I say he needs to have his swing chain altered. Slow it down and maybe actually change the chain. Keep his ult the same and his passive because neither is much of a problem (well his passive can be but I believe it is only a problem when combined with the slows and spammability of his one). Increase the cd on Sickle Strike(like a lot of people have said) OR maybe they could actually give him a crook like he is SUPPOSED to have!!! and completely come up with a new ability (I realize this is not helpful but the fact he has a sickle kind of agitates me... oh and I also have no idea what to change it to). Then remove the speed buff associated with Spirit Flail, make the cd 12 seconds, and make it do a 30% slow on it's own. His Judgement Tether seems largely alright to me... maybe a slight reduction in it's strength... like 15/15/20/25/30 and 1.2% more per second? that way he gets 35% at max against magical and 51% against phys.
I don't think Spirit Flail should get an unrestricted slow. At least now Osiris has to hit with his 1 first. Otherwise, you'll have an unavoidable 30% slow. At range.
The cooldown increase on Sickle Strike could work, but that makes him less bruiser-y and more assassin-y.
Woops, totally didn't forget that :3
And I agree on Spirit Flail, either remove the slow or speed (or like Kalafalablablabla said, remove the buff and nerf the slow a bit, which I agree on the most).
First of all I'd suggest removing the fact that it still works when you're invisible. It's just stupid and it makes stealth useless.
I'd say do 2 things: Nerf the reduction to something like 5/10/15/20/25 or reduce the stun to 1 second. I like the first one better.
Why not both? I'm fine with that, because **** Osiris.
I would lower the damage reduction on judgement tedders. Or throw out the whole stun
Hmm...maybe make the damage reduction its own reward, then, instead of making him a giant AoE stun bot. That could work.
Like, this: Osiris flings out mummy wraps
Judgement Tether: Osiris flings out mummy wraps, tethering himself to all nearby enemies. Targets hit deal reduced damage to Osiris over the next 5 seconds. The tether can be broken by targets moving far enough away from Osiris. When Osiris hits a tethered target with an ability, the bindings are refreshed for another 1 second.
Damage reduction: 15/20/25/30/35% (+5% per second, maximum 40% damage reduction)
Cooldown: 18 seconds.
There. Now, this rewards him for staying in combat without adding on tons of CC.
Alternatively:
Judgement Tether: Osiris flings out mummy wraps, tethering himself to all nearby enemies. Targets hit deal reduced damage to Osiris over the next 4 seconds. The tether can be broken by targets moving far enough away from Osiris. Targets still in range when the duration expires are rooted.
Damage reduction: 15/20/25/30/35% (+5% per second, maximum 40% damage reduction)
Root Duration: 1.5 seconds.
At least this way, you can fight back, which does reduce his dueling and disruption potential.
Spirit Flail no longer has a speed buff, slows sickled enemies to 25/30/35/40/45% for 3 seconds. It's still an upgrade to the 20% slow from Sickle Strike, but not in the insane 60% slow category.
Judgement Tether has a capped damage reduction of 40%, and the damage reduction only applies to attacks toward Osiris. The stun is reduced to 1 second OR roots for 1.5 seconds, removing the stun OR the DR duration is increased when he strikes an affected enemy with an ability, removing the stun.
With these changes, he'll be more reliant on skillshots, have less dueling and teamfight potential, and is rewarded more for staying in combat instead of pure burst damage. It's also a nerf.
Well, that still doesn't solve the problem of him being indestructible. I also don't think it's a matter of range, but the DR.
Oh I know, but I couldn't think of anything else that no one else has suggested yet, and for the most part you all seem to have the big issues covered.
Spirit Flail no longer has a speed buff, slows sickled enemies to 25/30/35/40/45% for 3 seconds. It's still an upgrade to the 20% slow from Sickle Strike, but not in the insane 60% slow category.
Judgement Tether: Osiris flings out mummy wraps, tethering himself to all nearby enemies. Targets hit deal reduced damage to Osiris over the next 5 seconds. The tether can be broken by targets moving far enough away from Osiris. When Osiris hits a tethered target with an ability, the bindings are refreshed for another 1 second.
seem like good and balanced changes, along with a 3 second increase with cooldown on Sickle Strike.
Serenade is too powerful and makes him too safe, as well as insanely snowbally considering how it gains duration, loses cooldown, and gains protections with level. Could use a nerf.
Across The Sky could use a slight nerf, as well. It's simply too good at the many, many things it does.
Suggestions
Mez scales from 1-2 seconds, cooldown is a flat 18 seconds. Protections steroid removed.
Now grants 25/30/35/40/45/50% attack speed, scaling with the levels he'd rank up his ultimate. Apollo gains stacks equal to the number of enemies hit by his skills, doubled for gods. Maybe have him gain full stacks after killing a god. Or just reduce it to 75%.
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