u/pokerfacesLUL

Image 1 — ADC Item Pass Concept (from someone that rarely plays ADC)
Image 2 — ADC Item Pass Concept (from someone that rarely plays ADC)
Image 3 — ADC Item Pass Concept (from someone that rarely plays ADC)
▲ 1 r/Smite

ADC Item Pass Concept (from someone that rarely plays ADC)

In this Concept you will see:

  • Changes to all ADC Components + A new ADC Component
  • Some major Changes to a couple ADC Items
  • 4 new/returning ADC Items

Obviously if there was such an Item Pass, almost all ADC Items would see changes. I have only noted the biggest changes I would make.

The Tank Attackspeed Items are not included in these changes. They will likely be addressed in the upcoming Tank Changes in OB39.

Let me know what you think.

u/pokerfacesLUL — 21 hours ago
▲ 9 r/Smite

Inofficial Poll about the Assault Game Mode

Recently Smite 2's Assault Game Mode has experienced a lot of discourse; be it about the lacking map or the inner works of the God Bench. Ultimately this has lead me to create this survey about the Assault Game Modes of both Smite 1 and Smite 2 and what the community actually thinks the Game Mode needs.

The Poll features the following topics:

  • The Assault Map
  • The God Bench / Reroll System
  • Aspects
  • Healers
  • some general questions about ARAM experience

The collected data will be summarized and made public on the Smite Subreddit in 1-2 weeks time.

Here is a link to the survey: https://forms.office.com/Pages/ResponsePage.aspx?id=DQSIkWdsW0yxEjajBLZtrQAAAAAAAAAAAAN__jSCzKhUN084QjNQS09RVEFVRzBUTkIzME44VlVCNC4u

I appreciate your time and effort if you do fill this out. The more responses, the more accurate the data will be!

Please note that this post is not official and not affiliated with any current or former HiRez Employee.

reddit.com
u/pokerfacesLUL — 9 days ago
▲ 104 r/Smite

New God Concept: Niumo Wang, the Bull Demon King

Chinese Mythology

Melee, deals Physical Damage, Jungle, Strength Scaling

enhanced BaseStat: AttackSpeed

Lockdown | Mobility | Slayer

Passive: Unstoppable Force

Every 10 seconds while not in a Fight with a god, Niumo Wang gains a stack of Unstoppable Force which provide Tenacity. At 10 Stacks, he gains CC Immunity against the next CC that hits him. All Stacks are lost after the CC Immunity is applied or upon death.

  • Tenacity per Stack: 2
  • Max Stacks 10
  • CC Immunity Duration: 2 seconds

ao1: Raging Bull

Niumo Wang becomes enraged, increasing his AttackSpeed and allows his Basic Attacks to Cleave. If Niumo Wang kills an enemy god while Raging Bull is active, he gains a stack of permanent Basic Attack Damage.

  • AttackSpeed Bonus: +20/25/30/35/40 %
  • Duration: 5 seconds
  • Permanent Attack Damage per Stack: 5
  • Cooldown: 15/14.5/14/13.5/13 seconds
  • Mana: 40

ao2: Bloodlust

Niumo Wang reveals all enemy gods in a radius around him, dealing damage. Enemy gods revealed by Bloodlust leave a trail of Blood Scent. Niumo Wang gains increased Movement Speed while following a Blood Scent.

  • Damage: 70/105/140/175/210 (+50% of your Strength)
  • Reveal Duration: 3 seconds
  • Blood Scent Duration: 3/4/5/6/7 seconds
  • Blood Scent Movement Speed: +35%
  • Reveal Radius: 6.4/7.6/8.8/10/11.2 meters
  • Cooldown: 16 seconds
  • Mana: 60/65/70/75/80

ao3: Feel the Wrath

Niumo Wang charges forward. He charges through all minions and jungle monsters, only stopping on the first enemy god hit. That god takes damage and becomes crippled.

  • Minion Damage: 110/155/200/245/290 (+65% of your Strength)
  • God Hit Damage: 100/140/180/220/260 (+65% of your Strength)
  • Cripple Duration: 2/2.3/2.6/2.9/3.2 seconds
  • Charge Duration: 2 seconds
  • Cooldown: 15 seconds
  • Mana: 70

Ultimate: Pacify

Niumo Wang summons a stake from the ground chaining all enemy gods in its radius after 1 second and silencing those hit. Only chained gods are silenced and may not leave the stake's area. Enemy gods not chained may walk through the area, only experiencing a heavy slow.

  • Damage: 140/185/230/275/320 (+80% of your Strength)
  • Duration: 2/2.5/3/3.5/4 seconds
  • Slow: 40%
  • Radius: 3.2 meters
  • Range: 4.8 meters
  • Cooldown: 105/100/95/90/85 seconds
  • Mana: 90
u/pokerfacesLUL — 24 days ago
▲ 0 r/Smite

Conclusions from last weeks Arachne Discussion

About a week ago, I did a post on Reddit where people were free to discuss why they think Arachne is fine or unhealthy. Over that course of time, 51 comments have accumulated with varying opinions.

  • Green Arguments are what I voted for
  • Yellow Arguments are Majority Vote*

*Broodlings(-) are just comparative Majority

Obviously this only speaks for myself and the fellow Reddit Smiters, but it's definetly a worthwhile list to consider whenever the devs feel ready to port her.

  1. She needs to be kept as an easy AA Assassin. Most people want to keep the "W + Left Click"-Gameplay Loop. Howeever, there need to be some measurements in place to prevent her from being too annoying.
  2. Focus more on her Web Mechanic. It's the most unique part of her kit and should be extenden. It's a major contributor to her Set-Up Character Playstyle. Currently it is only in her Web Traps and the Ultimate's Landing Area (both of which will come up later). Focusing on this might also contribute to making her less boring. Trading a bit of Burst Damage from her current Passive for more longterm Set-Up seems like a perfect Trade off. The Gameplay would be less monotone and presumably she'd be less annoying to face in turn as well.
  3. It is necessary for some of her active abilities to change. Specifically her Broodlings (in a more overarching gameplay change) and her Ultimate.
  4. First of all, the Broodlings. This will not be a change to the Spiders in particular, but to all non-permanent Pets. Their Ability to bodyblock needs to be removed (or at least drastically lowered). Especially noteworthy with the Broodlings though, because they are mere Spiders; Why shouldn't a god be able to move past them? Just let them (and all non-permanent Pets for that matter, maybe even Minions) be pushed to the side and slow down the god.
  5. Night Crawler is gonna need a major rework. It's literally just a "Get out of jail free"-Card. And it cannot stay that way. It does, however, need to keep its Threatening Dive. All I'm suggesting is for this ability to be changed to a regular Leap, with the Web applying major disadvantages to hit enemies. Maybe even Broodling Spawns on landing to help Tower Diving and to encourage more people to use this ability aggressively.

What are your thoughts regarding the conclusions made?

u/pokerfacesLUL — 1 month ago
▲ 1 r/Smite

Fixing the TTK: A full Analysis and Solution

There have been many many posts recently all addressing the problem (or lack of problem in some cases) of the Time To Kill, TTK for short.

Now, we know the devs are aware of this problem. But we also know that they're unlikely to fully fix it soonish, as Killgoon responded yesterday that they added too much stuff soo fast and completely brought any resemblence of balance into disorder, and that they want to hit the highest and lowest performance and bring them closer to each other. He did highlight later on that specifically Solo Lane is a likely contender for their next bigger arch of balancing work.

At the moment it is really up to us, the community, to create solutions for the TTK Mess.

Now, what do we actually want from a healthy TTK in the game?

  • Squishy Squishies (ADC, Mid, usually also Jungle)
  • Tanky Tanks (Supports, sometimes Solo)
  • Bruisers that excell at neither, but can do both (sometimes Solo, rarely Jungle)

The Earlygame is mostly fine with one major exception. Supports. This can be devolved from a few reasons.

  • T1 Protection & MaxHealth Items are worthless, T1 HealthRegen is the only one that actually does something.

  • T1 Bow is worthless, while T1 Axe is too strong (for ADCs).

This one can easily be fixed by just reducing the value Strength provides to Basic Attack Scaling from 100% to ~75%. And buffing the T1 Bow to 10% Attackspeed. This will incentivise ADCs to go for Basic Attack Items, rather than Strength, since the value between Axe (+7 Inhand Damage) and Bow (1/10 more Basic Attacks; potential for higher Damage from T2 Manchu Bow) is now essentially more equal.

The Midgame is a weird place. You deal a lot of damage but you haven't reached your biggest item spike (Penetration) yet. This is the place where I suggest a drastic change. Introducing the entirely new and not at all featured in Smite 1 Item Stat: Flat Penetration!

  • Flat Penetration should be spread across multiple earlygame items for Damage Dealers. For example, it could be included in the passive of Doom Orb, or as a stat on Ancient Signet.

  • Flat Penetration should be kept at low values. Since it's gonna be on many items, builds would usually feature 2-3 FlatPen Items. Setting the median value reached to ~40 would likely be best.

  • Rod of Tahuti is not accounted for in potential builds because fuck that item.

  • %Pen Items will undergo no to very little changes. Assumably just a bit of balance.

And then we get to the Late Game. And I'm gonna be honest, that problem already would've fixed itself a bit with the introduction of Flat Pen. In Smite 1, IIRC, Flat Pen is reduced first from a gods Prots. Meaning %Pen has a lower effect. While not a perfect solution, this alone could fix Tankyness in the lategame.

True Tanks shouldn't die in 1v1s Late Game.

TLDR;

  • Nerf Basic Attack Strength Scaling to ~75%

  • Buff Attackspeed T1 & T2 Items

  • Add Flat Pen in lower amounts, but on many items

  • %Pen will only receive minor balance

reddit.com
u/pokerfacesLUL — 1 month ago
▲ 10 r/Smite

New God Concept: Poli'ahu, Snow-Crowned Sovereign

Polynesian Mythology

Melee, deals Physical Damage, Solo Lane, Strength Scaling

enhanced BaseStat: Physical Protection

Passive: Frosty Withdrawal

If an allied minion dies near Poli'ahu, it leaves behind a small snowfield that slows enemies. The slow can stack with itself.

  • Death Radius: 11.2 meters
  • Snowfield Radius: 1 meter
  • Slow: 15%
  • Duration: 3 seconds

ao1: Close the Rifts

Poli'ahu throws Snowballs to close the rifts between herself and the enemy. This ability has 3 charges. Enemies hit by a Snowball take damage and are slowed.

  • Damage: 100/130/160/190/210 (+45% of your Strength)
  • Slow: 20%
  • Radius: 2.4 meters
  • Range: 8.8 meters
  • Cooldown: 12/11.5/11/10.5/10 seconds
  • Mana: 30/35/40/45/50

ao2: Icebreaker

Poli'ahu summons a Block of Ice in front of her. Enemies hit by the Iceblock take damage are knocked up. The Iceblock works like a wall. If you Basic Attack the Iceblock, it slides in the direction you looked at when Basic Attacking. Poli'ahu may reactivate this ability to stop the Iceblock in place. Enemies his by the sliding Iceblock take damage and are pushed along with it. Enemies can destroy Iceblocks with 5 Basic Attacks.

  • Damage: 90/135/180/225/270 (+60% of your Strength)
  • Knockup Height: 3 meters
  • Block Size: 2x2 meters
  • Iceblock Hitpoints: 5
  • Maximum Slide Distance: 11.2/11.6/12/12.4/12.8 meters
  • Iceblock Duration: 6 seconds
  • Cooldown: 15 seconds
  • Mana: 80

ao3: Down the Mountain

Poli'ahu may toggle this ability to jump on her sled, increasing her movement speed, but reducing her turn rate. Sidestrafing on the sled allows her to do a quick dash to her respective side. Sidestrafing like this has an internal cooldown. Poli'ahu cannot backpedal while riding her sled. The sled will drive through Minions and Jungle Monsters, but stop on gods hit. Both instances deal damage if done to enemies. Hitting a wall will also disable the ability. Only when a god is hit, this ability is put on Cooldown. Sledding through an enemy minion or jungle monster grants Poli'ahu Mana. Mana can only be granted by each non-god enemy once.

  • Hit Damage: 85/125/165/205/245 (+55% of your Strength)
  • Sledding Damage: 50/90/130/170/210 (+55% of your Strength)
  • Mana Generation: 10/12/14/16/18
  • Sidestrafing Cooldown: 8/7/6/5/4 seconds
  • Cooldown: 11 seconds
  • Mana: 100 Mana

Ultimate: Snowcap

Poli'ahu summons a large Snowstorm. Enemies within the Snowstorm are slowed and crippled. If an enemy inside the Snowstorm is hit by a Snowball from Close the Rifts, they are frozen.

  • Slow: 20%
  • Freeze Duration: 0.8 seconds
  • Radius: 3.6/4.2/4.8/5.4/6 meters
  • Range: 4.8 meters
  • Cooldown: 100 seconds
  • Mana: 120
u/pokerfacesLUL — 1 month ago
▲ 23 r/Smite

New God Concept: Medjed, the Smiter

Egyptian Mythology

Ranged, deals Magical Damage, Midlane, Intelligence Scaling

enhanced BaseStat: Mana per Level

Area Control | Nuker | Pressure

Passive: Strength in Numbers

Medjed gains Bonus Intelligence for the amount of his active Hieroglyphs place with Wall Projection. To gain the Intelligence an enemy god must be within the radius of a Hieroglyph. A singular Hieroglyph can provide a Stack for multiple gods. Each god can add a stack multiple times if in range of multiple Hieroglyphs. The Stacks for a god disappear when the Hieroglyph is destroyed or that god leaves the Hieroglyphs radius.

  • Intelligence per Stack: 3
  • Hieroglyph Radius: 8.8 meters

ao1: Unveil

Medjed unveils himself and instead of Basic Attacking, now releases a constant laser. Hieroglyphs will also release the laser. The laser pierces minions, but stops at the first god hit.

  • Damage: 50/60/70/80/90 (+15% of your Intelligence) every 0.5 seconds
  • Duration: 1.5/1.75/2/2.25/2.5 seconds
  • Range: 8.8 meters
  • Cooldown: 14 seconds
  • Mana: 65

ao2: Resentful Gaze

Medjed charges up a cone that deals damage and silences enemies hit. The cone is also released from his Hieroglyphs. If a Hieroglyph hits an enemey god with this ability, the Hieroglyph gains another Hit Point.

  • Damage: 90/125/160/195/230 (+70% of your Intelligence)
  • Silence Duration: 0.35/0.5/0.65/0.8/0.95 seconds
  • Charge Time: 1.4/1.3/1.2/1.1/1 seconds
  • Range: 6.8 meters
  • Cone Angle: 60°
  • Cooldown: 15 seconds
  • Mana: 70

ao3: Wall Projection

Medjed channels his inner Egyptian and projects a Hieroglyph of himself onto a wall. Hieroglyphs will try to shoot Basic Attacks towards your own Basic Attacks end-point. Hieroglyphs will also use your abilities at their location. Hieroglyphs can be destroyed by two enemy Basic Attack, but they cannot be targetet by minions or jungle monsters.

  • Hieroglyph Basic Attack Damage: 60% Strength + 20% Intelligence + 60% Basic Attack Damage
  • Hieroglyph Ability Damage: 45/50/55/60/65% of your Ability Damage
  • Hieroglyph Hit Points: 2
  • Hieroglyph Radius: 8.8 meters
  • Range: 6.2 meters
  • Cooldown: 16/15/14/13/12 seconds
  • Mana: 90

Ultimate: Smite Unleashed!

Medjed becomes the one true smiter as he summons a big strike at his and all Hieroglyphs locations. Enemies hit by the Smite are stunned.

  • Damage: 240/285/330/375/420 (+60% of your Intelligence)
  • Radius: 2.8 meters
  • Stun Duration: 1 second
  • Cooldown: 95 seconds
  • Mana; 90/95/100/105/110
u/pokerfacesLUL — 2 months ago
▲ 24 r/Smite

New God Concept: Wanyudo, the Flaming Wheel

Japanese Mythology

Ranged, deals Magical Damage, Midlane, Intelligence Scaling

enhanced BaseStat: Movement Speed

Constant Damage | Mobile

Passive: Eternal Flame

Wanyudo's Basic Attacks and Abilities apply a burn damage. He also emits an aura that reapplies Burn to enemies, but cannot cause the burn damage itself. Wanyudo gains Movement Speed for every enemy currently burning. Every Burn deals damage every 0.5 seconds for a total of 3 times without resetting it. The Burn cannot stack with itself, but the duration will be refreshed with another applying.

  • Burn Damage: 10 + 1 per Level
  • Aura Radius: 2.2 meters / reapplies burn every 1 second
  • Movement Speed per enemy burning: 2%
  • Max Movement Speed Stacks: 8 Stacks (/16%)

ao1: Ring of Fire

Wanyudo unleashes a ring of fire at a range. The fire remains on the ground after shooting for 3 seconds. Enemies that walk through the fire will take %MaxHealth Damage every 1 second they remain in the fire.

  • Damage: 1.5/2/2.5/3/3.5% of the enemies Max Health (+35% of your Intelligence)
  • Range: 11.2 meters
  • Radius: 2.8 meters
  • Cooldown: 16/15.5/15/14.5/14 seconds
  • Mana: 65

ao2: Soul-Stealing Gaze

Wanyudo drains the life of his enemies with his gaze. He deals damage over time in a cone in front of him and heals for every tick of this abilities damage. This ability can be interrupted by any hard CC.

  • Damage per Tick: 14/18/22/26/30 per Tick (+40% of your Intelligence) every 0.5 seconds
  • Heal per Tick: 1% of your currently missing Health / 0.5% from minions and jungle monsters
  • Duration: 4 seconds
  • Range: 5.6 meters
  • Cone Angle: 80°
  • Cooldown: 16 seconds
  • Mana: 80

ao3: Accelerate

Wanyudo drives in a half circle around all enemies. When you reach your destination, all enemies within that abilities Integer take damage. This ability cannot go through walls and if necessary will drive along hit walls as close as possible until the destination can be reached. If Wanyudo is stuck for 0.75 seconds without moving this ability cancels automatically, applying the damage in the area between his current position and the starting point.

  • Damage: 90/135/180/225/260 (+50% of your Intelligence)
  • Range: 7.2/7.8/8.4/9/9.6 meters
  • Cooldown: 17/16.5/16/15.5/15 seconds
  • Mana: 90

Ultimate: Burn it all!

Wanyudo becomes a full Ox-Kart^(*controls like Guan/Hachi/Lance Horses) that cannot attack or use abilities. Enemy gods you run into as the Ox-Kart get dragged along with you. When the ability expires or you hit a wall, the Kart explodes and all enemies get released. Reactivating this ability early will leave the Kart driving into one direction without you until it hits a wall. Enemy Gods within the Ox-Kart are disarmed, but they can still use abilities.

  • Drive-by Damage: 100/150/200/250/300 (+40% of your Intelligence)
  • Explosion Damage: 245/290/335/380/425 (+65% of your Intelligence)
  • Duration: 4 seconds
  • Cooldown: 100 seconds
  • Mana: 80/85/90/95/100
u/pokerfacesLUL — 2 months ago