I am split. I'm completely blown about just what each meta position does, or if it changes, what your team needs overall. Like, should the mid go for full damage, like Agni, or have some support in there as well, like Ra? Does the tank need a high CC payload to work? In that case, redefine Support Tank. Does the ADC get kills, or does damage, or both? or should they give a bit of utility as well?
what's the balance between earlygame/lategame, tank/damage, utility/straight damage, team support ( Hel)/offensive support ( Guan Yu), kills/damage, CC/Burst/Sustained damage? where's the line drawn for synergy?
Tanks should have atleast 2 Form of cc or Support abilitis, Odin have 3 for example, Sun Wukong have 2, athena have 3, Ymir have 4. They Need it to protect the Whole Team in lategame.
on Mid you mostly goe with magical dmg gods with a High waveclear and Burst dmg. Best roles: Agni, Ao Kuang and Zeus.
Why i did'nt manage ra ? Because he Loose the damage Potential of the above mentiond gods in Mid and Late Game.
On Solo atm the bruiser is pretty popular because in late Game they bring some cc and semi Tank abilitis to the table, the still are able to make hughe damage and have a Lot of sustain for the kaning phase.
Hel i dont like in competitiv for example, far to Easy to takedown, however against casual she is Good.
Tanks should have atleast 2 Form of cc or Support abilitis, Odin have 3 for example, Sun Wukong have 2, athena have 3, Ymir have 4. They Need it to protect the Whole Team in lategame.
on Mid you mostly goe with magical dmg gods with a High waveclear and Burst dmg. Best roles: Agni, Ao Kuang and Zeus.
Why i did'nt manage ra ? Because he Loose the damage Potential of the above mentiond gods in Mid and Late Game.
On Solo atm the bruiser is pretty popular because in late Game they bring some cc and semi Tank abilitis to the table, the still are able to make hughe damage and have a Lot of sustain for the kaning phase.
Hel i dont like in competitiv for example, far to Easy to takedown, however against casual she is Good.
I'm talking more like a big, interconnected variation ratio between offensive support, defensive support, damage, utility, CC, synergy, tankiness, burst, sustained damage, presence, pseudo-effects, offense, defense, etc. etc. etc.
Tanks have a role of being a "kill" support in-lane. They typically burst their abilities to quickly kill an enemy laner. Geb is the sole exception, being a psuedo "poke" lane by shielding the ally ADC so he can poke.
Hunters have one main role: deal damage. Their entire purpose is late-game damage (generally speaking). It's simple, to be honest. Don't die, deal massive damage.
Why ranged? Why physical?
Ranged because a ranged ADC is much harder to kill than a melee ADC, not to mention they are a lot easier to protect in-lane. Physical because crits are supposed to be the best late-game scaling stats in the game. Alas, Polynomicon and Freya.
Mids are burst mages because the current meta supports an insane amount of burst, especially with the post-hit delay being lowered. They have good waveclear in a game where waveclearing is the best option, and any levels they recieve make them a monster. In fact, that's what I dislike about this game - every mage is a carry.
They can also roam efficiently since their burst is high enough to make roaming ganks faster.
Mids are also a very chaotic lane, due to the constant mid camps and roaming ganks.
Solo laners are like auxiliary mids. You select one god to gain about as much XP and gold as the mid, so they can roam and help other lanes. Their roles are easily the most diverse in Smite, bruiser solo, ADC solo, burst mage solo, sustain mage solo, etc.
In competitive mode, teams always go for balance like:
-Mage
-Mage
-Tank/Warrior
-Hunter
-Assassin
This has been a meta for long...wy it isn't changed?
It's because it's the most balanced team comp. There really is no other reason. With too much of one role, you'll lack something else. Having a usual team comp provides an organised and balanced team comp.
Will generally lack the ability to tank hits, dying incredibly quickly in team fights and having no 'lasting power'.
Of course, I'm not saying that this kind of comp has no chance of winning against a balanced comp (as it is a very killed focused team composition), but balanced compositions tend to have a much higher chance.
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