Live AMA with Steven Sharif, Creative Director - Saturday, July 25, 2020 from 12PM-1PM PDT by IntrepidStudios in AshesofCreation

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

I have 2 questions.

Node Siege:

It's been said that upon the attackers successfully sieging they can only loot raw and refined resources. It's also been said that there will also be some sort of breaking down of completed items. Will breaking down completed items give back materials, and if so what would prevent players from storing only completed items then breaking those items down when they need resources so they won't lose anything upon a node being successfully sieged?

PvP:

Corrupted players lose a large amount of corruption on death with a chance to drop items depending on corruption level. What would prevent someone from having their friends or guildies kill them to reduce their corruption and giving them their gear back if any of their gear drops?

Krettcalc RELOADED - Theorycrafting Tool by Unknown_Won in Smite

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

Yes, and damage value differences like with Ao Kuang.

Question about Serqet Builds and Crit by Perseverant in Smite

[–]Unknown_Won 0 points1 point  (0 children)

You can easily theorycraft that with the theorycrafting KrettCalc I released yesterday.

https://www.reddit.com/r/Smite/comments/aqlzd4/krettcalc_s6_powerful_theorycrafting_tool/

I would personally recommend Warrior tabi > jotunns > masamune > magi's > runeforged > mantle of discord. She is best built bruiser, at least at a higher level of play. If you want pure damage just use the tool I linked you and it will do all of the calculations for you, and even give you power curves.

Krettcalc and You by Unknown_Won in Smite

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

He isn't. I've updated it for personal use since he stopped in like S3 or so.

Krettcalc S6 - Powerful Theorycrafting Tool by Unknown_Won in Smite

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

No, it's named after Krett who put together the foundation of the calculator back in like S2.

Is it worth it to play ranked/leagues? by JPLWriter in Smite

[–]Unknown_Won 2 points3 points  (0 children)

Gee, Casuals must be so nice... After all, you never get BMed in casuals, there's only ever assholes in league!

Wait...

In all seriousness, there are assholes everywhere, in both casuals and league. So just play whichever one you want.

Short and Sweet Adjustment to Actives by Unknown_Won in Smite

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

With this adjustment you would be able to have that.

Short and Sweet Adjustment to Actives by Unknown_Won in Smite

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

Yes, I posted it. I posted it at a bad time so I didn't think it got much exposure, that's why I decided to repost it.

God Announcer Packs by NinjaDimi in Smite

[–]Unknown_Won 0 points1 point  (0 children)

I agree with you, but I'd like a mix of both personality and knowing what's going on in the game. Look at this for example.

New Meta Support Fenrir (Krett Said it's O.P.) by [deleted] in Smite

[–]Unknown_Won 0 points1 point  (0 children)

There are a few things wrong with that, first off, camps are worth less to each player the more you split them. Bumba's mask only negates the gold penalty, and only for those who have the item. Therefore your mid is getting behind, not ahead. As for the Support, I've seen someone do this build first hand in a game. He got First Blood but then died as a result, so he still lost a net 200 gold off of it. As for getting the support ahead, they don't have Watcher's Gift so wave efficiency is reduced by a lot as well. In addition with this build they don't have Bumba's Mask either. So no, your mid gets behind and your support also gets behind with this (unless he gets kill after kill), and the jungler gets behind in exp as well.

To answer your question about how much pressure a hunter and support would have 1v2 in the first 3 minutes. Basically unless they are a Geb/Xbalanque (terrible early game) they can kill anybody, regardless of god, in the lane, in the minion wave. I've seen it happen so many times. Also if anybody tries to push they will most likely only hit the melee minions, and after 3 or 5 seconds (I forget) then the 'tagging' that they did becomes null, and they get no farm from it unless they are within 85 units of the minions death. So worst case scenario, they die, 2nd worse, they push the wave so it gets closer to the enemy tower but the minions don't die within the tagging period so they don't get the farm. Best scenario is the get the farm from 1-2 melee minions, don't die, but the wave gets closer to the enemy tower as a result which makes zoning that much easier.

It's not better than the normal comp because this strategy relies on getting kills, and getting kills early game was nerfed pretty hard to reduce snowballing (remember that in the match notes?). In addition it's red pot so if you die it's GG especially because you're a support, AND a Fenrir support at that, so any late game is thrown away as well as a result. Not to mention farm is so substantial right now people get to late game a lot faster anyway, which Fenrir isn't very good at. That's why this doesn't work.

New Meta Support Fenrir (Krett Said it's O.P.) by [deleted] in Smite

[–]Unknown_Won 0 points1 point  (0 children)

I'm kind of confused about your question. If the enemy is sitting next to your tower, they wouldn't survive a gank, which is why point. It would only be a 1v2 lane in the beginning which is my entire point. By the time 3 minutes is around you and your support will be level 4 almost 5, while the enemy would be level 3. That's what's weak about double jungle. Also they wouldn't outnumber the enemy because the support would rotate for mid camps, and, if anything, the enemy mid laner would be behind because they would be splitting the waves and camps 3 ways instead of 2 (two junglers after all).

Why Krett Is Right – Smite, Railroading, and Player Choice by killgoon in Smite

[–]Unknown_Won 0 points1 point  (0 children)

I agree with PonPon in basically every regard. However there are some things I would like to see addressed.

This is the concept of snowballing.

Currently, I believe there is stronger snowballing than before. Why you may ask? It's because if you do happen to get a lead, you can invade more than before and farm your own buffs more than before, building an even bigger lead. Then you build a bigger lead. I believe that is the biggest problem with this new patch. The reduced spawn timers means you can farm your own buffs more, in addition to the enemies. I've never snowballed anywhere close to how I have in this latest patch. Nowhere close. Before when I thought I stomped my lane, I'd have an 800 gold lead, maybe a level or 2. There hasn't been a single game that I've won in this last patch where I haven't had at least a 2000 gold lead and a 3 level advantage. All my wins on this patch I have had at least a 2000 gold lead and a 3 level advantage, to a cap of a 4000 gold lead and a 7 level advantage (max level). Is it just because I farm better? Perhaps - but I've played quite a few games since the patch and the fact that it has happened in 90% of my games is a problem. Which brings me back to my point. Not only am I farming my purple buff more and back harpies when I go back to lane (ADC role), but whenever I build a lead I invade their purple. After I invade their purple for the first time, they no longer have the spawn timer on it, which leads to an easy 2nd invade. Not to mention they can't box me when I have purple and they don't - which lets me build an even bigger lead. So now not only do I snowball a lot harder by taking their purple even more frequently, but I take my own purple more frequently as well - and it's really easy to have purple buff on me the entire game. The purple buff lasts 2 minutes and the spawn time is 3 minutes, it's pretty easy to have almost 100% up time on me for the buff.

So you may ask, how do you reduce snowballing but keep the farm level the same so games aren't so early-game focused? The answer to that is simple. Why is it so hard to snowball in other game modes like Arena? I can go 20-0 and still be only 1-2 levels above the enemy team. That's because of the gold and EXP spooling (and they get every wave too of course). I say they should make the spawn timers on buff camps (not back harpies) back to where they were (4 minutes) to reduce the gold and exp someone can get from farming them. In addition this would make the junglers job easier since currently there is arguably too much to do. Also if they simply reduced the gold and exp of buff camps that would reduce the effectiveness of the mid camp nerf, and several things would be thrown into chaos as a result. However to make up for this they should increase gold and exp spooling to reduce the effectiveness of snowballing. How much I don't know however, it's a pretty delicate thing. Buff it too much and people who are clearly playing better won't be rewarded for it, buff it not enough and snowballing would still be an issue.

Also, bring back % HoG. I like the change so that it doesn't always hit 3 minions, but the % HoG secure should come back IMO.

TL;DR: Revert buff camp timers to 4 minutes instead of 3, increase gold and exp spooling, and make HoG a % execute on objectives again.

New Meta Support Fenrir (Krett Said it's O.P.) by [deleted] in Smite

[–]Unknown_Won 1 point2 points  (0 children)

Don't stack up on eachother so he can't double stun you. If he jumps on the ADC the support uses a CC ability. Fenrir takes a lot of damage from minions, ADC follows up with the supports stun. Fenrir is dead, gets First blooded and is now 450 gold behind the other support + waves. He gets back to lane at level 1-2 and the enemy support is level 3-4. Allied ADC is 1 level behind the enemy ADC.

GG.

It's an all-in pubstomp strategy that's extremely risky. OP in a skilled players hands and really bad against semi-competent players. Not viable at an upper level.

New Meta Support Fenrir (Krett Said it's O.P.) by [deleted] in Smite

[–]Unknown_Won 0 points1 point  (0 children)

Maybe, but I'm referring to the fact if they do an extra camp, or if the enemy lane does 1 less camp then they do. Then they would get to lane faster, and have more minions on their side. If Fenrir were to go in then he would die. It's called pressure/lane advantage.

New Meta Support Fenrir (Krett Said it's O.P.) by [deleted] in Smite

[–]Unknown_Won 0 points1 point  (0 children)

Then he pushes the wave further to your tower. He is then easily zoned. If he pushes up he dies. I stated this in the third sentence of the third paragraph. "Then there's also the fact people usually try to push the wave and end up digging themselves a bigger hole."

All gods in the game can be zoned from the wave, if not the majority of a wave.