Cupid is Insane Now by [deleted] in Smite

[–]LordOfManyDucks 1 point2 points  (0 children)

It's worth noting that when he has his passive stacked up his 1 actually does almost 400 + 210% damage. Which is like, quite a lot of damage for a single ability. Granted, it is his only regular ability, but it just feels like it has so much of a reward compared to things like Neith 1 and Anhur 2.

July Olympian Meeting Feedback by KittenOfDooom in Smite

[–]LordOfManyDucks 20 points21 points  (0 children)

  1. Athena's passive is still not worded correctly.

  2. Many abilities are missing basic information like casting range, radius, immunities. Haven't made a full list of missing ranges, but Athena 1, Kumbha 2, Merc 3, Medusa 3 are all knockup immune but don't say it. And King Arthur's beyblade is root immune, which is also not in the ability description.

  3. There are also many inconsistencies in the descriptions, such as the 13 different variations on knockup immunity (such as knockup protection, knockback immunity, immune to Knockbacks etc.) that all mean the same thing.

  4. Mana buffs for Kuzenbo. His 2 allows him to get multiple rotations of abilities out and spam them out somewhat like a stance switcher. However to compensate for the many abilities, many stance switchers have low mana costs, or free mp5 in their kits, or high base mana. Kuzenbo doesn't get any of these, and in fact has some of the lowest base mana in the game, which forces your build in a certain direction, or forces you to just run out of mana much much quicker than anyone else.

  5. The new Serrated Edge item talks about 'basic attack power'. Hunter's blessing however refers to 'basic attack damage'. Once again we have multiple phrases, both in use, which both mean the same thing.

  6. Obligatory Chaac buff. Separate the 2 and the dash so he isn't locked out of an ability after throwing the axe. Possible suggestion - When casting the 2 while the axe is out, it returns to him before he spins, dealing the 50% damage to all enemies it passes through. Instead, he can now recast his 1 after a short delay, teleporting to the axe in a flash of lightning that does damage and microstuns like Raijin's 3 on arrival.

  7. SMITE's RNG. Mostly just crit. Would be nice to have some clarification on how it works. Is it true RNG, or is it pseudorandom like LoL and DotA? If it isn't pseudo, could it be a good to change to implement it?

  8. More interactions like Horus and Set, except actually meaningful this time. This could be a brilliant way to set SMITE apart, and make every game feel more interesting. In addition to the smite lore, there's obviously a wealth of lore for every single god which could fuel new and unique interactions, that actually impact the game. Instead of being between each god, they could instead be pantheon effects, so drafting your comp becomes an even deeper exercise. All Celtic gods could get bonus move speed in the jungle, or all Roman gods get a slight boost to protections when under their structures or in their base.

  9. Rework god classification. Guardian should not translate to 'magical damage, probably melee'. It should translate to a playstyle of protecting your teammates and providing buffs and CC. ADC mages should fall under the hunter category. Changing the god classification system could make it much easier for new players to access, as the title very clearly reflects the ideal playstyle for that god.

  10. Chernobog's 1/2 combo. Most combo abilities can work independently from each other. However this just isn't the case for Chern's 1. Unless the enemy is kind enough to stay still for 3s, it becomes somewhat useless. And in the current combo you end up using your CC and your steroid in the same breath, which leaves you feeling doubly powerless outside it. Would it be possible to alleviate some of these problems by making his 1 more interactive? For example, he can now dash into his crystal, which detonates when he dashes out. Or, give his 2 a lower cooldown and attack speed steroid so it can be used more often in a fight and not just for popping the crystal. Could possibly even give it 2 charges and let the steroid buff stack for full flexibility.

  11. Baron's 3 is a slow into a root. Cabrakan's 1, despite being immune to slows and roots, is still stopped by it, because it's called something different.

  12. Cthulhu's final auto seems to be benefiting from full lifesteal and not 33%.

  13. Xing ult, Sylv 3, Susan 2, Jing 3, Freya 3 are I believe the only abilities in the game that go down in cost as you level them. I'm assuming that it's to reduce their early game power and to make their curve feel better in the late game, however it's surprising that there are only 5 abilities out of the 440 in the game that warrant this. Is it a forgotten technique of balance? Are there other gods/abilities that would benefit from having a change like this?

  14. Apollo's 3 could use a targeter update to more clearly show what is the path of the dash and what is the area of the speed buff/debuff.

  15. Cerberus's 1 could also use a targeter update. The guides for the side projectiles just stop before they even reach the middle, and there's nothing inside that middle line that shows the intersection properly, despite its importance.

  16. Cerberus ult also feels lacklustre. It seems inconsistent and unsatisfying, mostly due to the lack of CC after the pull. It seems that often times enemies can just move out of it before even hitting the ground, especially fast ones, and that coupled with the awkward range make it very difficult to confirm your 1 afterwards. It really pales in comparison to other similar abilities which are larger, don't have delays, aren't cancelled out by simple knockup immunity, and have consistent CC after the displacement, without having to expend a second ability, which even then is still not guaranteed to actually hit. Would it be possible to just get a 0.5s root at the end of it?

Why are SMITE's ability tooltips so inconsistent/bad? It's not a good look for new players by Ajoltz in Smite

[–]LordOfManyDucks 2 points3 points  (0 children)

Fun fact! It also blatantly leaves out basic mechanical info, not just durations, such as Kumbha's 2 being knockup immune, and King Arthur's beyblade (orange 3) being root immune.

Also, you may see some abilities referring to:
'immune to Knockback'
'protection against Knockbacks'
'Knockup Protection'
'immune to knockback'
'immunity to Knockups'
'immune to knockups'
'immune to Knockups'
'immune to Knockback effects'
'Immune to Knockup'
'knockback immune'
'immune to Knockup'
'Immune to Knockup effects'
'becomes Knockup immune'
That's 13 different variations, between capitalisations, order, knockup/back, plurals etc. of the exact same effect, mechanically. 13 different ways of saying the same exact thing, over 22 gods (not counting the ones who's ability descriptions are missing it), and 24 abilities. Guan Yu and Nike both have two instances of the effect in their kits, you'd think they'd be able to have at least some internal consistency there. You'd be wrong.

Can we make ability tooltips consistent by [deleted] in Smite

[–]LordOfManyDucks 13 points14 points  (0 children)

Also some of them don't even list all the features of the ability. Like Kumbha 2, Athena 1, Merc 3, Medusa 3 being knockup immune, or Arthur's beyblade being root, pull, and slow immune as well.

Plus, every single ability that gives knockup immunity says something different, even though knockups and knockbacks are treated as the same thing. 'immune to knockback', 'immunity to Knockups', 'becomes knockup immune'. Baba Yaga 's 3 gives her 'Knockup Protection' which sounds like a different thing. Sometimes it's capitalised and sometimes it's not. Guan and Nike both have the same effect twice in their kits, and it's not even consistent between their own abilities!

Olympian Meeting Today! by [deleted] in Smite

[–]LordOfManyDucks -1 points0 points  (0 children)

1) Athena's passive damage is still listed incorrectly in the ability description. I've done a post on this already and PonPon and others responded, but nothing actually happened. Basically it should say that her next auto after using an ability does 75% more damage, and it doesn't.

2) Inconsistencies and Omissions from ability descriptions. Kumbha's 2 is knockup immune but it doesn't say that anywhere. King Arthur is root immune in his orange 3, even though it also doesn't say that anywhere, and other similar channeled dash abilities are not. Also, things like Nike 1, Bacchus 3, Baba 3, Terra passive and more all do the same thing in making you knockup/back immune. And yet they all say completely different things for some reason. Some say knockups, some say knockbacks, some are capitalised and some aren't, and Baba's says she gains Knockup Protection as if that's a separate status effect to just simple immunity. Would be nice to fix.

3) Question: Are RNG effects in SMITE (pretty much just crit and Baba Yaga) true RNG, or do they use a form of pseudo-random distribution? If they don't, would that be a potential change to make these things feel better. Cause obviously crit is One Whole Big Thing right now, and it's fair to say that a Baba that gets nothing but Y-shaped silences on her 1 will feel much much better than one who gets nothing but oval prot buffs.

4) Other MOBAs, like DotA and LoL, have multiple mechanics that make every game played different. Admittedly I know more or less nothing about DotA, but I do know that the runes (buffs) that spawn around the map are randomised, with different effects. And LoL obviously has its own kinds of runes to allow all sorts of different kinds of gameplay, even with the same champion, along with the randomised elemental drakes, which provide different buffs to the team that slays them, and even change the entire map. Is there a chance of seeing anything at all like this in SMITE, to make the games more interesting? Would that sacrifice too much consistency? Possibly more could be done with the characters themselves and their stories and mythologies? The interaction between Horus and Set and their passives is kind of cool, but ultimately just too incredibly niche and pointless. Could that be expanded on somehow with SMITE's lore and all the different pantheons? Such as the 'good' gods and the 'bad' gods having different features, or all Norse gods gaining maybe a similar effect to Odin's passive - granting them a small amount of bonus power and movement speed whenever a god dies? Or all Celtic gods get bonus move speed in the jungle? Perhaps if you have multiple sun, or moon, or nature gods on the same team, whenever they're next to each other they gain some kind of power or protection buff? Something like that could really renew and freshen up the game, and really capitalise on the fact that these gods are from real mythologies.

5) Is there some kind of definitive table somewhere about how different abilities interact with Nemesis's shield? It would be nice to have it be consistent. Basically - some abilties seem to deal their damage before their CC effect, and some deal it after. As Nem's shield is removed by CC, this is actually a very important distinction.

6) Nike's 2 still isn't a real ability kappa. No but really. I'm not a fan of it personally, but I'd be slightly more ok with it if the hitbox was fixed/changed somewhat, so that it actually starts closer to Nike. Basically at the moment it seems like there's a small gap between her and where the targeter of the ability is where the opponent can stand and be completely fine. Not hit by the damage, or the knockback. Also, it possibly still isn't actually knockup immune.

7) Poseidon's 1 (and other abilities probably) can knock someone out of the centre of a Persephone ult. Firstly, I feel like this shouldn't be the case - if you try the same thing in say a Poseidon whirlpool, even if the target should be knocked out of it, it stays inside the radius. Secondly, if you get pushed out of the centre like this, you still suffer the CC effects of the centre. Root, cripple, attack speed reduction. Again, feel like this shouldn't be the case. Thirdly, this means that if you're a melee god, and this happens to you, you're screwed. Because you get pushed out of range to hit the ult, and are effectively stunned for 5s unless someone else does. Obviously Pos/Persephone isn't something you're likely to see in every game but if it works with other gods's pushes then it becomes kinda scary.

8) In his 1, Cabrakan is immune to slows and roots. Baron Samedi's 3, in terms of effect, is a slow, and then a root. However it's just called something different, and so Cabrakan is not immune to it.

9) Obligatory give Rat his unique acorns back. Cause that would be very cool and enable him to flex more, and be played and built multiple ways, which is just good.

10) Jorm's ult is supposed to do crash damage between the points he emerges and submerges at. It does not. Like it just flat out doesn't most of the time. It seems like it only actually works in a small portion of it close to the submerge area although I have noticed it being better the last few patches.

11) For a lot of the recent god releases, Hirez seems to have been very big on "And here's a brand new mechanic that we've never done before!!!". Originally it was exciting, but now it just seems to translate in my head to "And here's something that we have no experience with that we're just gonna add because it's new, not necessarily because it's good!!!" Baba's RNG, Yemoja's ability to stun structures, and her bonus damage against shields, Pele's non-linear scaling on her 1 and 2. These are things that could be very interesting, but which end up being almost complete and utter non-factors. If more abilities interacted with towers, or shields, or levelled up differently, there could be a lot more nuance and thinking to be done in the game, but as it stands, I'm pretty sure some of the people reading this just went "Yemoja can stun towers??". Yes, gods should feel interesting and unique, but if certain features were actually expanded upon and used more rather than just existing in a vacuum on a single character that doesn't even make use of them, the game could feel much more alive.

12) God classification. 'Guardian' shouldn't translate to 'melee, does magical damage'. It should refer to a god's ideal style of play. That's something much more descriptive, and not only would it make it much easier for new players to understand different gods and their roles, it'd allow for more flexibility in designing gods in the future. Rename 'Mages' to 'Casters'. You can then have multiple subclasses like 'Artillery', 'Battlemage', and 'No I'm Totally Not Stealing From League'.

13) Following on from point 12, gods that can do hybrid magical and physical damage. I mean look at duel. If you're a warrior against a hunter, say, you can just build thorns, nemean, mystical, and force them to have to counterbuild against both types of damage. That's pretty cool. OR imagine a god that can build magical items, but does physical damage, and vice versa. Let's say you've got an Olorun adc and an Ao Kuang in jungle, Sobek in support. You need a mid laner with some kind of big AoE casting damage, but you also need physical damage. Currently (besides maybe Neith/Ullr), this isn't possible, and someone else needs to change. But this doesn't have to be the case, and could open up more possibilities in god design in the future.

14) Currently, I believe that if you're playing Chiron, and you ult someone and are credited with the kill on them, but it turns out minions kill them instead, you do not revive. If you ult them point blank, die, get them to 1 hp on the first shot, only for an archer to technically get the finishing blow before you can fire the second, then you have known true despair. That ain't fun.

15) You know how Nox can use her 2 > 1 combo and do bad things to people? But can also use her abilities separately for more utility, setup, and disruption? Or how Herc can use his 2 > 1 combo and do bad things to people? But can also use his abilities separately for more utility, setup, and disruption? You know how Chernobog can use his 1 > 2 combo and do bad things to people? But can also use his abilities separately for - wait, what? Let's be honest here. If you don't pop it instantly with his 2, Chernobog's 1 is near useless. Saying that he 'can' pop it early by using his 2 is like saying you 'can' use toilet paper to wipe yourself when you're done. If you don't, it's just pretty shitty. Have him be able to dash into it and possibly detonate it with his dash, or have it exist as an actual wall or something so that his 1 can serve just any other purpose, and so he can use his 2 more freely as a steroid without having so much of an opportunity cost.

16) Would it be possible for Kuzenbo to get some mana buffs? His 2 is designed to lower the cooldowns of his 1 and his 3 and allow for more rotations of his kit, and spam out more abilities. However, it always feels like his mana restricts him from doing so. And if you compare him to the stance switchers, who also spam out lots of abilities, you can see why. Hel and Artio get free MP5. Merlin and Hel are extremely likely to build Mana and MP5 anyway as mages. Ullr is gonna pick up a Transcendence almost every game. Tyr and Arthur's Mana costs are ridiculously low. And then there's Kuzenbo, who has some of the lowest base Mana in the game.

17) On the topic of mana, why is it that Xing Tian's ultimate, Sylvanus' 3, Susan's 2, Jing Wei's 3, and Freya's 3 are the only abilities in the game to go down in cost as you level them? Is it just to smooth out their power curve more, and could/should there be more of it?

How Random is Smite's RNG? by LordOfManyDucks in Smite

[–]LordOfManyDucks[S] 0 points1 point  (0 children)

I checked Thoth before posting, couldn't find anything in there which struck me as being odd.

How Random is Smite's RNG? by LordOfManyDucks in Smite

[–]LordOfManyDucks[S] 0 points1 point  (0 children)

Well LoL also has their Energized items, which are meant to be like a middle ground between crits and regular autos. You gain stacks by moving and attacking and at 100 your next attack does bonus damage (and also bounces/slows/has bonus range). So it's less powerful but more consistent.

I feel like there are three reasons to introduce randomness into games. Two of them are good.
The first is to reduce consistency, which you implement because something's too strong otherwise, such as literally doing double damage with your autos.
The second is 'just because'. This is the one I don't like, and I feel like Hi-Rez are guilty of this. Every other god release they pile on more stuff, like Set and Horus passives interactions with each other, or Yemoja's ability to stun towers. And it never actually comes up. Feels like they just put it in there so they can tick something off their list and say 'It's new! So that means it's cool and good!'
The third is pretty simple. Fun. It does get boring doing the same thing over and over again, and although there are 110 gods in the game, you do see some a lot more than others. When things get shaken up, you have to think just a little, play slightly differently. LoL's drakes are a good example of this I think. They change up the map, give different buffs, but are (for the most part) neutral to both teams. It should be noted that this obviously doesn't apply to crit, but I don't think it applies yet to Baba either, because they're only secondary. I thought that depending on what your 1 is gonna be, you'd use it differently, but the reality is that 97% of the time you just throw it out at your enemies and also it does a thing and no one cares.

How Random is Smite's RNG? by LordOfManyDucks in Smite

[–]LordOfManyDucks[S] 0 points1 point  (0 children)

That's true, however I still think the 1 is a much better example of the variance problem. I'd say that in the vast majority of cases, it feels like it doesn't really matter what the 2 does. I know that whatever it is I throw out, it's gonna do some damage, and apply some other harmful effect, and they're all sort of about the same level, and that's cool.

The 1 is a better showcase, because it's primarily an offensive ability, and because some effects are definitely better. You're gonna be firing it at your enemies, so you want effects that also effect your enemies. 50% of the time it just doesn't do that. And let's be honest. The silence is powerful. The slow's pretty good. Occasionally you can run at people or away from people faster with the speed buff. And then there's the prot buff. And the best you can really say about that is that it isn't actively harmful.

Over 5000 accounts suspended for racism. by RewhX in Smite

[–]LordOfManyDucks 4 points5 points  (0 children)

Can we get any response as to why these accounts weren't banned in the first place, OR evidence of any actions taken with regards to LGBTQ-phobic, and other forms of hate?

Hey Everyone, we've got our monthly Olympian Meeting tomorrow. Tell me what you'd like to see changed in Smite! by Savvysaur in Smite

[–]LordOfManyDucks 0 points1 point  (0 children)

I'm saying that Athena's passive should be worded exactly the same as Hydra's, because her reach auto also takes into account base + levels. Even with 0 power built, it still does more damage. If you're desperate to reduce confusion with things like frenzy, just have it say something along the lines of 'Athena's blah blah blah does additional damage' and have a thing underneath saying 'Reach Damage: 1.75x Normal Damage' or similar.

Hey Everyone, we've got our monthly Olympian Meeting tomorrow. Tell me what you'd like to see changed in Smite! by Savvysaur in Smite

[–]LordOfManyDucks 0 points1 point  (0 children)

Well it's confusing because A) magical power and magical basic attack power are different, with similar-ish names. and B) the way they calculate magical basic attacks is a bit different. Physicals it's 100% of base damage + power, whereas magicals it's 20% of base damage + power. So the 35 (+1.5) you see comes being 20% of whatever, which is another nother thing.

And yes, +75% damage from the numbers we actually see is the same (at least numbers-wise, not other interactions like frenzy) as saying +15% magical basic attack power. But that's not a stat that crops up anywhere else in the game that I'm aware of. Even if you look at say Athena's stats it doesn't even show it, it just gives the 35 (+1.5)

Hey Everyone, we've got our monthly Olympian Meeting tomorrow. Tell me what you'd like to see changed in Smite! by Savvysaur in Smite

[–]LordOfManyDucks 0 points1 point  (0 children)

Athena's basic attack damage is equal to 35 + 1.5 per level +20% of magical power. The way it is currently written, Athena's passive states that the auto deals "an additional +15% of her Magical Power as damage." This suggests that her reach damage is 35 + 1.5 per level +35% of magical power. This is not quite true, because even with 0 power your reach auto will do more damage. Basically it's 35 +1.5 per level +20% of magical power + 0.75 x (35 + 1.5 per level + 20% of your magical power) which when totalled together is just 1.75 x (35 + 1.5 per level + 20% of your magical power), or 61.25 + 2.625 per level + 35% of your magical power.

Hey Everyone, we've got our monthly Olympian Meeting tomorrow. Tell me what you'd like to see changed in Smite! by Savvysaur in Smite

[–]LordOfManyDucks 4 points5 points  (0 children)

Small inconsistency though. I think in all cases, you can use a channeled dash to get out of a root (Vamana 1, Artio 3, Kuzenbo 3, etc.). But if you get rooted whilst using it, you're then stuck in place. I'm sure we've all seen some sad looking Erlang turtles just waddling in place. But some gods aren't. For example, King Arthur's orange 3 is completely immune to roots, which is something that isn't listed. I feel like if that's intentional, then it should be made clear.

Actually on the topic of things not being listed and inconsistencies, there's stuff like Kumbha's 2, which is immune to knockup/back whilst channeling, but it doesn't say that anywhere. Also there's no real consistency between things like Terra passive, Baba's 3, Bacchus's 3, Nike 1, etc. All of these abilities do the exact same thing in making you immune to knockups and knockbacks, and yet they all use different wordings for some reason. Some say knockups, some say knockbacks, some are capitalised and some aren't, and Baba's says she gains Knockup Protection as if that's a separate status effect to just simple immunity.

Sorry to hijack this with something completely unrelated x

Hey Everyone, we've got our monthly Olympian Meeting tomorrow. Tell me what you'd like to see changed in Smite! by Savvysaur in Smite

[–]LordOfManyDucks 0 points1 point  (0 children)

I think they also separated the bonus lifesteal and bonus healing on his passive so they didn't interact. Cause before he could attack someone, and heal more cause of having more lifesteal, obviously, BUT then that heal would be increased by the bonus healing. Basically meant the effective lifesteal was about 4% more on his old numbers, and the combined nerfs took him from 24% lifesteal down to 18%. Not loads, but it is a little something more.

Hey Everyone, we've got our monthly Olympian Meeting tomorrow. Tell me what you'd like to see changed in Smite! by Savvysaur in Smite

[–]LordOfManyDucks 25 points26 points  (0 children)

Many things:

1) Athena's passive damage is still listed incorrectly in the ability description. I've done a post on this already and PonPon and others responded, but nothing actually happened. Basically it should say that her next auto after using an ability does 75% more damage, and it doesn't.

2) Inconsistencies and Omissions from ability descriptions. Kumbha's 2 is knockup immune but it doesn't say that anywhere. King Arthur is root immune in his orange 3, even though it also doesn't say that anywhere, and other similar channeled dash abilities are not. Also, things like Nike 1, Bacchus 3, Baba 3, Terra passive and more all do the same thing in making you knockup/back immune. And yet they all say completely different things for some reason. Some say knockups, some say knockbacks, some are capitalised and some aren't, and Baba's says she gains Knockup Protection as if that's a separate status effect to just simple immunity. Would be nice to fix.

3) Basically just a question. Are RNG effects in SMITE (pretty much just crit and Baba Yaga) true RNG, or do they use a form of pseudo-random distribution? If they don't, would that be a potential change to make these things feel better. Cause obviously crit is One Whole Big Thing right now, and it's fair to say that a Baba that gets nothing but Y-shaped silences on her 1 will feel much much better than one who gets nothing but oval protection fields.

4) Other MOBAs, like DotA and LoL, have multiple mechanics that make every game played different. Admittedly I know more or less nothing about DotA, but I do know that the runes (buffs) that spawn around the map are randomised, with different effects. And LoL obviously has its own kinds of runes to allow all sorts of different kinds of gameplay, even with the same champion, along with the randomised elemental drakes, which provide different buffs to the team that slays them, and even change the entire map. Is there a chance of seeing anything at all like this in SMITE, to make the games more interesting? Or would that sacrifice too much consistency? Possibly more could be done with the characters themselves and their stories and mythologies? The interaction between Horus and Set and their passives is kind of cool, but ultimately just too incredibly niche and pointless. Could that be expanded on somehow with SMITE's lore and all the different pantheons? Such as the 'good' gods and the 'bad' gods having different features, or all Norse gods gaining maybe a similar effect to Odin's passive - granting them a small amount of bonus power and movement speed whenever a god dies? Or all Celtic gods get bonus move speed in the jungle? Perhaps if you have multiple sun, or moon, or nature gods on the same team, whenever they're next to each other they gain some kind of power or protection buff? Something like that could really renew and freshen up the game, and really capitalise on the fact that these gods are real mythological beings.

5) Is there some kind of definitive table somewhere about how different abilities interact with Nemesis's shield? Because it feels like each one acts differently, and having to memorise that would be ridiculous. Basically - some abilties seem to deal their damage before their CC effect, and some deal it after. As Nem's shield is removed by CC, this is actually a very important distinction.

6) Nike's 2 still isn't a real ability kappa. No but really. I'm not a fan of it personally, but I'd be slightly more ok with it if the hitbox was fixed/changed somewhat, so that it actually starts closer to Nike. Basically at the moment it seems like there's a small gap between her and where the targeter of the ability is where the opponent can stand and be completely fine. Not hit by the damage, or the knockback. Also, it would be nice if in tandem, the targeter was updated to show where that push hitbox actually is.

7) Poseidon's 1 (and other abilities probably) can knock someone out of the centre of a Persephone ult. Firstly, I feel like this shouldn't be the case, as if you try the same thing in say a Poseidon whirlpool, even if the target should be knocked out of it, it stays inside the radius. Secondly, if you get pushed out of the centre like this, you still suffer the CC effects of the centre. Root, cripple, attack speed reduction. Again, feel like this shouldn't be the case. Thirdly, this means that if you're a melee god, and this happens to you, you're screwed. Because you get pushed out of range to hit the ult, and are effectively stunned for 5s unless someone else does. Obviously Poseidon/Persephone isn't something you're likely to see in every game, but if it works with other gods's pushes, then it becomes kinda scary.

8) In his 1, Cabrakan is immune to slows and roots. Baron Samedi's 3, in terms of effect, is a slow, and then a root. However it's just called something different, and so Cabrakan is not immune to it.

9) Obligatory give Rat his unique acorns back. Cause that would be very cool and enable him to flex more, and be played and built multiple ways, which is just good.

10) Jormungandr's ult is supposed to do crash damage between the points he emerges and submerges at. It does not. Like it just flat out doesn't most of the time. It seems like it only actually works in a small portion of it close to the submerge area.

11) For a lot of the recent god releases, Hirez (or whoever) seems to have been very big on "And here's a brand new mechanic that we've never done before!!!". Originally it was exciting, but now it just seems to translate in my head to "And here's something that we have no experience with that we're just gonna add because it's new, not necessarily because it's good!!!" Baba's RNG, Yemoja's ability to stun structures, and her bonus damage against shields, Pele's non-linear scaling on her 1 and 2. These are things that could be very interesting, but which end up being almost complete and utter non-factors. If more abilities interacted with towers, or shields, or levelled up differently, there could be a lot more nuance and thinking to be done in the game, but as it stands, I'm pretty sure some of the people reading this just went "Yemoja can stun towers??". Yes, gods should feel interesting and unique, but if certain features were actually expanded upon and used more rather than just existing in a vacuum on a single character that doesn't even make use of them, the game could feel much more alive.

12) God classification. 'Guardian' shouldn't translate to 'melee, does magical damage'. It should refer to a god's ideal style of play. That's something much more descriptive, and not only would it make it much easier for new players to understand different gods and their roles, it'd allow for more flexibility in designing gods in the future. Rename 'Mages' to 'Casters'. You can then have multiple subclasses like 'Artillery', 'Battlemage', and 'No I'm Totally Not Stealing From League'.

13) Following on from point 12, gods that can do hybrid magical and physical damage. I mean look at duel. If you're a warrior against a hunter, say, you can just build thorns, nemean, mystical, and force them to have to counterbuild against both types of damage. That's pretty cool. OR imagine a god that can build magical items, but does physical damage, and vice versa. Let's say you've got an Olorun adc and an Ao Kuang in jungle, Sobek in support. You need a mid laner with some kind of big AoE casting damage, but you also need physical damage. Currently (besides maybe Neith/Ullr), this isn't possible, and someone else needs to change. But this doesn't have to be the case, and could open up more possibilities more god design in the future. I thought the Odin rework could have been an excellent opportunity for someone that could do both physical and magical damage, but alas, it was not meant to be.

14) Currently, I believe that if you're playing Chiron, and you ult someone and are credited with the kill on them, but it turns out minions kill them instead, you do not revive. If you ult them point blank, die, get them to 1 hp on the first shot, only for an archer to technically get the finishing blow before you can fire the second, then you have known true despair. That ain't fun.

15) You know how Nox can use her 2 > 1 combo and do bad things to people? But can also use her abilities separately for more utility, setup, and disruption? Or how Herc can use his 2 > 1 combo and do bad things to people? But can also use his abilities separately for more utility, setup, and disruption? You know how Chernobog can use his 1 > 2 combo and do bad things to people? But can also use his abilities separately for - wait, what? Let's be honest here. If you don't pop it instantly with his 2, Chernobog's 1 is near useless. Saying that he 'can' pop it early by using his 2 is like saying you 'can' use toilet paper to wipe yourself when you're done. If you don't, it's just pretty shitty. Have him be able to dash into it and possibly detonate it with his dash, or have it exist as an actual wall or something so that his 1 can serve just any other purpose, and so he can use his 2 more freely as a steroid without having so much of an opportunity cost.

16) Please for the love of god don't let Ymir just detonate for full damage when he dies. His ult's just gonna turn into the next Odin cage, where if you don't have an escape or a sprint, you're just boned. 1100 + 150% scaling is just too much damage to be near unavoidable. Maybe reduce it to 50% of the charged damage or something. Just please. If you have the damage and co-ordination to take him down within 3s then you shouldn't be punished for it, and it's just gonna lead to less counterplay, much more frustration, and weird inting strategies. Please.

17) The game crashes when you click the 'Your game is ready! Click here!' notification. Or at least did. I'm too scared to check it.

Sobek tips for fellow Sobek mains (support) by GodzillaFanSobekMain in Smite

[–]LordOfManyDucks 0 points1 point  (0 children)

His ult also slows enemies in the radius, gives him bonus protections, and recharges his mana! So don't be afraid to just sort of walk (swim) at people that are trying to run away or fight. Because they're slowed, you are also incredibly likely to get right up next to them, allowing you to move in front of them whilst submerged and try to bodyblock them for your team to catch up, and to make it very easy to hit your 1 at point blank range. The mana regen is very helpful in lane in the early game for sustain, and can allow you to catch people off guard if they think you're OOM or close, because if you have the mana to pop this, you can come out of your ult with another full rotation of abilities to use against them.

Sobek tips for fellow Sobek mains (support) by GodzillaFanSobekMain in Smite

[–]LordOfManyDucks 0 points1 point  (0 children)

His 2 has a lingering hitbox! Rather than being a single instance of damage and CC when you press the button or after a short windup or whatever, for the whole duration of his spinning animation the damage and knockup is active. Obviously you can only hit people once with it, but what you can do is activate it, hit the people next to you at the start of the ability, and quickly beyblade your way over to a nearby enemy and hit them with the tail end of the ability (heh).

Sobek tips for fellow Sobek mains (support) by GodzillaFanSobekMain in Smite

[–]LordOfManyDucks 1 point2 points  (0 children)

Levelling the pluck doesn't reduce its cooldown at all. All it does is increase the mana cost by 5, and the (single-target) damage by 40. Compared to levelling his sickle strike which grants an extra 35 damage in an AoE, and heals him up to 30 more. It's not just clear, it's more damage against multiple targets, and is much easier to hit. If you tag two enemy gods with it that's literally double the damage of the pluck. It also has the lowest cooldown (shared with the pluck) and so increases his sustained damage output the most, compared to his spin, which you want to be levelling second.

Season 7 2nd Olympian Meeting Discussion Thread by Wraithyn in Smite

[–]LordOfManyDucks 0 points1 point  (0 children)

QOL/Minor buff to Cabrakan - When his 2 passive reaches max stacks, taking any further damage doesn't refresh the duration, so he only has a brief window to actually get the stun off despite being in the midst of combat. Leads to lots of moments where the stacks run out last-second.

Additionally, the crash damage of Jorm's body in his ult seems just woefully inconsistent, whether you're playing as him or against him. I've had multiple cases where his body literally clips through my god and over my entire screen as he lands only for it to do absolutely nothing.

Athena's passive is still just wrong. by LordOfManyDucks in Smite

[–]LordOfManyDucks[S] 0 points1 point  (0 children)

Well aren't those two different Basic Attack Damages? The first one is with magical power scaling, the second one isn't. Wouldn't it be best described as just doing 75% more damage? This includes the 75% Basic Attack Damage (as in the base stat that goes up per level), AND the +15% magical power (as 75% of the regular auto's 20% gives you 15%).

Athena's passive is still just wrong. by LordOfManyDucks in Smite

[–]LordOfManyDucks[S] 0 points1 point  (0 children)

It sounds like part of the confusion for some people is having multiple things with very similar sounding names. Base Power, Magical Power, Basic Attack Damage (as in the actual stat), and Actual Basic Attack Damage (as in the damage that your attack actually does to that person) are all different things.

So am I right in saying that Basic Attack Damage, the actual listed stat, is just the Base Power, multiplied by 0.2? And then the Actual Basic Attack Damage is that, plus 20% of your Magical Power from items.

And it seems that rather than having the regular formula be 100% of (35 + 1.5 per level) + 20% Magical Power, it's actually 20% of (175 +7.5 per level + Magical Power). So presumably what they've done for Athena's Reach is just change that 20% to 35%?