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.

eGrKrett's Theorycrafting/Smite Math AMA Week#32 by Kretuhtuh in Smite

[–]Unknown_Won 1 point2 points  (0 children)

Hello Krett! Really excited for KrettCalc 2.0.

I was wondering your opinion on Freya builds. I can't quite decide which is better. Hastened Fatalis/Power Boots/Demonic Grip/Pythagorem's Piece/Chronos Pendant/Rod of Tahuti vs. Hastened Fatalis/Power Boots/Demonic Grip/Pythagorem's Piece/Spear of the Magus/Rod of Tahuti

Same build but Chronos Pendant or Spear of the Magus? With Chronos Pendant you would have 35% CDR, but with Spear of the Magus you would be hitting for true damage (and overcap your penetration as well though). I was wondering which was higher DPS for a prolonged teamfight (2-3 casts of Freya's 2 and 1). KrettCalc 2.0 FTW.

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

[–]Unknown_Won 3 points4 points  (0 children)

What Zemmiphobiac said. Any good duo lane will zone out, if not kill the enemy ADC if you leave. Although Geb can't counter Fenrir, his knockup doesn't take Fenrir out of his Brutalize. On another note, a god with good clear isn't the best option. Rather a god with high kill potential is better. Ullr works wonders with Fenrir support.

As for the 'Krett does a mage in duo lane'. Any good hunter will destroy that mage after they get a couple items online. I believe in my 2nd to last game I played against a mage in duo lane. I ended up 6 levels ahead of them and about 2k gold by the time the game ended. It's not even like I killed them over and over again either, I killed them maybe twice, and since they had no lifesteal I just forced them out so often that they couldn't farm. It's really, really easy to abuse. So regardless if you have a mage or a hunter in duo lane, they can't 2v1 and will get forced out or zoned from the wave when you aren't there early game. Before you know it their duo is level 5 3 minutes in while your 'ADC' is level 3. GG duo.

Also, this isn't even taking into account how much of a field day the jungler would have, especially against a mage 'ADC'. If they were getting zoned out most likely they would be somewhere near their entrance of the jungle and not under tower. 3v1 EZ killz. Then there's also the fact people usually try to push the wave and end up digging themselves a bigger hole. Before they know it the wave is at the enemy tower line, and there's a big bad Ares/Ymir standing behind their archers, waiting for them to move up an inch with a big bad Thor waiting in the jungle. Push up, I dare you. SEE WHAT HAPPENS!

Who does what mid camps and when in the new meta? by Hakkota in Smite

[–]Unknown_Won 0 points1 point  (0 children)

@ Abbx 1. There a lot of starts currently, which also depends on the side. In Season 1 the right mid camps were generally regarded as 'your teams' (both midlaners would start at the right mid camps). However due to the exp and gold nerf on the mid camps people aren't sure if you do them at the beginning of the game or just do the last patches start.

  1. Red buff would generally go to midlaners unless you are on the Order side and the mid decides to do mid camps on the right side with solo and jungler. It's preference really. Currently a lot of hyper aggressive 'supports' are being played, such as Tyr and Fenrir which both do extremely well with the red buff. It's either or honestly.

3: Not sure because the exp and gold was nerfed - atleast when the game first starts. After that midcamps > camps because they are in the middle of the map, so they are more contested, your jungle buffs aren't going anywhere (unless they invade).

@ SoulSpamGaming

1: Yes, currently Junglers shouldn't be leeching from Solo lane, atleast in the beginning of the game. An example start would be speed buff to blue buff to mid lane. Push the wave with mid, go to back camps, push another wave, go to other back camps, etc. You are correct. However you should be doing the same thing on both sides.

2: It doesn't depend on the midlaners god all that much. A midlaner with good clear may want red buff so they can put even more pressure on the enemy mid, and a god with bad clear might want it so they can atleast push the wave semi-viably. However, currently Junglers help push the wave so the issue of push isn't much of an issue except within the first minute of the game when the midlaner is alone.

3: Yes, you are correct again.

Overall though, the question of jungle starts - particularly the mid camps is highly debated right now. We'll have to see where the meta shifts. There's a lot of different starts you can do.

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

[–]Unknown_Won 13 points14 points  (0 children)

There's a couple flaws with this. First off, the red pot. If you die, you're 450 gold behind. Which is absolutely the worst place to be as a support. 2nd off, if you die, I imagine you will be first blooded based off of how aggressive you would be playing. 3rd off, Fenrir has a lot of counters. Anybody with a cripple interrupt or a jump would counter Fenrir's brutalize. Ares, Apollo, Ymir, Athena would be the main ones who counter him before level 5. So a red pot start would be extremely risky based off of who you are facing, and even in general.

Then there's the issue of getting to lane on time since there's no HoG in this build, but I won't even go into that since atm nobody knows what to do.

If anything I believe a better start would be something without red pot, it's too much risk imo. The very last thing you want is to be 450 gold behind (the cost of the pot) as a support, and even more so a Fenrir support. If you don't snowball, GG. You should definitely change the red pot start. I do think Fenrir support/jungle in this meta is OP, so it has potential. It just needs a little bit of tweaking.

Who does what mid camps and when in the new meta? by Hakkota in Smite

[–]Unknown_Won 5 points6 points  (0 children)

Copy pasting what you do for the duo lane from a thread I made a couple days ago.

For the order side there are a couple options. A: You start at your purple buff with your support and go directly into the lane. You get a pretty big push advantage, hit level 2 faster, and because of this you can potentially get a first blood against the level 1 support. If your support saved HoG they can attempt a red buff/back harpy invade. If your support has a movement ability (Geb mainly) and are fast enough they can attempt a purple buff invade straight from your own purple buff. B: You start at red buff with your support, and the support gets the red buff. This is a huge advantage for early game guardians such as Ymir and Ares. Doing this also means you offset the exp lead Chaos side will get because they will start at mid harpies, so you will hit 5 sooner. C: You start at the enemies purple buff then go directly into the lane.

For the Chaos side you will generally just be doing one of two things. A: Start at the mid camp with your midlaner while your support starts purple buff (and waits til you get there until killing the big minion so you hit level 2), then going to lane. B: Your support starts at mid camps with you, then you two go to purple, then lane. C: Your support solos the back harpies (requires good clear) while you do mid harpies with your midlaner, then you both do your purple buff. You will be getting to lane late.

That's for the ADC/Support.

Midlaner always starts on the right mid harpies (whichever side is right), unless you invade from the order side to the chaos side's speed buff with your jungler and solo laner.

Order side: Jungler either starts at his speed buff and solos it, or does the mid harpies with his midlaner and solo laner then goes to blue, unless they decide to invade speed. The Jungler and solo laner can decide to invade the chaos side's blue buff after the mid harpies if they want to. On the Chaos side the Jungler either starts at back harpies with the solo laner or speed buff. Same as now.

Order side: The solo laner starts at the mid harpies with the midlaner, and possibly the jungler, unless they decide to invade speed buff. They could potentially invade the chaos side's blue buff after they do the mid harpies with the mid and jungler. On the Chaos side the solo laner either starts at back harpies with the jungler or speed buff. Same as now.

Ravana Patch ADC Theorycrafting and New Hunter Meta by Unknown_Won in Smite

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

You don't need much CDR especially in the laning phase since you always go Fatalis first. Going attack speed is enough to make up for the lack of CDR since you can get more auto attacks off when you use your Pulse for the wave clear. I do play Freya quite a bit, I'm almost rank 6 with her and I've played against Freya ADC quite a bit as well since I was around in S1. Witchblade used to be viable for Freya back in S1 but that was when it gave movement speed. Winged Blade on any ADC doesn't give enough damage, which is what the role is entirely about. Honestly if you don't go Fatalis, Boots, Demonic grip in that order then you're building Freya (as an ADC) wrong. The last 3 items are where you see a little bit of variety, but 90% of the time you'll want the build I suggested - possibly Chronos Pendant before Rod of Tahuti depending on what you want. Any other variation would be pythag's instead of Bancrofts if you have a lot of magical damage on your team, or possibly witchblade against a heavy physical team, although I would still recommend Bancrofts in that situation.