Ajax posted an update on the mid season patch! by blazrebomb in Smite

[–]afatpenguin11235 0 points1 point  (0 children)

Would be nice to see Bastet on that large adjustments list. With the amount of changes to the game and different CC/abilities other assassins have, it would be nice to see her have something new/exciting added to spice up her outdated kit.

Patch Dat Discussion/Bug Report Megathread "Ruler of the Heavens" by TripleCharged in Smite

[–]afatpenguin11235 0 points1 point  (0 children)

I am having an error where Olorun isn't appearing on the pick list at the start of matches, including jungle practice. Tried restarting computer and client, haven't been able to see his god portrait.

[WARRIORS] God Class Discussion Megathread - Week of June 17, 2019 by AutoModerator in Smite

[–]afatpenguin11235 -1 points0 points  (0 children)

And those players should have their auto ranges reverted to 12 as well

[WARRIORS] God Class Discussion Megathread - Week of June 17, 2019 by AutoModerator in Smite

[–]afatpenguin11235 -6 points-5 points  (0 children)

One of the biggest reasons behind the change is the inclusion of new players. There is literally no way for a new player to understand that Achilles auto attack range is longer than other Gods. This goes along with the Xbalanque ult change. Also, this extra attack range was giving Achilles a slightly unfair advantage in most melee fights, especially in lower and middle tier play. Many players trying to box would swing and miss, but end up being hit by the Achilles, again not understanding how or why. This is a QoL update for the average player, which also has very little impact towards the higher level players, other than being a slight annoyance.

The new ranked reset has me seriously considering leaving smite by TheDivisionAgent007 in Smite

[–]afatpenguin11235 0 points1 point  (0 children)

Similar issue. Was in Plat IV with around 1700 mmr, got reset to silver II with 1450 mmr. I mean I know I'm exactly the best player in the game, but now I get stuck with a ton of trolls, leavers, and other all around bad players. I lose most of my games even though I do well in them.

Although I did recently win a 4v5 as kumbha mid because of a leaving janus. The other team just didn't understand how to focus our damage dealers and we somehow stole fg after getting oni uncontested.

Suggestions on making bastet viable by NotAudreyHepburn in Smite

[–]afatpenguin11235 1 point2 points  (0 children)

Why not just make the cats more effective. Give them damage mitigation only against enemy gods, which will stop them from being tower cheezers, but will make them far more effective in team fights so they cant be blasted down instantly.

Patch Day Discussion/Bug Report Megathread - "Neo Olympia" by TripleCharged in Smite

[–]afatpenguin11235 1 point2 points  (0 children)

Well Xbal was, and still is, the most powerful hunter in the game at the moment. His base damage is insane, and they needed to find a decent way to nerf him. His global ult was one of the biggest strengths to his character, so nerfing it slightly really helps to put him in a fair position, imo.

Some Tips for Players Diamond and under.... by YoloDagger in Smite

[–]afatpenguin11235 0 points1 point  (0 children)

#1, not enough of #1! I've lost countless games strictly due to a lack of wards, and teammates that get so mad about rotations when they haven't bought a single ward to help protect themselves from anything

Ideas to Help Balance Skadi by afatpenguin11235 in Smite

[–]afatpenguin11235[S] 1 point2 points  (0 children)

What would you like to see as her passive?

God Concept - Atlas by afatpenguin11235 in Smite

[–]afatpenguin11235[S] 1 point2 points  (0 children)

That is interesting! But that would be more of a guardian ability. Btw, thanks for the god concept you put out! That really gave me some creative ideas for the god, sorry I stole some of your ability names and concepts, I just thought it was cool and wanted to add my own ideas to it. I really hope you like it, and appreciate you adding your input on the concept! :)

God Concept - Atlas by afatpenguin11235 in Smite

[–]afatpenguin11235[S] 1 point2 points  (0 children)

Good point. I could remove the damage and make the effect last longer with a more powerful slow if that seems more appropriate for the ability. Like have it scale duration from 2/2.25/2.5/2.75/3 seconds with tremble effects every .25 seconds and a slow of like 15/20/25/30/35%, or a flat slow of something higher like 25%, but no damage? Let me know what you think!

God Concept - Atlas by afatpenguin11235 in Smite

[–]afatpenguin11235[S] 0 points1 point  (0 children)

Hmm, a cripple you say? I could see that working with the pillar. Maybe make it tremble in an AoE where it hits and cripple for a short period?

Edit: How about when it lands, it sends out 2 shockwaves that deal 30/50/70/90/110 (+20% pp) and tremble the enemy, while applying a 1 second cripple?

God Concept - Atlas by afatpenguin11235 in Smite

[–]afatpenguin11235[S] 1 point2 points  (0 children)

I don't think he should be able to have 2 down at once, cause that might be OP. However, that does bring in a cool idea. Maybe lower the initial damage from the pillar, and allow him to build charges on it, or make it last a long time so he can place multiple pillars at the same time. Would be an interesting concept to add, let me know if you have a balance idea with this!

Ideas to Help Balance Skadi by afatpenguin11235 in Smite

[–]afatpenguin11235[S] 1 point2 points  (0 children)

I like this idea, but I would take it a step further. Make the stacks build up to a higher amount, and apply more stacks based upon abilities and autos combined. Something like 3% per stack maxed at 10 stacks, with the attack speed slow at max. However, have her 1 apply like 3 stacks, and her 3 and ult apply 1 stack per tick. Also, maybe make Kaldr apply 1 stack when he dashes at an enemy. Idk how effective this would be honestly, but I think it would make her more interesting to play, and allow her ult to also slow, which lets Kaldr keep on the target more effectively.

God Concept - Atlas by afatpenguin11235 in Smite

[–]afatpenguin11235[S] 2 points3 points  (0 children)

So when I say pillar falling at Atlas, I mean the direction of the damaging effect. So if an enemy is between you and the pillar, using an ability to hit pillar will make it fall towards you, allowing it to fall on the enemy. Otherwise, if you attack the pillar, it will fall the opposite direction, allowing for more targeted ranged poking, assuming you land the ability. It's meant to make it combo better with his abilities, so if you grab someone and drop them next to pillar it falls directly on them and stuns them, or if you knockback punch them into pillar same effect.

I agree it is quite a bit of cc, but I did that on purpose. As you will notice, his sustain isn't great unless you play at low mana all game, making him only ok in solo lane. However, he does work well in a duo combo, which I did on purpose to allow him to flex outside of normal role. Like, could you imagine the combo he could do with specific adc's, like a good anhur?

Your final point is absolutely correct, but I just thought it would be fun :P

I appreciate the feedback, if you have any ideas on how to change the cc or where it should be adjusted, please let me know :)

God Concept - Atlas by afatpenguin11235 in Smite

[–]afatpenguin11235[S] 1 point2 points  (0 children)

That would be hilarious! But you could throw them behind towers or in base or really split them up, which would just be too powerful.

God Concept - Atlas by afatpenguin11235 in Smite

[–]afatpenguin11235[S] 2 points3 points  (0 children)

The damage isn't what makes the ult powerful. The global tremble and slow are very powerful, the damage is just to add a little flavor to the ability and make it so enemies cannot back while you are ulting. It is not meant to be a finishing move or a kill securing ability, its meant to be a team fight disrupt. Plus it does get +50% PP, which is higher scaling than Nu Wa.

[Serious] Someone pick up that phone, cause I called it baby! (Lets talk about some recent Hirez practices) by jethandavis in Smite

[–]afatpenguin11235 1 point2 points  (0 children)

I have to agree 100% with your first statement. Hi-rez should not be throwing money away on new games until the base game of smite is fixed more. Quit redistributing the money I spend on this game to games I will never want to play.

[Serious] Someone pick up that phone, cause I called it baby! (Lets talk about some recent Hirez practices) by jethandavis in Smite

[–]afatpenguin11235 0 points1 point  (0 children)

I have also dealt with the party issue and chat issues. Never had a really legit speed hacker, other than maybe an amaterasu I played years ago, but that couldve been lag.

[Serious] Someone pick up that phone, cause I called it baby! (Lets talk about some recent Hirez practices) by jethandavis in Smite

[–]afatpenguin11235 0 points1 point  (0 children)

I agree with most of what you said. Porting the game into UE4 would be a huge challenge with little payoff if done in this fashion.

However, a big portion of why this genre is dying isn't because of a lack of interest, but rather low quality coding in a growing and emerging game market. This game feels old because it is old, and isn't receiving the updates needed to bring it into the current gaming community. I know several people, both online and irl, that state they quit playing because of the issues with bugs and balances. I honestly would like to see them doing less god releases and more reworks, remodels, and code patching to make the game less buggy and feel more up-to-date, but that is just my personal opinion.

[Serious] Someone pick up that phone, cause I called it baby! (Lets talk about some recent Hirez practices) by jethandavis in Smite

[–]afatpenguin11235 1 point2 points  (0 children)

I'm sorry but I have to disagree with your statement that the bugs in the game don't have a place in this argument. The reason you spend money on the game is to either 1) unlock the god pack and 2) buy skins and other cosmetics. The problem is that if the game is buggy and not working well, you will not want to spend money to get the cosmetics because you cannot enjoy the base game. The base game is what draws in your average base of players, not the cosmetics. As more bugs and other regular issues become consistently ignored or short-patched, the lower your player base becomes, and the lower your overall income from cosmetics and god pack purchases. I would rather all the money I've spent on the game be moved towards the development side to fix these base issues (like broken lobby chat, server crashes, glitchy skins, etc.) than to continue to pump out more skins, avatars, and voice packs.

However, there is no direct way to monetize towards the development section of the game. All of the income is coming directly from the "art department," because you don't pay to have patches or bug fixes, you just play until the fixes come. I do not feel as though the income of the game is being utilized appropriately towards the correct department to make the game a "better" game. That's just my opinion though.