Why? He is already quite strong and doesn't need any more survivability. Between his CC-immune dash and his CC, he is nearly impossible to kill except under extreme circumstances, like tick damage or Ring of Spears.
How? Remove the CC immunity from his dash. Everyone except Romanians (I think) seems to agree on this.
Romanians, I think that Agni just doesn't really need CC-immunity on his already fastest dash in the game. I hope you understand. This doesn't hurt his offense, either.
The problem with Anubis is that he is to extreme. He can vaporize anyone in a matter of seconds without even using his ultimate, but he has no way of escaping/surviving whatsoever. He has zero mobility, and his only ways of "running away" is by either using Mummify, which single-target, or the mere slow on Grasping Hands, which is only 20%. He is a kill or be killed god. He is also out-ranged by gods like Ao Kuang or Agni, which isn't a problem, generally speaking, but with his kit and play style and lack of escapes, it is. In short, we need to trade off some of his power for escapism.
Suggestions
Remove the root on Plague of Locusts, and instead, Anubis can move while channeling this ability, but at 50% speed (like Thanatos is when he casts Soul Reap. (Subzero008)
Instead of channeling Plague of Locusts, it's now more like Love Birds. The locusts will bellow off of Anubis' mouth. Enemies hit by the locusts are damaged every .5 seconds for 3 seconds.
After you land Mummify, you gain a movement speed bonus. (Raventhor)
Grasping Hands now steals enemies' movement speed, instead of just slowing them. (UnknownPandr)
Increase the scaling of Lifesteal from his passive. (Subzero008)
Ao Kuang - Reduce his overall strength and fix animations.
ao kuang summary
Ao Kuang: Revert animations, reduce slow, increase general mobility. We all seem to want that. As for the complaints about Polynomicon and Gem of Isolation, WE ARE WORKING ON IT, GO TO THE THREAD "Let's Make Patch Notes - Items" for more info.
Why? His slow and animations make him overpowered with little counterplay from a 8 sec 50% slow.
How? Reverting animations is obvious, slow can either be reduced by lowering its intensity or duration, as for mobility, some have suggested giving him a dash or increasing base movement speed.
Aphrodite - Increase her general impact on the game.
aphrodite summary
The goal is to increase her overall impact on the game. specifically in team fights (general meta complains and arguments about support-Mages are not involved here).
The passive isn't that good as there aren't many good MP5 items in the game and generally speaking, who the f*** gets meditation outside of assault? Its only real use is with the blue buff in the duo lane.
Suggestions:
Make the current of effect of loving embrace be built in her Kiss and grant it a new effect: Make it so that if Aphrodite has a soul-mate, all allied gods within 25 feet (same radius as mystical mark receive 50% of the healing of Love Birds if she hits a valid non-god target, and if she does hit a an enemy god the healing becomes 100%.(me)
Decrease Love Birds damage to minions to 50% (Chiulin).
Make her passive share 100 percent hp5 and mp5 with her soul-mate. When her Love Birds hits a target allies in a 30 foot radius also gain 30 percent of the healing.(Chiulin)
This ability juts doesn't do enough. Yes, it grants you and your soul-mate movement speed and every effect from her other abilities, but it's very poor in team-fights.
Suggestions:
Enemies within 10-feet of an offensive Kiss will be slowed by 50% for 1 seconds OR allies within 10 feet of a friendly/offensive Kiss will have their movement speed increased by 50% for 1 second. (Subzero008)
If her soul-mate dies while they are linked by Kiss, Aphrodite gains additional 20/30/40/50/60 magical power for 4 seconds.
Enemies within 10-feet of an offensive Kiss will be mesmerized for 1 seconds. (me)
Make her be able to Kiss up to two allies. If she have two allies connected to her as soul-mates, she is not affected by any of the benefits of Kiss, Love Birds or Undying Love. (arka222)
Her ultimate isn't very good as it has got quite a long cooldown and therefor cannot affect the game as much as it should.
Suggestions:
Reduce the cooldown to flat 60 seconds. That way you'll have it available at most fights, especially if you get CDR (kinda like Nu Wa).
Make it remove all CC and grant CC-immunity for 1/1.3/1.6/2/2.5 and a damage reduction of 30/40/50/60/70% for the same duration. Additionally, the cooldown should be reduced to flat 50 seconds. (Chiulin & me).
Chang'e - Increase her viability in Conquest, specifically in the laning phase and fix her ult.
chang'e summary
Our goal is to increase her viability in Conquest, fix her ultimate and buff her early game/laning phase.
Buff Crescent Moon Dance base damage to 100/145/190/235/280 and reduce the Magical Power contribution from 60% to 50%. (Subzero008)
Reduce the consecutive hits stun bonus on her ultimate Waxing Moon from +1 second per hit to +0.5 seconds per hit. (me)
Reduce the Magical Power contribution on her ultimate from 70% to 50%. (Subzero008)
Grant her an Eset-like swing chain, i.e a small aoe auto attack at the end of the swing chain. (me)
Make her Crescent Moon Dance decrease protections by 5/10/15/25 for 2 seconds or so (me).
Chronos - Balance off his early game compared to his late game, make Stop Time stun enemies that are immune to slows, maybe a slight rework as well.
chronos summary
As we all know, Chronos is a late game monster, but an early game piece of uselessness. There are a few problems with him, but they are not so easily defined, so I'll just write the ideas & suggestion.
Tweaking Suggestions
Stop Time, as of now, slows to a stun, meaning that if the target is immune to slows, they won't e stunned either, for example, Thanatos when his Scent of Death is active. Now, Stop Time is the only form of CC Chronos has, and while it might be annoying to deal with sometimes, it's not super hard to dodge - it's probably the slowest moving skill shot in the game. Sure, in the jungle it can almost never miss, but what doesn't? So gods that are immune to slows won't be slowed to a stun rather than just be stunned at the time they are supposed to be without the slow effect before it. (me)
After getting Rewind, Chronos will have a copy of him which will only be visible to him. The copy will represent where Chronos has been 8 seconds ago. This comes in handy just so that you won't Rewind and try to guesstimate where you've been. (me)
Since his early game clear is the worst out of all the Mages (perhaps Scylla's is on par with him), he could use a change. Buff the base numbers of Stop Time to 50/75/100/125/150 (+25%) and reduce the mana cost to 60/65/70/75/80. This will help his early game, but slightly nerf his late game. (Raventhor)
Rework Suggestions
Change Stop Time to Slow Time. Instead of slowing to a stun, enemies that are hit are slowed from 1% to 99% over 2 seconds.* (Subzero008)
Add a stun of 0.75 seconds on Time Rift. Enemies that are affected by Slow Time are stunned for 2x the duration (1.5 sec). (Subzero008). The cooldown is increased from 5 seconds to 7 seconds. (me)
Reason - So you'd level Stop Time for the clear, and Time Rift can be leveled later for harass, or Accelerate for the DPS. Time Rift now gains some early utility, so players will be encouraged more to level Stop Time first. This should also solve the slow-as-molasses problem of Stop Time, as it's possible to reliably hit with such a small AoE. (Flame Strike, anyone?)
*The tweaking suggestions of adding a copy for Rewind and buffing the base numbers of Stop Time/Slow Time are still valid for the rework suggestions.
Freya - Reduce her high skill cap JK. Reduce the 'freebeeness' of her ultimate.
freya summary
The main problem with Freya is her ultimate, which just feels like a freebee. You go into the air, being invulnerable, and can take down 75% of a squishies' health, without needing to aim much. So, reduce the damage from 120/150/180/210/240 per hit (+35% of your magical power), to 100/125/150/175/200 (+30% of your magical power). But make it give 25% increased movemsnt speed. This will stop it from dealing disgusting amounts of damage (it'll still be one of the strongest direct damage spells in the game), but it'll be more handy as an escape/chasing tool, instead of an execution/tower diving tool. (Subzero008)
He Bo - Add some counterplay to him, specifically to his ultimate.
he bo summary
The goal seems to be adding general counterplay.
Why? Because being knocked up, made helpless, before being one-shotted is not a pleasant experience.
How? Give a small delay on the ultimate (Jordenito), like Mercury's Sonic Boom.
As of the recent buff to Wing Gust, Isis is fairly balanced. But she could use minor tweaking. The main 'problem' with her, is her ultimate, which is somewhat useless and underpowered - it's just to easy to miss, never charges up fully and, while having lots of utility, it isn't quite effective.
Now, we don't want to add more CC to Isis, because she already has a long ranged stun through walls and a long silence. What we can do, is move the slow from Dispel Magic to Circle of Protection. That way, her ultimate will gain more effectiveness and more chance to hit someone for more than 300 damage late game. And, frankly, Dispel Magic already silences enemies for a long, 2 seconds duration, and steals 30% of someone's magical protection and shares with your allies. It does enough. Maybe we can reduce the cooldown from 18 to 16. (me)
Another suggestion, which can come hand in hand with the previous, is to make Dispel Magic steal both physical and magical protection. (Subzero008). In that case, the cooldown will be left unchanged, at 18 seconds.
Goal: Buff her a little bit, specifically grant Clay Soldiers more usefulness and reduce her dependency on her ultimate pillars of heaven.
Why?
Her Clay Soldiers is pretty useless. Apart from tower aggro and the occasional body-block, they serve no use. And she is quite weak when she hasn't got her pillars of heaven ready.
What to do?
Grant her an attack-speed steroid according to the number of Clay Soldiers alive, thus granting some effectiveness and usefulness to this skill and maybe giving an incentive to level this skill up not as your last one. (me & All4Games)
+3% attack speed/clay soldier = 15% attack speed when all 5 soldiers are alive at skill level five.
To counter her tower-soloing mastery, we can:
1)Reduce the soldiers' health from 200 + 20% of Nu Wa's maximum health to 200 + 10% of her health.
2)Reduce the soldier's duration from 10 seconds to 6 seconds or so.
Just note that these two suggestions do not have to come on top of each other, they can overlap.
A suggestion that I think we will all agree, and has no down sides, make her Clay Soldiers immediately take aggro from creeps & minions. (Subzero008, I believe)
Grant her 5% CDR per Clay Soldier alive, maximum of 25%, so that her ultimate will be more available. (me)
Make her Wood Crystal on her passive Elemental Crystals be 15% lifesteal instead of 10 HP5. (Subzero008) Or Make her Wood Crystal passive be + 10 HP5 (+1* her level) so that it'll be somewhat noticeable late game. (me)
Replace her Earth Crystal passive from Clay Soldiers from 10/15/20/25/30 Physical Protection to +10/20/30/40/50 innate damage (meaning that it won't be affected by the 2x auto attack damage bonus passive from pillars of heaven. (Subzero008).
now roots for 1/1.25/1.5/1.75/2 seconds, instead of 1.25/1.5/1.75/2/2.25 seconds. Also, it roots two additional targets nearby by default, but they take half the duration of the cripple as opposed to the original target, who takes the full duration. Additionally, the max rank effect is that the 2 additional targets take the full duration. The damage and cooldown have remained unchanged.
The base damage and scalings remain the same, but for every seconds Crush is on the ground, it gains 0.05% additional damage, up to extra 0.25% at max duration - 5 seconds. That's 125% of the original damage, making it 362.5 (+100% of your magical power). Additionally, the cooldown starts counting from the moment she casted it, not detonated. To somewhat counter this, the cooldown has been increased from 10 seconds to 12.
Reduce the movement speed bonus from 35% (70% at max rank) to 25% (50% at max rank).
Vulcan - Make his passive useful and maybe tweak his turret.
Vulcan summary
As of now, Vulcan has basically no passive. His current passive is dis-synchronized with his entire kit and is just ineffective. Also, his turret could use a slight buff.
New passive idea: The Forge*: When Earthshaker is not on cooldown, Inferno Cannon deals splash damage (50% in 15 feet), and Vulcan's Backfire gains 15 feet of range (NOT damage redius). Basically, it's the traits of his ultimate applied to his abilities.
Why? Since Vulcans typically save their ultimate for when they need it, instead of burning it for any old engagement like Nu Wa's or Ra's, I thought this would work as a small buff, and adding more synergy with his attacks. (Subzero008)
Turret Buff: Instead of dealing extra damage to marked targets, Inferno Cannon will instead attack marked targets in a 360* radius. (me)
Why? Because the problem of the turret is not its damage. In fact, it deals per shot half of the damage Magma Bomb does. The problem is that it just doesn't hit enemies. It's easily avoided and killed. Enemies can juts walk by it or auto attack twice and it's dead. So, prioritizing marked enemies in a 360* radius will get rid of its uselessness and grant it more effectiveness overall.
*The name is there just because it's a name. We all know it's bad.
Zeus - Reduce overall damage output and other features.
zeus summary
The problem witth Zeus is that, quite frankly, he is just ridiculous in every single aspect. He has insane burst, superb dueling potential, very high area damage, the ability to take down 50% of someone's health from a mile away, great movement speed, and the ability to deny any attempt of an auto-attack based god attack him.
The problem here is that, while it's a skill-shot, just by hitting one enemy, you can deal x5 the damage of Chain Lightning + x5 detonate chrage damage. And that's just by hitting one skill shot. Yes, you can argue that if Ao Kuang land squall, he can easily burst you down withtornadoes & spirit's tempest, but, damn it, he still needs some aiming. With Zeus, all you need to do is hit one enemy, and you can reach another enemy god within a mile away from them and still deal massive damage. All of that, while having a mere 8 seconds cooldown. The reason it's ridiculous is not Chain Lightning by itself, but the follow up damage from Detonate Charge that doesn't require anything from the Zeus.
So, what do we do? quite simply, increase the cooldown, to somewhere between 12-14. (Subzero008). It's a skill shot that can easily take down 50% of someone's health in addition to stunning them for one second just by hitting it and pressing another button.
On top of that, the damage is ridiculous. It can reach 1025 base damage + 200% of your magical power. And you can always Detonate Charge afterwards.
We can either reduce the amount of arcs from 4 + initial hit to 3 + initial hit.
OR
Reduce the base damage per arc to 45/70/95/120/145 (+35% of your magical power) (max damage = 725 + 175% of your magical power).
aegis shield
Probably the most broken thing about Zeus as of now. The issue with this one, is that just by pressing '2', Zeus basically becomes invincible for 6 against auto-attack based gods for 6 seconds, which we have about 12 of them ( Chronos, Freya, Nu Wa, Bakasura, Kali and all of the Hunters etc.) The fact that he can just apply a charge at those gods without even attacking, while he can apply charges with basically every other ability he has (apart from Detonate Charge on top of his auto attack which apply them... it's too much. He doesn't even need to work for his charges with aegis shield.
So, what do we do? Quite simply, make it so that the shield doesn't apply charges on every god that auto attacks him. (Me, Subzero008, THE ENTIRE F***ING COMMUNITY).
A so called "settlement", which, I disagree with, just because the above suggestion is the best solution, but if for some, stupidly vague reason, they don't want to remove the auto-attack-charges-reflect, we can make it so that aegis shield has 3 charges. And for each auto attack, a charge is applied to the attacker, but removed from Zeus' shield itself. And if all 3 charges are removed, the shield expires (or if the duration has). That way, he won't be able to deny 3 gods that auto attack him simultaneously, but still maintain the ability to counter. Just a reminder; this is not the ideal solution. It's just a settlement if Hi-Rez doesn't want to remove the charges reflection. But I vote for the first suggestion, and I think that all of the community does.
Also, if the suggested nerfs are applies, we'd want to see his old swing chain come back. It had its place. It suited his play-style and his kit. Sure, with his current kit, he is already broken as hell and the swing chain just empowered him even more, but they took it away and it wasn't what caused the problem. There's a difference between a swing chain that suits the god and a swing chain that would be overpowered like there's no tomorrow (imagine Bakasura with 1/.5/.5 x swing chain.
Goal
Reduce his overall early game resistance and defenses.
Why?
Because thanks to his passive Demon Bag and his ultimate Recall Demons, ganking a level 5 Mage with 40/80 protections that can still inflict considerable amount of damage isn't fun.
How?
Make the maximum demons captured in his passive according to your level, the formula being:
Maximum Demons Captured: 5 (+1 * your level). (me)
Thus, he won't be as gank-proof as he is now, and late game his passive will actually be more effective than it was before.
As you can see, there are a lot of question marks. I'm not really sure about most of the mages as to what can we do to fix them/make the better to fit the game/balance them. You are more than welcome to point out goals.
Just remember to point out reasons, so that it'd be easier to understand and more clear.
Poseidon has been off the tracks for quite some time. Being a burst mage that relies heavily on his ultimate, it is easily countered by Aegis Amulet. Also, his kit just doesn't synchronize well with itself, as he is suppose to be a long ranged-mage where as his Tidal Surge is impossible to hit at longer distances.
Make it start at 50% damage, and the further the wave travels, it increases its damage (maximum of 2x damage at max range) and width (I believe the current width is 5 feet, about 12 feet at maximum width). The knock back still applies.
This is just to make him more dangerous when far away and make it actually possible to hit enemies with it.
Good idea. I'd reduce the stun time on release the kraken a bit, maybe to 1.1/1.2/1.3/1.4/1.5, because I don't believe getting hit by an easily countered ability should mean guaranteed death, especially if the countering depends on an active item.
I also think that maybe Trident should extend basic attack range by a few feet, just as a little bit of synergy.
Subzero008 wrote:
Good idea. I'd reduce the stun time on Release The Kraken! a bit, maybe to 1.1/1.2/1.3/1.4/1.5, because I don't believe getting hit by an easily countered ability should mean guaranteed death, especially if the countering depends on an active item.
I also think that maybe Trident should extend basic attack range by a few feet, just as a little bit of synergy.
I agree. The 2 seconds stun on the kraken is useless.
As for Trident, I'd like to see the 3 auto attacks just tightened up to reduce the spread rather than increasing the range, but I either way it'll work.
We all know He Bo. In my opinion he is one of the most annoying gods in the game (probably with Loki and Freya but I'm getting off track...). My point is that he already has insane burst with his Water Cannon which does tons of damage on a 0 seconds CD, his 100-meters ranged poke Waterspout and his passive Steady Flow which grants him additional burst if he lacked any.
Now as for his ultimate, yes, I do get the reason He Bo is here. Doing enough burst for the entire humanity and gods themselves while being the squishiest god alive. But, come on... his ultimate is almost as strong as spirit's tempest and it's basically unavoidable.
And, no, the guy that says that a well timed Ice Wall, Shifting Sands and Aegis Amulet counters him.. shut up. 99% of the times you actually dodge/avoid it... it's luck.
All i suggest is not reducing the damage, the width, the range, nothing. All I want is for it to have a short delay. Like Release The Kraken! has, where you can actually hear the ultimate come and see it. I want He Bo to have a few milliseconds of 'charging' with a special sound that you could actually anticipate it instead of ****ting your pants when you think he's about to do it...
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