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Let's Make Patch Notes - Hunters/ADCs

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Forum » General Discussion » Let's Make Patch Notes - Hunters/ADCs 124 posts - page 7 of 13

Poll Question:


How to Change Cupid?
Drastically Buff his Late Game and Nerf his Early Game to Make Him more like Other ADCs
Slightly Nerf his Early Game and Slightly Buff his Late Game to Preserve his Unique Traits
How Dare You Touch My Baby!
VOTE
Permalink | Quote | +Rep by Subzero008 » January 30, 2014 6:33am | Report
Uh, I think we discussed Xbal's ultimate as much as it could have been discussed. I'd like to make a Specifics post, unless you want to suggest something else.

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Permalink | Quote | +Rep by Subzero008 » January 30, 2014 7:28am | Report
Specifics: Xbalanque and Darkest of Nights.

There are two main categories of proposed changes: Global, and Personal.

Global Changes:

1. Have the darkness shrink over the duration, from 35 feet to 20. Let me put it this way, 13 feet is melee basic attack range. (No idea who to credit this to.)

Personal Changes:

1. Darkest of Nights grants global true sight of gods only, increasing utility. (Ghraf)

2. Darkest of Nights grants immunity to CC for the duration, increasing utility. (Ghraf)

4. Darkest of Nights grants CC immunity for 1.5 seconds, rather than three. (me)

5. Rising Jaguar makes Xbalanque invisible for the duration of Darkest of Nights, a la Vayne, increasing utility. (me)

6. Branching Bola deals doubled damage on its branches and applies on-hit effects but not critical hits while Darkest of Nights is in effect. (me)

As usual, you can opt for all, none, or some of these changes.

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Permalink | Quote | +Rep by Ghraf » January 30, 2014 7:51am | Report
I didn't know you meant for on-hit effects to apply only during the buff duration. I thought you meant it in general. Misinterpretation on my part.

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Permalink | Quote | +Rep by Ghraf » January 30, 2014 7:52am | Report
I can't wait till we get to gods like Agni and Anubis.

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Permalink | Quote | +Rep by Subzero008 » January 30, 2014 8:08am | Report
Ghraf wrote:

I can't wait till we get to gods like Agni and Anubis.

Agni would be easy and short: Remove the CC immunity on his already insanely fast dash, boom, done.

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Permalink | Quote | +Rep by Subzero008 » January 30, 2014 8:22am | Report
I might as well move on to the next goal: Anhur's early game and the nerfing thereof.

The main problem is that Anhur is extremely powerful early game despite having comparable damage to Artemis, who is supposed to be the only ADC hyper carry right now. We can go two ways about this: Nerf his late game, making him deal less damage, or nerf his early game, making him more of a hyper carry. This post concerns the possibilities of the former.

Anhur's laning phase has two components: His general durability and his kill potential.

Anhur's durability is complicated, and it is tied into all of his abilities:

In my eyes, he simply has too much options, providing a huge barrier to killing him. We can tweak his abilities in various ways. We can reduce the effectiveness of his CC, we can reduce the amount of his CC by raising or modifying cooldowns, and we can change his ultimate's Cc-immunity.

The second part of Anhur's strong early game is his kill potential. This is also complex.
  • His passive, Enfeeble, allows him to deal near-true damage to targets.

  • His pillar-stun combo, while difficult to do, gives him a huge amount of kill potential if done right. Remember, skillcaps/floors should have nothing to do with balance.

  • His burst, mainly on his Desert Fury. On the first level alone, it can deal 240 damage + 120% of his physical power (Cupid deals 220 + 100%). If Anhur expends all of his abilities in the pillar-stun-bodyblock-ultimate combo, he has even more kill potential than Cupid himself.

  • His starting amount of power, which ties in with the point above. He starts with 40 + 2.5 per level, making him have 52.5 power at level 5.

This section can also be addressed through multiple ways. You can decrease his starting stats, you could reduce the impact of his CC, you can reduce the amount of his CC, or tweak the base numbers and/or contributions on his abilities.

Now, let us begin discussing the hows. I will give my suggestions in my next post.

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Permalink | Quote | +Rep by Subzero008 » January 30, 2014 8:28am | Report
I have a simple proposal that would reduce both his survivability and his damage potential.

Increase the cooldown of Impale to 20/18/16/14/12 seconds.

Minion waves come in every twenty seconds. This way, Anhur will have to make a decision between waveclearing, reserving it for the kill combo, or reserving it for safety. Other ADCs already rely a lot on basics, and so should Anhur.

This doesn't change his burst damage, but it should reduce his effectiveness drastically in the early game by lowering his kill opportunities, and removing another layer of his early-game defense. His actual kill potential has been left untouched.

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Permalink | Quote | +Rep by Jordenito » January 30, 2014 11:34am | Report
Maybe also make it that only his auto attacks apply Enfeeble instead of the addition of his ultimate and Impale.

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Permalink | Quote | +Rep by Subzero008 » January 30, 2014 7:36pm | Report
Jordenito wrote:

Maybe also make it that only his auto attacks apply Enfeeble instead of the addition of his ultimate and Impale.

Good point.

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Permalink | Quote | +Rep by Subzero008 » January 30, 2014 7:37pm | Report
HiFromBuddha wrote:

Possible Anhur Changes


Elaboration


Repeating this here.

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