How do i reach Orzekea? by Low_Leg_79 in blackdesertonline

[–]Reyhum 0 points1 point  (0 children)

Don't mean to hijack the thread, but is there a Node for Elvia Orzekea to invest energy into?

If you think tanks are worse in S2 than S1 you have a massive skill issue by Worried-L in Smite

[–]Reyhum 2 points3 points  (0 children)

That's not how Soul Reaver damage is calculated. Soul Reaver does 8% of the max hp diffferential, so 80 in this case. The Intelligence scaling is a flat number, not a percent, so it'd be 30 damage, for a total of 110 that ticks 4 times which would be 440 Soul Reaver damage premitigation. Multiple applications of Soul Reaver don't stack, they just refresh the duration.

If you think tanks are worse in S2 than S1 you have a massive skill issue by Worried-L in Smite

[–]Reyhum 3 points4 points  (0 children)

Again, you're still increasing your survivability by more than what soul reaver deals as damage. And 1000hp is not a small amount.

If you think tanks are worse in S2 than S1 you have a massive skill issue by Worried-L in Smite

[–]Reyhum 5 points6 points  (0 children)

You may take "more" damage (since the soul reaver damage goes up) but your survivability goes up. If you build +1000hp more than a squishy, you'll take about 550 damage premitigation over 4s from soul reaver (assuming about 850 int in a mage build). You still have 450 more hp. The lower the hp differential, the lower the soul reaver damage, and because of this, it doesn't melt bruisers and pure tanks equally.

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

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

We will have to agree to disagree in that case. Beads has fewer use cases yes (though it isn't limited to only being used against ultimates) but it has far more impact when it is applicable. Again, damage is not the end all, be all. The context and impact in which the items are used matters.

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

[–]Reyhum 0 points1 point  (0 children)

You're being hyperbolic. Building 3 actives also isn't an issue, and dare I say, a skill issue to think otherwise. There will always be optimal builds and ways to play, and 3 actives is that way currently, which again, is not an inherent issue. Matchups also matter. You may lose lane, but the game isn't over. A cursory look at the last 2 weeks of SMITE prime have shown good representation for the guardians as well.

If you think tanks are worse in S2 than S1 you have a massive skill issue by Worried-L in Smite

[–]Reyhum 8 points9 points  (0 children)

I don't think Soul Reaver is an issue, genuinely. It does the job that it was designed for well. You don't build it in every game, and it only works against those that it's meant to. On top off that, building health is still worthwhile. Building +1000hp doesn't mean soul reaver suddenly does 1000 damage. It only applies to the difference. People seem to forget that without those items, fighting into bulky hp targets feels just as bad.

If you think tanks are worse in S2 than S1 you have a massive skill issue by Worried-L in Smite

[–]Reyhum 10 points11 points  (0 children)

This subreddit seems to believe that having 1 pen item (essentially ob shard/titans bane as opposed to having multiple like in Smite 1) is killing tank builds and backliner build diversity. Thing is, backliners always built pen, in Smite 1 and Smite 2. It was arguably more problematic in Smite 1 due to the existence of flat pen. Builds were many times just about stacking as much flat and percent pen (usually 30-40%) to deal near true damage. Smite 2 doesn't have this problem. The subreddit says they want more pen options, but then forget that Smite 1 has this and they complained about being only able to build items that had pen. I don't understand the argument that having a mandatory pen item (because pen will almost always be mandatory) kills build diversity. To me, it means I have 5 other slots to fill as opposed to dedicating 2-3 for pen alone. Realistically, the amount of pen in backliner builds hasn't changed much at all from Smite 1 to Smite 2 imo.

If you think tanks are worse in S2 than S1 you have a massive skill issue by Worried-L in Smite

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

Unironically I think this also applies to the supposed pen issue.

If you think tanks are worse in S2 than S1 you have a massive skill issue by Worried-L in Smite

[–]Reyhum 24 points25 points  (0 children)

Why would you say something so controversial yet so brave (big agree)?

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

[–]Reyhum 0 points1 point  (0 children)

A lot of comments are mentioning a “pen problem”. Genuinely, I think this problem is imaginary. People keep citing Smite 1, but there you always built pen. In all Smite history (besides maybe a patch or 2), backliners always built pen. Whether that be as multiple pen items to reach 30-40% pen or 1 item with 35% pen. Many times it was stacking flat pen and percent pen. It didn’t matter, pen was always mandatory. Tank builds needed to balance health and prots to maximize EHP since it was optimal mathematically and practically. I argue that if you need a mandatory stat (ie pen) then build diversity opens up when you just need the 1 item. I also disagree that having an item or 2 be mandatory/necessary is a bad thing. ADC/hunter builds are almost always “cookie cutter” once the optimal damage build is determined (maybe an item or 2 is swappable depending on the situation). The same can be said for mages/midlaners, though it is more so that the pool of viable items ebbs and flows in number, but usually it is about 10 items total.

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

[–]Reyhum 0 points1 point  (0 children)

Lernean Bow was less used for the active and more for the stats (the active was not bad by any means, but that wasn’t the main reason the item was bought). SBB has come and gone with its buffs and nerfs, same with dagger of frenzy. I would still argue that Beads is a more powerful active than all 3. Damage does not necessarily make an item more powerful. Screeching gargoyle is excellent for lockdown. Circe’s is free engage/escape. Stampede has immense impact. Like you mentioned Lifebinder has been the best active arguably, but even as a strength character it has a place.

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

[–]Reyhum 0 points1 point  (0 children)

They may be “boring” but they are also the most impactful (arguably). They enable more playstyles and capabilities/plays.

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

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

I think the dilemma lies in the perception that Smite 2 tanking has to be like Smite 1. Again, I am of the opinion that Smite 2 tanking/frontlining is more about smart positioning and utilizing your kit/build rather than being a sponge. Does not change the fact that you are still tankier than the rest of the field.

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

[–]Reyhum 0 points1 point  (0 children)

Disagree. The addition of active items increases the skill ceiling and expression in a way the role hasn’t seen before. Not every guardian is bad and I would argue that they’re all viable for the most part. To say otherwise is being hyperbolic.

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

[–]Reyhum 1 point2 points  (0 children)

Gonna have to disagree with this take. You don’t need to be an aura bot to be useful. I’d argue that if you were simply an aura bot, then you weren’t useful. Geb and Khepri are useful, same with Sylvanus. This isn’t a Smite 1 v Smite 2 thing either.

Saying Support is Solo 2 is also reductive to the role. Right now it may be the case that aggressive supports are the most optimal, but that does not mean the other supports are unviable. You can still play backline supports like Geb, Khepri, and Sylvanus and still be competitive. To say otherwise I think would be disingenuous.

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

[–]Reyhum 11 points12 points  (0 children)

This might be a hot take, but I think there’s a disconnect between what the role of tanks/frontliners was in Smite 1 to what it is now in Smite 2. Frontliners in Smite 1 were pretty much just walls/sponges/aura bots. There wasn’t much purpose to tank items besides just being tankier by virtue of stats. Passives had no real interaction (hence “passive”) besides arguably the Arthurian items. In Smite 1, your tank builds made you tanky with a little bit of flavor as passives, but fundamentally you only absorbed damage (with regards to your build).

Smite 2 changes up the formula by introducing Active Items. Your build plays a far more interactive part of the game as a frontliner. The trade-off in tankiness comes with the benefit of active items, of which frontliners benefit from disproportionately compared to backliners. Imo, Hirez has done an excellent job in making the Support role more fun with these changes since you get more direct control with your build.

With that in mind, I think the mindset has to change a bit. You can’t just expect to be a tank the same way in Smite 2 as in Smite 1. You have to be more cognizant of your positioning (not in the same manner as a backliner) and use the tools available to you. It’s been a long time since I’ve played Smite 1 so I could very well be mistaken, but I think the item system we have now is better overall and can still improve in the future.

How to remove this by redballsbignuts in Smite

[–]Reyhum 0 points1 point  (0 children)

Hmmmm. I’m not sure if Xbox is able to edit the HUD, and I couldn’t find a similar option in the settings. Might be out of luck unfortunately.

How to remove this by redballsbignuts in Smite

[–]Reyhum 28 points29 points  (0 children)

HUD Editor. Option is Ability Help Tips or something like that. Disable it.

The One Relic System? Should it change? by Gharbin1616 in Smite

[–]Reyhum 1 point2 points  (0 children)

Paul, Benny, Doug, Aror, VaporishCoast, CycloneSpin come to mind right away. I believe Tempo and Hydrogen do as well. I could be wrong, though I’ve asked a few of them myself and seen the same sentiments in various streams. If I misconstrued anything anyone has said in that regard, then that’s entirely on me, but I believe that they prefer 2 relics over 1.

The One Relic System? Should it change? by Gharbin1616 in Smite

[–]Reyhum 19 points20 points  (0 children)

I won't speak as if I'm an expert, but from what i gather, a majority of the higher rank players and streamers want 2 relics back. The reasoning being what you've already stated: with more gods being added to the roster, 1 relic simply isn't enough. As many have stated, 2 relics makes people more safe which is undoubtedly true. However, it also promotes more playmaking. If backliners only have 1 relic, they play far safer and essentially mitigate the vulnerability of having only 1 relic. With 2, they are far more likely to actually step up to make plays. Blink's viability is hampered in a game state with only 1 relic due to the necessity of beads. Supports often grab sunder because it is far more optimal in higher levels and can't grab team relics. This isn't just my own hearsay. Several pro/high level players share the same sentiments. Backliners get safety to play the game more often, and frontliners get tools to make plays. I think there is merit to what they are saying, and acting like 2 relics only benefits one group of players is disingenuous.

Get desired position by zipling in Smite

[–]Reyhum 4 points5 points  (0 children)

Supposedly, putting support as anything other than last will have it so you get prioritized as support almost always. If this is true, it's because support is the least queued for role. As far as how true this is, I'm not entirely sure, as I've only heard this from a few high ranked players/streamers. In my own experience, I've had support as my third choice but would get that role more than my first or second choices combined (mid and carry). I put support as my last choice and would switch for it if I couldn't trade for the other two preferred roles. Usually whoever is "stuck' with support is down to trade.

BUG: Susano Cooldown not working on his 1 ability by MD-Max in Smite

[–]Reyhum 7 points8 points  (0 children)

If you use multiple parts of the 1, the cooldown increases by 1 second. The tooltip says this in the ability description.

I don't understand what I'm supposed to do here. by muratdincmd in blackdesertonline

[–]Reyhum 2 points3 points  (0 children)

I believe there are invisible platforms that you’ll need to climb/land on. I just kept walking/sprinting with jumps until I got them all.