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Mr.Unique-Name
Jul 5, 2002

cyclonic posted:

edit-
Holy poo poo did people catch this yet???

RIP roaming support meta. No more "tagging" lanes and rotating.

Yeah, that change is weird to me. Supports are already always the lowest level, even doing that. I guess they don't want supports getting over 16 unless the game goes 40 minutes.

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Mr.Unique-Name
Jul 5, 2002

syriquez posted:

I don't know if you can really claim Guan as being the worst Warrior. He's got some of the most freakish stat deviations out of any gods between Casual and League Conquest, though, according to SmiteStuff (47.21% and 52nd place, 54.12% and 12th place). He's just ahead of Vamana for win rate in League (Vamana is 54.03% and 13th place).
By comparison, Osiris has abysmal win rates in Casual AND League (46.53% and 56th place, 45.45% and 49th place), yet he's considered one of the most powerful gods in the game. Referencing DMBrandon's tier list--even though he's a wanker prat--Osiris is S versus Guan as a C, yet Guan outperforms him by a not insignificant amount (though it should be noted that people who focus on playing Osiris win a shitload more often than people who focus on playing Guan).

You can't really compare like that without looking at pick rates too. In leagues Guan is one of the least picked gods, and most of the least picked gods have high win rates because they're only picked in leagues by people that play only that god, so they'll be doing better than average anyways since they know the god and every matchup inside and out.

Mr.Unique-Name
Jul 5, 2002

Ciaphas posted:

I love some of the victory/defeat animations in this game. Zhong Kui breaking that poor demon's neck with a noogie :(

Bastet has the best victory animation.

Mr.Unique-Name
Jul 5, 2002

syriquez posted:

The weird thing about that is the God Specialist statistics for Guan actually give him really lovely win rates (versus Osiris being something like 58% win rate for people that play him all the time).

Is that leagues only or is it averaging normals and leagues?

Maybe people pick him for a counterpick. Who's Guan counter? Because I'm honestly drawing a blank. Maybe Vamana? I don't see him doing well vs. Herc or most of the mage solos.

Mr.Unique-Name
Jul 5, 2002

cyclonic posted:

A lot, unfortunately. But with the 50+ item changes things might be looking good for him (and some of the "weaker" warriors).

His current hard counters: anyone who can stop taolu. Soft counters: anyone who can drop a line/AOE clear that puts him in danger any time he tries to clear.

Most guardians in the duo lane. Ra. Zhongers. Hades. Isis. Freya. Aphro...

I meant who does he counter, not who is his counter.

I've tried Guan and just don't really like how he plays.

Mr.Unique-Name
Jul 5, 2002

Dvlos posted:

I would love for changes to come to make Apollo and Neith seriously downplayed for a change.

In all honesty I think the removal of the duo blue buff is going to hit Neith pretty hard alone.

I really think Neith should be their target with where to balance hunters, unless they want to do away with their escapes. She has a root, not a hard CC (except her ult), and she has an early game presence but can still scale decently into late game with items. Of they want to get rid of their escapes then Artemis or AMC is what they should aim for.

I don't entirely agree with people here that Apollo is The Problem in the game, but he is definitely overtuned and too safe for what he brings mid- through late- game.

Really they should balance the power curves that hunters have and take away the escapes from most of their kits. Make it so they have more impact earlier in the game, but make it so if they're caught out alone they're dead. If they can actually accomplish something before getting 3 items they don't need to be able to get out safely so they can keep farming.

Mr.Unique-Name
Jul 5, 2002

syriquez posted:

The problem with Apollo is that he is one of two gods that has no viable counter to a role he can play: Pusher. The teleport actives, first off, don't get you there in time to save the tower (especially when he simply goes "HUEEEE" and has a free 50 physical protection against its attacks...). After that, you're looking at a 240s-120s cooldown item against a god that can be back every minute. And then finally, because Smite doesn't have a Glyph of Fortification or anything similar, he simply takes your towers after a certain amount of time has passed. You can't stop him. He just guarantees it.

Unless he had some seriously bullshit nerfs applied to him (like...straight up unfair changes that would make him unplayable), his ultimate alone means Apollo will always be a top rank Hunter. It's kind of like old Arachne. She was always called "unable to be balanced" by the devs. Apollo is the same drat way. I mean, the dumbest thing about his kit is that its biggest downside is his non-ult escape is a dash, not a leap. That's just idiotic.

As far as the Hunter Nerfs Incoming™, they are adding the attack speed camp for a reason.

Please find me videos of Apollo successfully back dooring towers without a creep wave because I have never seen it but you keep saying it's the biggest problem with him.

Also the attack speed camp is a hunter nerf. Removing their blue hurts most hunters ability to clear early a lot.

Mr.Unique-Name
Jul 5, 2002

Dvlos posted:

I have seen apollo take out a bloody tower that had half health solo, no creeps and then just ulted out.

I've only seen something like that happen very late game, and that was when he had a few creeps to start.

Like I said, I don't think Apollo is balanced, I just think you guys are focusing on the wrong things with him. He isn't like old Nu Wa with teleport where you just lose towers if you don't have somebody by every tower at all times.

Mr.Unique-Name
Jul 5, 2002

Shab posted:

It would almost be better if Apollo's 3 was a leap. At least Awilix would act as a counter.

Relatedly, I played Awilix against a team with a Hou Yi and I ruined that poor guy's day. She is the hardest of hard counters to him.

His 3 should be a leap and his ult shouldn't have CC immunity until the chariot arrives.

Mr.Unique-Name
Jul 5, 2002

Shab posted:

With this patch I am crossing my fingers for major kit rehauls for Hades and Anubis to make them more than simply pubstomp gods.

Anubis just needs to not root himself with half of his loving skills and he'd be fine.

Edit: keep his ult as-is and let him run around while vomiting everywhere. Maybe decrease its cone in that case.

Mr.Unique-Name fucked around with this message at 19:49 on Jan 20, 2015

Mr.Unique-Name
Jul 5, 2002

I want them to remove CC immunity from all ults where you fly into the air and make Awilix's ult global.

I think that would be pretty entertaining.

Mr.Unique-Name
Jul 5, 2002

Sophism posted:

Regarding Apollo's ult, maybe don't remove CC immunity but make it so he takes more damage during the cast time?

His 2 lasts way too loving long as well honestly. Make it so it doesn't break on damage, but cut its duration in half or something.

I'm not sure that would be better. If he hits 2 before ulting then the of couple people not hit by it are still unlikely to burst him down before he gets out unless he took like triple damage, which may be even more punishing to him than my idea.

Mr.Unique-Name
Jul 5, 2002

Ciaphas posted:

I am digging Zhong Kui like heck right now. A mage with a bit of extra tank is totally my bag; I love mages but I can't play squishies in games like this without getting killed to death horribly.

Wish I could buy that Ghostbusters skin. :(

(edit) Question, I still have less than zero idea about most of the items in this game. Will just taking the in-game recommendations from character to character drive me far afield, especially if I don't play Conquest?

Recommended items aren't bad with a couple of caveats: 1. It says but Heartseeker for a lot of hunters but don't get that. Get Devourer's Gauntlet instead. 2. Get Bancroft's Talon as your first lifesteal item on most mages, not polynomicon or whatever it says.

Mr.Unique-Name
Jul 5, 2002

Ciaphas posted:


Are the ingame recommended items generally sort of okayish for most gods, then? I don't play all that seriously, League of Legends taught me that taking games seriously is bad for my health.

For the most part yeah. Some of the recommendations are just not ideal (any magic lifesteal item other than Bancroft's) or are bad for beginners (Heartseeker).

Mr.Unique-Name
Jul 5, 2002

Ciaphas posted:

Do his passive stacks have any effect on the strength of his ultimate? I know they're consumed, but whether it's to any real effect is unclear.

He gets double protections from each stack for the duration of the ult, it may decay I don't remember. He doesn't get more pulses or damage or anything from stacks.

Mr.Unique-Name
Jul 5, 2002

cyclonic posted:

Possible healer nerfs incoming:


Healers are already countered by so many things, why are they getting nerfed too? Too many changes I can't take this anymore :psyduck: :negative:

"So many things" being one active? Beat Stick and and the magic equivalent help against healers but don't exactly remove the effect they have on team fights, just decrease it a bit.

As it is now a team with a good Hel or Ra has a huge advantage over one without that.

Mr.Unique-Name
Jul 5, 2002

cyclonic posted:

Curse, Divine Ruin, Beatstick, Pestilence, Bacchus' 3, Sobek's 3, Chang'e's 3, Odin's ult, Osiris' ult, Serqet's ult. Of course when the general playerbase writes off most of these gods as "trash" and don't counterpick/counterbuild, then yes healers can run rampant.

Most of those things aren't 100% healing reduction. Several of them are ults with ult cooldowns.

Honestly I don't like healers in general because they're stupid to try to balance around, LoL when I quit playing it last year was a good case study in that. To be fair they're a bit less dominating in Smite than that.

The main problem I have with them is the amount of damage/utility they poo poo out while also providing a huge boost in their team's HP during team fights. I will like they would go a long way towards balancing them by just reducing healing numbers on most abilities by about 20%, they'd still have a decent impact but would be forced to sacrifice a slot to Rod of Aesclepus to be about where they are now.

Chang'e is actually probably in about a good spot, but Hel, Ra, and Aphrodite bring way too much damage and healing combined and force hard counters.

Mr.Unique-Name
Jul 5, 2002

Dvlos posted:

When I think of needed nerfs to this game.. AO and Serqet definitely come to mind before.. healers?

Ao and Serqet definitely need balancing but healing does as well.

I haven't seen anything saying they're foregoing doing something about those two, although they do seem more focused on archetypes (hunters and healers) with what Drybear has said. It could be that he's only mentioning changes that will impact multiple gods.

Mr.Unique-Name
Jul 5, 2002

The REAL Gtab Fan posted:

This game is one of hard counters?

Besides, those items and ults listed do a lot to shut down those three. Ever get caught in Odin's ult by those three? Sure hope you have a combat blink! Serqet got you? Sucks to be you! The fact that most of the items aren't '100%' isn't really a problem when you can be touched gently by an ability with divine ruin and be a lot less useful as a healer for the next 8 seconds, which is a very long time in a team fight. A slightly competent enemy team can make quick work of any of those three. I dunno man, watching Hel and Aphro in the SWC get destroyed makes me think most healers are okay or under powered.

Herc and Sylvanus on the other hand.

It's when the target of the heal gets hit by Divine Ruin, not the healer itself.

Also, correct me if I'm wrong, but weren't Aphro and Hel picked by teams that didn't have "Cognitive" in their names against ones that did? I don't think that's a good indicator of god strength, if it is then Apollo is perfectly fine.

Mr.Unique-Name
Jul 5, 2002

cyclonic posted:

- One active, that any god can buy, reduces healing by 100% for 5s (or enough to block a heal/regen ability).
- Several items, that most gods can buy, reduces healing by a percentage.
- A few gods with healing reduction built into their kit
- A few gods that hard-counter heals with their ults

Against a handful of healers. I don't see what more counters you want. 100% healing reduction built into skills with low cooldown?

The problem is the counters are there but not enough people use them. If nobody is buying curse, pestilence, divine ruin, brawlers, etc - that team deserves to lose.

It's like the Ares-beads-tax - if you're up against Hel, SOMEONE should be buying curse.

The thing with heals is they have more impact than just during fights. You can use those things and have a fight that ends with a disengage after a 1 for 1 then the team with the healer can immediately resume pushing, if the healer survived, while the other team has no choice but to back off. Even if they have Curse or those other counters, they're now at 50% against a team that's at 75% at least.

Earlier I only mentioned the effective health increase in fights, that was a mistake and I should have gone into more detail with my problems with healers.

Mr.Unique-Name
Jul 5, 2002

The REAL Gtab Fan posted:

For Ra and Hel, yes they have good lane push and can heal the wave, but they also both lack a good escape which makes them pushing not very safe. Aphro can't heal minions, and her ult can't save her from everything. High sustain is a perk for healers, but they suffer in a lot of other areas.

I play a lot of Hel and Aphro so I may be biased of course.

I was talking about healing the team after a fight, not wave, but Aphrodite does suffer compared to the others there as well.

In the interest of avoiding turning this into Just Another MOBA Thread, I vote we agree to disagree on the efficacy of healers.

Mr.Unique-Name
Jul 5, 2002

cyclonic posted:

In my counter-heal research, I found Osiris' tether (3) possibly reduces regen/heal.

Not sure if that's accurate or something old. I'll have to test it.

HiRez sure likes their 3s set to counter-heal.

Does Bacchus's 3 apply the debuff immediately or with the stun, or did you not test that yet?

Mr.Unique-Name
Jul 5, 2002

Blink is only used on specific gods (which is as it should be, really) and Eye of Providence is back to never being purchased so those weren't great examples.

As myself and others have said, healers have an impact that extends beyond what the items counter (getting the team ready for another engagement much faster than the enemy team) and countering the healing doesn't exactly remove them from fights regardless. All of the healers provide a lot more than just healing, so saying "sacrifice item slots so they can't heal and they're not an issue" isn't being entirely honest. Yeah, you can get curse and make it so Sylv can't heal, he still has his ult and pull and root. You can stop Hel from healing and she is still putting out damage and reducing protections.

Like I've said before, I just honestly don't like healers in this type of game. Soraka ruined the meta in LoL for quite a while. Smite isn't nearly as bad with that, but healers have too much impact in my opinion.

The Welper posted:

Maybe they DON'T want lifesteal to be such a critical component of ADC play and longevity?

I have no problem with this at all, or with knocking Herc and Vamana down a peg even though I like those gods a lot.

Mr.Unique-Name fucked around with this message at 20:16 on Jan 22, 2015

Mr.Unique-Name
Jul 5, 2002

To try to change the subject to something that should be a bit less contentious...

What do people think they could do to make Eye of Providence worth getting? Decrease its cost or cool down? Add a cool down to purchasing wards? Make it give sentries at level 2 instead of 3?

Mr.Unique-Name
Jul 5, 2002

cyclonic posted:

Decrease cost, increase player limit on wards. I think that's a good balance - you sacrifice an item slot and be THE ward guy on your team.

I'm not sure having one "ward" guy would be that great. And increasing the limit on wards would just further invalidate Eye, wouldn't it?

I think making it so if you get Eye you no longer need to buy wards would help a bit more, hence why I said decrease the CD. Really just decreasing the price would probably help a lot.

Mr.Unique-Name
Jul 5, 2002

cyclonic posted:

I mean the player buying Eye gets to increase his ward cap, not other players.

Ah, I thought you were saying in general.

That makes some sense but it feels kind of self-defeating to say "spend more money for a warding thing so you can spend even more money on wards!"

Mr.Unique-Name
Jul 5, 2002

syriquez posted:

Give it a two stage cooldown, assuming they could figure out how to jury-rig it into the game.

Cooldown usage: Places a sentry ward.
Free usage: Places a normal ward.

An individual player can only have 3 wards up at a time anyway, so I don't see this being terribly unbalanced. And you're still sacrificing a permanent active slot that could be used on any number of highly valuable items to save yourself some cash that would be covered by your standard Watcher's+Midas support junk.

That actually seems like it would be really good if they could make it work.

Mr.Unique-Name
Jul 5, 2002

Nasgate posted:

Have the eye increase your gold gain or experience gain in some way. No adc, mage, or jungle would want to waste an active for that if it's not too much. And it could help offset the destruction of roaming supports due to the bounty change.

This would also address the Moba issue that is underfarmed, under leveled supports being a liability late game.

I was actually thinking of suggesting that but having an active that had a passive component seems weird to me.

Mr.Unique-Name
Jul 5, 2002

Nasgate posted:

Imo, it's either that or move it so it's a permanent in the consumable slots.

Because true sight and being able to constantly place wards on this tiny map is garbage compared to the other active items.

That's true. Having it as a a permanent consumable would actually probably be okay also. Keep the cost and everything else about it the same, just have it in the consumable slot instead of as an active. You probably still won't have everybody in the game buying one, at least not early, but it's worth getting over just buying wards.

Mr.Unique-Name
Jul 5, 2002

Nasgate posted:

The only problem here is that other consumables wouldn't be as good, so everyone on the team would be placing wards. So they'd have to do something like limit the amount of placeable wards for the whole team. Which could also make de-warding actually purposeful.

They could limit the number of Eyes that could be bought by the team in that case, or find some way to make it only purchasable if you have Watcher's Gift also.

Mr.Unique-Name
Jul 5, 2002

Safety Scissors posted:

Got this game maybe like 2 weeks ago. I don't play it much in favor of league, but I at least log on everyday to get the bonus. Bought my first God, Apollo, because he looked like a cool bro. I'm impressed. He's like the broest character I've ever seen in video game. Like if anyone ever asked, "which fictional character would you rather have a beer with?" I'd def pick him.

I'd pick Bacchus. He seems like he'd be pretty cool to hang out with.

Mr.Unique-Name
Jul 5, 2002

Obstacle2 posted:

Is the Greek god Priapus going to be included in a future patch?

He can be like Hercules only he hits people with his giant boner instead of a club.

Mr.Unique-Name
Jul 5, 2002

Pretty much every change that they mentioned is good, except I think they may be over-nerfing Qin's with not giving it a price decrease.

The new starter items will be weird too. And supports are going to have more gold issues, probably.

Mr.Unique-Name
Jul 5, 2002

Syrinxx posted:

Thought this was interesting. Kotaku posted a poll asking people's favorite MOBA. Right now Smite is a runaway winner with 53% of the vote. LoL is #2 with 23%

http://kotaku.com/whats-your-favorite-moba-1681406463

Grain of salt, etc

I feel kinda bad for the 12 guys that said Demigod. They must just be eternally playing against one another.

Mr.Unique-Name
Jul 5, 2002

Squashy Nipples posted:

I've played this game for over 2 years, so I'm ashamed to admit this, but I don't know what Leash or leashing means.

Pulling a jungle camp until it turns around and goes back to its default spot.

Mr.Unique-Name
Jul 5, 2002

I wonder if the HP5 on Heartward and new Sovreignity will stack.

That will make Assault... Different.

Mr.Unique-Name
Jul 5, 2002

I like the idea of them removing the pen from boots, so there's more of a choice. But with doing that I really think they should add some more magic pen items, as it was the vast majority of mages only ever got boots and Obsidian Shard for pen, now they'll be losing a sizable chunk of it.

Also it basically just changed the clearly superior item from pen boots to CDR boots except for a few gods which will want one of the others.

Mr.Unique-Name
Jul 5, 2002

Dvlos posted:

Is Wednesday then the patch day?

The way they were talking I don't think the stuff in the patch notes preview is going to be up this week.

Mr.Unique-Name
Jul 5, 2002

Dvlos posted:

That's why I'm asking they sort of acted like there was more changes coming - but I wasn't sure if they were going to keep pts'ing these changes.

Might as well release what's working first?

From what I've seen in streams calling it "working" is being kind of generous. A couple of the actives don't seem to have their effects at all and I'm pretty sure the art in the new map is still in flux.

The fact that they kept giving the disclaimer "THIS IS NOT FINAL!!" makes me think they don't intend to release anything this week. I could be wrong though.

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Mr.Unique-Name
Jul 5, 2002


Yeah, all the other starter items seem fine but Manikin has some issues and they should just remove it. If people want an slow on auto attacks early they can pay up for a heavy hammer.

I'm also really concerned about pen being harder to come by now. Is it even possible to max magic pen without pen boots?

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