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Thread: How can SMITE be balanced?

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    Super Moderator Godlike RainbowSplat's Avatar
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    Quote Originally Posted by SeventhArchon View Post
    He's pretty bad too.
    im not talking about him being bad just saying he can 1 shot adc with only ult alone if he have reaver
    *Disclaimer: I am a volunteer moderator. I work on best judgement and do not speak on behalf of Hi-Rez Studios.*

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    Senior Member Chosen Konfuzfanten's Avatar
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    Quote Originally Posted by SeventhArchon View Post
    Who does that? Anubis?
    Poseidon
    Janus
    Scylla
    Ra
    Kukulkan
    Vulcan
    Everyone of those gods can legitimate one-shot you at level 20 with their ult at full build/soul reaver.
    Then we got:
    Ao Kuang and poly+soul reaver,

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    Senior Member Infamous Myrkulyte's Avatar
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    Quote Originally Posted by Konfuzfanten View Post
    Poseidon
    Janus
    Scylla
    Ra
    Kukulkan
    Vulcan
    Everyone of those gods can legitimate one-shot you at level 20 with their ult at full build/soul reaver.
    Then we got:
    Ao Kuang and poly+soul reaver,
    +9

    Some mages combos are just insane in dmg
    Creator of the Vent Thread

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    Senior Member Chosen Jayzao's Avatar
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    Quote Originally Posted by Jithins View Post
    So I would love to know what you guys think Hi-Rez should do to balance the game. But here are some points that I think should be balanced

    1) ADC's: They crit high damage and has strong lifesteal at the point its not for sustain but to just heal fully.

    2) Guardians are not tanky late game, if the game lasts long enough tanks are pretty much dead if they take a lot of damage

    3) Hades is not a guardian, and should be changed to the role of mage

    4) ADC's should not have CC and a mobility move such as a dash or jump. (Including artemis' 2 that gives movement speed), they should be only for damage not take control of a fight

    5) hard CC should be for guardians/warriors, soft CC should be for other roles

    6) towers need to buffed a little (increased attack speed), tower dive and getting killed is frustrating as well as watching the opposing player escaping with good chunk of health. my fix for this is: increased attack speed based on how many gods in the tower radius. This will effect the gameplay by making towers more dangerous like they should, not something that should be taken lightly, players often say "im just gonna dive him and kill him"

    I would love to hear your guys thought on this, comment if theres something you agree with agree with, and if you think something should be added comment
    I agree on the towers once level 10 athena pulled two of our team that got killed by her team meanwhile she tanked allot of the towers damage and went away with allot of hp i know it's a tank but towers in this game don't seem to do much damage.

    Towers in this game are a joke, because you never safe under tower comes a 3 man gank and your tower can't defend you well most of the time you die with 2 man ganks.
    Last edited by Jayzao; 08-26-2015 at 07:30 AM.
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    Senior Member Honoured Hitom's Avatar
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    Quote Originally Posted by Grilleds View Post
    Due to some truly terrible design decisions, this game is impossible to balance. I'll list a few of the biggest problems below:

    1. RNG not related to crit. Specifically Midguardian Mail and Sylvanus's passive. This is unbalanceable because results do not depend on player skill, and may or may not factor into an effective play purely by luck. Even crits have this problem, but they have been grandfathered in.

    2. Too much CC focus. This game takes CC way too far. To the extent almost the entire game is "balanced" (and I use the term loosely here) around it. It's to the extent that purification beads is almost considered mandatory if you don't have another 2 actives you desperately need, and no matter how much they nerf Magi's Blessing, it's going to be crucial at times just to manage the ridiculous CC. Fights often turn into a huge CC fest where one character gets locked down by multiple CC attacks until they die with no ability to fight back, and gods without hard CC are of questionable effectiveness unless they have something else overpowering in their kit to make up for it. Other MOBA's usually balance this by only giving some characters hard CC, and usually only 1 CC skill in their entire kit, with entire classes of characters almost completely lacking in it. Often characters with good CC skills in other MOBA's tend to have major weaknesses to balance it out as well.

    3.Undetectable invisibility. Seriously? Only Hou Yi has any ability to detect invisible gods? Because of this, invisibility is an unbalancable gimmick. Characters like Loki are always going to be either overpowered, or very bad, soley because they have to be balanced around an uncounterable gimmick in their kit.

    4.Too much mobility provided by skills. Thor, Ratatoskr, Apollo, Athena, etc. When a character is able to press a button to cover a huge stretch of the map in a very short span of time, bypassing wards in the process. It limits counterplay, and limited counterplay is bad for balance. Not just ultimates either. The ridiculous amount of mobility skills in the game is like the overabundance of CC in that it hugely limits what can make for a viable kit because the person in the match without mobility skills is always going to stand out as the person who is most easily singled out and killed. There is just too much of them in this game.

    5.Too much rock paper scissors. Hard counters are taken too far, and I don't just mean matchups. Even the items lend themselves to making the game unbalancable. A good example is the ridiculous amount of anti-heal items, and then the gods with anti-heal abilities. When you design so many items and gods around countering specific other items and gods, balance becomes very conditional and divorced from player skill.
    Pretty much this. Wish Hi-Rez would revert the base movement speed to how it was in beta. You could squirrel and dodge so much of the bullshit back then. Now when you see the bullshit coming it's mostly game over if you don't have movement abilites not on cd.

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    Senior Member Infamous Shaman's Avatar
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    Quote Originally Posted by Jithins View Post
    S

    6) towers need to buffed a little (increased attack speed), tower dive and getting killed is frustrating as well as watching the opposing player escaping with good chunk of health. my fix for this is: increased attack speed based on how many gods in the tower radius. This will effect the gameplay by making towers more dangerous like they should, not something that should be taken lightly, players often say "im just gonna dive him and kill him"
    .

    I've said this a hundred times before and I know I'll say it a hundred times again. The towers job isn't to protect you, its your job to protect the tower.

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    Member Follower Jithins's Avatar
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    I am a diamond V conquest player and been playing since 2012...
    Hey guys, my name is jithins, I'm the manager of SMITECentral tournament division. If you have any questions dm me at @SCJithins

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    Quote Originally Posted by Jithins View Post
    I am a diamond V conquest player and been playing since 2012...
    And you are the manager of SMITECentral tournament division.

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    Quote Originally Posted by AlexNemesis View Post
    How about mages not one shot physical gods? How about that?
    Build some tank man, Else i could double back and complain about Loki 1 shotting and you cant counter by saying to counterbuild

    Also make someone else pop Soul if possible, so you dont suffer the 15% HP true damage
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    How can SMITE be balanced?
    short answer : easy. Remove items, remove skills, remove random effects, only constant damage wo flating, so win only player who will focusing properly

    How can SMITE be balanced?
    is it possible? i think no.

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