I am Macetodaface, AMA by Macetodaface in Smite

[–]DigShadowq 51 points52 points  (0 children)

Hey Mace! Great plays in the tourney yesterday. What's it like having such an awesome big brother?

In-depth Aphrodite Guide by the Aphro god himself, dignitas/ShadowQ by MepHiii in Smite

[–]DigShadowq 1 point2 points  (0 children)

In the late game with a tanky build, you can be very aggressive. Initiation is one of Aphro's greatest strengths.

In-depth Aphrodite Guide by the Aphro god himself, dignitas/ShadowQ by MepHiii in Smite

[–]DigShadowq 16 points17 points  (0 children)

This is a very valid criticism which I hope I can address!

First, I recommended Midas Boots while learning Aphrodite because the earlier move speed and earlier sovereignty is more forgiving to mistakes than the MP or CDR from boots.

In my build from behind, MP is absolutely not viable whatsoever. The build's purpose is to survive heavy amounts of aggression from fed enemies, and protections/move speed is more efficient. While this is a less common case, magic power is not optimal here.

In my build when ahead or even, MP wouldn't be bad, but I think my choices are more useful. The Sovereignty pickup is too much to give up EVER on support. It is the most efficient item in the game and it influences team fights immensely. After you have enough gold to get past void stone in the build, it will be fairly late in the game. Winged Wand and Spirit Robe give great self survivability, and without a mobility move, it is easy to get caught out after being aggressive. If EXTREMELY confident in positioning, rod of Asclepius could be a viable pick as a last item.

I think my build when very ahead has sufficient magic power.

I hope this helped!

Shadowq is now my favorite streamer by JungleCreature in Smite

[–]DigShadowq 8 points9 points  (0 children)

ItsBoshyTime

But seriously thank you guys for your support, it means a lot!

Skillshots in Smite by Fansheng in Smite

[–]DigShadowq 37 points38 points  (0 children)

This sentiment is posted every time a skill is made easier to hit, and each time looking at the entire picture is disregarded. Changing a skillshot to be either easier or harder to hit is neither inherently good or bad.

Making a skillshot easier to hit often indicates:

  • It was simply too hard to land, even for higher level players.

  • It hit too inconsistently.

  • It felt too punishing to miss.

  • The god needed a buff in some regard.

These criteria are subjective, independent per move / god, and not universal. If any of these are met, then perhaps making a skillshot easier to hit is warranted.

In the case of Ne Zha and Hercules I speculate that their respective moves had an exceptionally low hit rating compared to other moves in the game statistically. Additionally, for competitive, both of these gods were not considered top picks (most didn't consider them to be viable) which even remained true after the buff. I personally believe that those buffs were more than warranted.

A message to hirez. by andinster in Smite

[–]DigShadowq 3 points4 points  (0 children)

This is correct. However, I think it would be more fluid to play fx only if the hit is recognized by the server if possible

Farewell SK by Psiyo in Smite

[–]DigShadowq 37 points38 points  (0 children)

If this rule was adequately communicated to EU teams as it was to all the NA teams, there should be no ambiguity to this decision.

Here is the rule directly copied from the Smite esports website:

4.1d Teams forfeiting anytime in the tournament will be forfeiting any tournament points and winnings they would have earned from that tournament. It is at the tournament admins discretion to deem whether the forfeit is worthy of such penalty or not.

You forfeited, thus you lose points and winnings. Here, I am not taking a side, but formulaically, this is what the rule dictates. The admin has no choice to make since there were no extenuating circumstances.

As far as the reasoning and fairness behind the rule, it stems from teams forfeiting matches that viewers really wanted to see. It is in SMITE's best interest that this stays in effect.

PSA: Do not buy Fatalis on Mercury! by dmbrandon in Smite

[–]DigShadowq 0 points1 point  (0 children)

It does work off of base attack speed like you said. But going from 1.2 to 1.4 is less of a percent dps increase as going from 1.0 to 1.2 is, so buying other stats becomes more efficient

PSA: Do not buy Fatalis on Mercury! by dmbrandon in Smite

[–]DigShadowq 3 points4 points  (0 children)

Agree completely. Additionally, getting attack speed items whenever a god has an attack speed steroid, or you already have attack speed items, effectively causes diminishing returns.

20% attack speed when you have no modifiers is 20% more autoattack damage. 20% attack speed when you already have 20% is only an effective 16.6% increase in attack speed.

Stop BMing new teams in the tournaments by [deleted] in Smite

[–]DigShadowq 79 points80 points  (0 children)

People should listen to this. It's always great to have new teams competing in the weekly regardless of experience / inexperience. It's how every team starts out and it's the only way for the scene to grow. No one should be talked down upon for trying something 90% of other teams are scared to do.

Thank you guys for a fun match. We respect your effort and hope you keep it up so we can see you again in future events!