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Proposed Balance Changes (Explanations Included)
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Hello /r/Smite ,

I wanted to share some of my God balance changes that I'd like to see implemented in Smite as well as generate some discussion the proposed changes.

In terms of credentials, I have over 60 diamond gods including every Warrior and Guardian in the game. The changes I've listed are only to gods that I believe I have a really good understanding of their mechanics.

Guardians

Artio

• Energy Surge – Can now heal off of minions. Max 3 targets. Reduce flat healing numbers to 20/30/40/50/60 ( 20% of your Magical Power)

This change will allow Artio to help sustain herself other than through direct engagements with enemy gods, making her a more viable pick for Solo. By reducing the flat healing numbers, this means Artio will be healing less, but by being able to heal off minion waves and camps, she will have higher levels of sustain overall allowing for better trading in the early game.

Khepri

• Scarab’s Blessing – Scaling cooldown from 120/115/110/105/100s

Khepri’s unique ultimate ability allows him to save an ally’s life while simultaneously baiting out enemy abilities. Players often forgo upgrading this ability beyond rank one given that the additional movement speed and revived health increase offer little additional value. By implementing this change, players will be more incentivised to put points into his valuable ability rather than simply putting a single point and choosing not to upgrade it beyond rank one.

Sylvanus

• Nature’s Protection – Now affects enemies who land ranged Basic Attacks on Sylvanus

As one of the slowest gods in Smite, Sylvanus has a hard time peeling off gods who would otherwise seek to turn Grover into paper. By changing his passive to work on all Basic Attacks and not just melee Basic Attacks, he will command a much stronger presence when putting himself in harms way. In the long lane, this means enemy ADC’s may choose to poke the wave rather than Sylvanus for fear of being rooted and turned on.

Yemoja

• Bouncing Bubble – Bubbles and splashes now travel 50% faster

This change will help players feel more impactful by allowing them to reliably confirm more damage onto targets.

• Mending Waters – Now costs 2 Omi. Heal reduced to 30/45/60/75/90 ( 20% of your Magical Power). Shield reduced to 40/60/80/100/120 ( 20% of your Magical Power)

Mending Waters requires a significant investment to cast at 3 Omi. As a result, missing this ability on ally gods creates significant frustration for players and has a detrimental impact during team fights. By reducing the cost to 2 Omi, players will not be penalized as hard for missing this ability on their teammates. Overall healing and shield have been adjusted to reflect the Omi cost change.

• Riptide – Increase width of water ring by 50%

This unique ability has primarily been used as a means for escape and is less often used for offensive purposes. Increasing the width of this ability will allow players to more effectively wall off enemies as well as cut off exits during Yemoja’s ultimate.

• River’s Rebuke – Walls now spawn simultaneously at all locations rather than in a wave

Players have frequently cited issues where enemies have slipped through Yemoja’s waves as they spawn. Having the waves spawn simultaneously at all locations should help mitigate this problem and allow Yemoja to wall off enemies more reliably.

Ymir

• Shards of Ice – Now fires upon Ymir’s death while channeling for 50% of its current damage.

While channeling his ultimate, Ymir roots himself in place making him an easy target to focus. The change to Ymir’s ultimate will force enemies to decide whether to focus Ymir and take damage upon his death or retreat to avoid it completely. This will add an additional layer of complexity to Ymir’s kit and will help make team fights feel more dynamic.

Warriors

Horus

• Updraft – The knock-up now has less post-fire delay

Horus’ Gust Basic Attack provides 1.5x Bonus damage when hitting enemies that are knocked up. By reducing the post-fire delay on Updraft’s initial knock-up, Horus will be able to land his follow-up attack more consistently on enemies.

• To the Skies! – Horus now gains 25% damage mitigation while channeling his ultimate

Using this ability puts Horus into a state of complete vulnerability while channeling. This makes him an easy target to focus and discourages players from using the ultimate to escape or disengage from team fights. With the 25% damage mitigation, we’re hoping that this will allow players to use this powerful ultimate in more situations rather than simply engaging on unsuspecting enemies.

King Arthur

• Twin Cleave (Bladestorm) – Increased cooldown to 18 seconds

*Between both stances of Twin Cleave and Bladestorm, King Arthur is a very frustrating god to lock down due to the significant amount of mobility in his kit. By increasing the cooldown for this ability, players will now have a larger window to capitalize on King Arthur while his movement abilities are on cooldown. * Nike

• Barrier Formation – Increased the speed at which Nike can turn while channeling this ability. Nike’s Movement speed penalty reduced to 25% while channeling

With the changes to Nike’s kit during the Mid Season update in Season 6, Nike was given a unique new ability replacing Plan of Action. Feedback from players indicates that this new ability feels very clunky to use. This is primarily because of the movement penalties that Nike incurs while channeling her Barrier Formation. By increasing the speed at which Nike can rotate and the speed at which she can move when channeling, this will hopefully make her feel more fluid in combat.

Osiris

• Lord of the Afterlife – Increased size of landing area to 25 units

As one of the few Gods in Smite with an ability to completely shut down all healing, missing this ability has a huge impact on team fights. By increasing the landing area size of his ultimate, Osiris players should be able to more reliably hit their target(s) and swing team fights in their favor.

Sun Wukong

• Undefeated Body – Changed threshold for passive to 50% Health

*Sun Wukong’s passive can be difficult for players to tell whether he is below 40% health or not. Changing the threshold to 50% health will make it much easier to determine if Sun Wukong has additional Power and Protections from his Passive. * • The Magic Cudgel – Reduced cooldown to 10 seconds

Sun Wukong hasn’t been spotted in the Solo lane for quite some time. This change is a revert to one that was made years ago when there weren’t as many Solo lane Gods who could sustain themselves as easily against Sun Wukong’s aggressive poke. By reducing the cooldown to 10 seconds, Sun Wukong will be able to act as a bigger lane bully in the early stages of the game and make him a more viable pick.

Vamana

• Sleeping Giant Rework – Each instance of damage Vamana received reduces the cooldown of Colossal Fury by 0.5 seconds

Vamana’s old passive provided little advantage against teams whose damage came primarily from magical sources. We’ve moved the protections from his old passive to this Armored Umbrella to bring more attention to his kit-defining ultimate ability.

• Armored Umbrella – Each enemy God hit by this ability gives Vamana 15 protections for 3s (Max 3 stacks)

As a Warrior whose sustain is only found in his Ultimate, providing the big baby with more survivability on an ability which was rather uninteresting seemed like the obvious choice. This change will seek to help Vamana box other Solo lane gods in the early game and will also synergize with his new passive, allowing him to last longer in team fights until his ultimate is ready.

• Colossal Fury – Removed stacking Movement Speed while Vamana is in his Colossal form. Removed the extension in duration from taking damage while in Colossal form. Duration of Colossal Fury changed to a flat 8 seconds

Vamana’s uniqueness as a God revolves around his kit-defining ultimate. Because Colossal Fury is the only form of sustain Vamana has, this should be his selling point as a Warrior. Vamana shouldn’t be a one-trick pony who only fights during his ultimate rushing down all enemies, that would make him more of an Assassin-type God. Vamana should be using his ultimate to act as a frontline while the rest of his abilities should exist to complement this playstyle. This is done through dealing and receiving damage thereby buying time until his ultimate is ready again. By changing the duration of Colossal Fury to a flat 8 seconds, players no longer have to avoid boxing Vamana in his ultimate and he can more appropriately act as the frontline like he is always supposed to be.

Assassins

Awilix

• Gravity Surge – Now has a targetter to indicate the area at which this ability will pull a god that you are facing

A nice Quality of Life change that will help Awilix players see whether or not they will be able to pull a god that is knocked up. Too many times have Awilix players tried to pull an enemy god that was 80 units away from you, but you couldn’t distinguish that they were beyond the 75 unit radius of this ability and you sit there feeling almost as embarrassed as an Ares who uses his ultimate and hits no one.

Camazotz

• Devour – Camazotz now heals himself 20/40/60/80/100 ( 25% of your Physical Power) per hit (max 3 hits).

By limiting the amount of targets this ability heals from and increasing the heal per minion, Camazotz to now sustain more off of Jungle Camps as opposed to minion waves. This change will better make Camazotz more suited to the Jungle Role as an Assassin.

Hunters

Ah Muzen Cab

• Added an indicator to show how many hives are out at any given time

Ah Muzen Cab can have up to 6 hives out on the map at any given time. This QoL update will add a new HUD indicator to help players more easily tell how many hives they have out at any given time.

Cernunnos

• Shifter of Seasons – Switching between seasons no longer causes any auto attack delay

Effectively switching between seasons while attacking is one of Cernunnos’ coolest features. Due to how switching seasons works, basic attacks were not being fired until the season was fully switched. This caused Cernunnos to stutter on his basic attacks making him feel disjointed. By removing this auto attack delay, switching stances will now have an immediate affect on every glave thrown the moment you enter a new season including the one currently thrown.

Xbalanque

• Darkest of Nights – Now applies a 15% slow to all enemies for the duration of Darkest of Nights

Removing the stun from this ability has left it lacking. By adding a 15% slow at all ranks, this will make the ability feel more impactful each time it is used.

Mages

Baron Samedi

• Consign Spirits – This ability if fired will now resolve even after Baron Samedi dies

This is intended to make the ability function like most other mage abilities in the game, where once cast, it will resolve even after the God dies. Getting that last crucial heal in a team fight can be the turning factor during an engagement.

Hel

• Reduce ability SFX volume for Pop Punk skin

It’s too dang loud!

Merlin

• Eclipse (Radiate/Frostbolt) – Ability descriptions can now be viewed on God page for each stance • Vortex (Dragonfire/Blizzard) – Ability descriptions can now be viewed on God page for each stance

We have the technology… we can describe him.

Nu Wa

• Strength of Wood – This passive will now be consumed only when Nu Wa lands a successful Basic Attack on enemies. Root duration changed to 1s

With this change, Nu Wa will now be able to consistently root enemies through her passive. To compensate, the duration of the root is being reduced to 1s.

Persephone

• Grasp of Death – Removed the Attack Speed reduction from this ability. Increased cooldown to 100 seconds

Persephone’s ultimate commands a lot of respect with its unlimited range and powerful CC. Players hit by this ultimate take damage, are crippled, and rooted. Increasing the cool down and removing the attack speed slow will reduce the overall effectiveness of this ability and allow players break themselves free more easily.

Thank you very much for reading.

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4 years ago