied minions and gives them extra power.

    Her 3 is Wood Attunement which creates a tree which acts as a wall, crippling enemies in the area. Using a basic attack on it knocks the tree away from Nu Wa after a delay damaging half the range of a normal line ability. Using her 1 on it also knocks it over, but is immediate. Using her 2 on it makes the tree grow to double its size, lasting another 5 seconds. when knocked over hits for the same range as a normal line ability. Using her 4 knocks the tree towards the point of her 4 and burns enemies hit.

    Her 4 is Fire Attunement which creates a triangle of fire that burns enemies on its borders, doubling the damage in the corners. Using a basic attack on it replaces the triangle with a mudbrick wall which lasts another 5 seconds. Using her 1 on it increases your power and resets your fire cooldown, but removes the fire. Using her 2 on it creates a smokescreen which enemies can't see through and allies can see outlines. Using her 3 on it burns the middle and increases the damage.

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    Senior Member Chosen Zaveana's Avatar
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    Just a whole lotta no.

    Thanatos was changed from max to current specifically because of that and you didn't give a justification for it either. Your idea could be a buff but honestly from your perspective I would think it's a nerf. If Thanatos doesn't use mana and health then he's only using health which in that case the cost will need to be increased which in that case the damage will need to be increased or just nerf a god that doesn't need to be nerfed.

    I was still waiting to see why you wanted crit removed but based off some of your further points I can see you just don't like getting crit on and find it unfair to some degree I imagine.

    That Susano nerf. And that Tyr nerf. Nasty.
    Last edited by Zaveana; 10-06-2018 at 06:27 PM.

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    Junior Member Cupidhead HeroicSkipper's Avatar
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    Thanatos could be unique with a pain for power kinda feel. I like playing Thanatos, but the whole health cost is pretty much unnoticeable. He has an excellent heal, but this would raise the skill floor of Thanatos needing to make sure that the heal and last hits happen. The most you notice the passive is when getting last hits and healing rather than the health costs, unless if you are deciding whether to ult out of a situation which costs more remaining health and leaves you sitting still or waiting for cooldowns. That usually just means you were out of position anyways though and the trade off could be avoided. I want the health cost more noticable.

    The crit argument was mainly getting rid of randomness and allowing more prediction. Not getting a crit at 55% chance with 4 autos and someone with 5% crit able to crit twice early. It can catch the enemy by surprise or give disappointment which the only thing you can do is kinda hope that it does or doesn't. The gods that aren't hunters that use crit a lot are some of the better gods lately, Serq which some think should be nerfed more, Mercury who still hits like a bus, and Ne Zha who terrifies any squishy without beads. Sure I love building these gods with crit because its funny to see how much you can burst them, but you could also do more consistent damage other ways and less reliant on chance. Also would give more counterplay against them because you might think you are winning a fight and then crit damage takes you by surprise. These gods will all still do damage without crit. Merc would probably be the one who is most hurt by that though. I don't find crit unfair, but I do find it fun (Hilariously) and dumb in a game that prides itself on skill shots and outplays. You are just assuming things at this point.

    I would have thought Susanoo would consider that a buff considering every single ability besides his ult is an auto cancel. Tyr was more of it being shifted because most people use the power stance to start off then go and use their defensive stance abilities which reduces the amount of time that they are disarmed. Diminishing returns would say that you should go and disarm first and then use the knock back/up combo because displacement cc isn't reduced. I think you underestimate how strong block stacks are. And his defensive stance already lends to itself being the get out of the fight stance and not something you would want to start off with. The disarm is strong but those points are why it just seems awkward that it is a disarm.

    Also no talk about wanting to remove boots? Most people I talk to hate that change, but would actually reduce snowball potential with lanes being able to recover better. The only ones greatly impacted are junglers, who usually have movement abilities to help with that. Thanatos would actually be incredibly strong with how fast he could gank a low health target compared to an enemy jungler looking to help turn the fight around.
    Last edited by HeroicSkipper; 10-08-2018 at 09:20 PM.

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    Senior Member Chosen Zaveana's Avatar
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    Quote Originally Posted by HeroicSkipper View Post
    Thanatos could be unique with a pain for power kinda feel. I like playing Thanatos, but the whole health cost is pretty much unnoticeable. He has an excellent heal, but this would raise the skill floor of Thanatos needing to make sure that the heal and last hits happen. The most you notice the passive is when getting last hits and healing rather than the health costs, unless if you are deciding whether to ult out of a situation which costs more remaining health and leaves you sitting still or waiting for cooldowns. That usually just means you were out of position anyways though and the trade off could be avoided.

    The crit argument was mainly getting rid of randomness and allowing more prediction. Not getting a crit at 55% chance with 4 autos and someone with 5% crit able to crit twice early. It can catch the enemy by surprise or give disappointment which the only thing you can do is kinda hope that it does or doesn't. The gods that aren't hunters that use crit a lot are some of the better gods lately, Serq which some think should be nerfed more, Mercury who still hits like a bus, and Ne Zha who terrifies any squishy without beads. Sure I love building these gods with crit because its funny to see how much you can burst them, but you could also do more consistent damage other ways and less reliant on chance. Also would give more counterplay against them because you might think you are winning a fight and then crit damage takes you by surprise. These gods will all still do damage without crit. Merc would probably be the one who is most hurt by that though.

    I would have thought Susanoo would consider that a buff considering every single ability besides his ult is an auto cancel. Tyr was more of it being shifted because most people use the power stance to start off then go and use their defensive stance abilities which reduces the amount of time that they are disarmed. Diminishing returns would say that you should go and disarm first and then use the knock back/up combo because displacement cc isn't reduced. I think you underestimate how strong block stacks are. And his defensive stance already lends to itself being the get out of the fight stance and not something you would want to start off with. The disarm is strong but those points are why it just seems awkward that it is a disarm.

    Also no talk about wanting to remove boots? Most people I talk to hate that change, but would actually reduce snowball potential with lanes being able to recover better. The only ones greatly impacted are junglers, who usually have movement abilities to help with that. Thanatos would actually be incredibly strong with how fast he could gank a low health target compared to an enemy jungler looking to help turn the fight around.
    Block stacks are never better than disarm unless the target is immune to cc but even then it's debatable because block stacks aren't cc and can't help or peel your team besides make you tankier for body blocking for them. Past that very fact there's a possibility that disarming someone only for them to beads it so they can kill your teammate makes disarm by default better than block stacks because you just got someones beads which allows for you to not only cleanly push in the foreseeable future but also allows your team more freedom. Finally I think you overestimate block stacks because of the way they're used currently. Upgraded shell. It's amazing with block stacks because it won't take the minuscule amount of hp the shell actually gives you and allows for non tankier targets to either leave the fight or win brawls. This is especially good for countering Loki for you or your team. Bellona. She has an indefinite amount depending on how she plays and she also reflects damage taken from her block stacks. This makes block stacks seem a lot better than they actually are in comparison to hard cc.

    Susano is a get in get out god and just because he auto-cancels a lot does not mean he is going to do it every time. With consistency to Hydra's Lament we can see that your change would allow for 3 instances of 10% increased damage usually. However his current passive is 115% better than that. Keep in mind that you have to hit 3, technically 4 gods before you get it which would make it only 85% better and only able to hit one target it still is a nerf when you think about what he does. You would also need to actually hit 4 basic attacks on the same person without using a ability in between each other for it to be only 85% worse which you can do the math and probability for that yourself.

    Removing boots just makes junglers better and validates going two katana's. I see no issue besides balance on non warrior/assassin gods in terms of movement.
    Last edited by Zaveana; 10-08-2018 at 09:30 PM.

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    Junior Member Cupidhead HeroicSkipper's Avatar
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    Gotta stop assuming things. Shell, Athena, and Bellona are the only ways of getting block stacks and I'd like to see it more. Fair enough with disarms not being used as much either, like with Bellona again and Fafnir. AMC doesn't count because how often is that passive gonna happen? I was mainly thinking about making Tyr's combo more flexible because getting the full advantage of cc would be to disarm and then knockup.

    I guess I wasn't really thinking about Susano'os team fight and was mainly thinking the single target burst of focusing someone out of a fight. Also was thinking of all the different cancels. 3 for his 1 and 2 on his 3. That would have been a major nerf considering only the team fight assassins really shine late game.

    In my second one I put some movement options for both damage types. And tanks. Those options only go up to 10% each still. Just was changing lanes to avoid early snowball while diversifying early builds. That won't matter for the late game of next patch where boots won't be necessary anymore, but still not fixing the early game.

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    Senior Member Honoured VlentisFlyheightis's Avatar
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    klaatu barada nikto

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    Lord of the Enigs Infamous Enigmatisty's Avatar
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    Ah. Been a while since I've seen people throw out their half-assed nuwa reworks again.

    The Ares change. Lmao, you just want to see people suffer don't you?

    Also why you want to make Poseidon useless in casual play when he's already useless in competitive is beyond me. His intent isnt to get into anyone's face, it's to move as fast as he can and ult in so he can run away right after. He's a squishy high-burst mage, trying to make him versatile in strange places with utility that doesn't fit him isn't useful.

    Morrigan: More proof to me that you haven't seen this god being used anywhere other than arena for shits and giggles. I'd agree with your decoy changes if they made any sense but since it doesn't, I'm just gonna point out your blatant hypocrisy in buffing Ares who already is a mainstay in "meme teams". All I'm going to do is point you in the direction of Polynomicon and leave you to think of what you can do with that item.

    Also that Nox change. Spot the scrub who can't aim with nox 1 much?
    Actually back to Smite but my love for the forums isn't really the same anymore. May most likely not post god concepts again.

    Since forums are dying, feel free to join the official smite forum discord where most retired members chill.

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    Senior Member Infamous Trubblegum's Avatar
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    5 Seconds of blind

    Please no
    Disclaimer: I am a volunteer moderator. I work on best judgement and do not speak on behalf of Hi-Rez Studios.


  10. #10
    Junior Member Cupidhead HeroicSkipper's Avatar
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    I really just want a blind like ra and thought it made sense for Nox. Xbalanque is similar but feels meh.
    Also Nox 1 is just a line ability. Instant cast that and its a guarantee.

    The Ares change is literally just taking it from Baron who can move around more while getting the damage mitigation.

    The Morrigan change is mostly me just spitballing something to make a more close range assassin. I don't play arena. I like to joust or conq with friends for the triple pull team with ares and da ji and things like that. Had fun with an assassin Morrigan the other day which went well but thought of a way to change her invis to be unique compared besides dropping an easy to spot that its not a person copy. The enemy Fen stopped jumping on my decoys after the first two times.

    The Pos change was for the dumb amount of turtling that he can do. Vulcan also. 'Oh but they're meant to just be poke gods'. Do you have fun freezing wave every other game because people don't like playing the game?

    Maybe I looked at Chinese mythology for a few hours late at night and wasn't thinking straight but I'd like an ability weaver. Just something besides normal mage but with minions. and a global ult that acts like a ward for the most part unless you are a professional kill securer.

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