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Item Idea: Hand Of The Gods Rework

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Forum » God & Item Ideas » Item Idea: Hand Of The Gods Rework 5 posts - page 1 of 1
Permalink | Quote | +Rep by Pure Panphobia » August 23, 2017 2:30pm | Report

Reasoning



Hand of the Gods is trash right now. It's garbage. Hi Rez acknowledged that fact themselves in the 4.16 patch notes stream today. What I'm proposing are a set of changes which I think would make it a better relic without putting us into the season 2 "Everyone Take HoG" mindset.

Current Effect of the Relic

Cost: 0

Using this item deals 300 + 10 per God Level damage to a single enemy minion, jungle monster or jungle boss within 15 units. The target will be the one with the highest maximum health. The relic's Cooldown will be reduced by 30s if you kill a jungle mob with it.

Cooldown - 120s.

Upgrade:
- Using this item also stuns enemy gods in range for 1s.
=========================================================================

Option 1: The Camp Steal Rework


Cost: 0

This Relic can only be purchased by one member of the team.

Using this item deals 300 + 10 per God Level (scaling to 525 + 10 per God Level at God Level 20) true damage to a single enemy jungle monster or jungle boss within 15 units and is chosen by a ground target indicator. The relic's Cooldown will be reduced by 30s if you kill a jungle mob with it.

Cooldown - 120s.

Upgrade:
- Killing a Jungle mob with this item will restore 15 + 10 per God Level health to the user.

=========================================================================

Option 2: The Damage Gank Rework


Cost: 0

This Relic can only be purchased by one member of the team.

Using this item deals 500 + 10 per God Level true damage to a single enemy jungle monster or jungle boss within 15 units and is chosen by a ground target indicator. The relic's Cooldown will be reduced by 30s if you kill a jungle mob with it.

Cooldown - 120s.

Upgrade:
- You can use this item on an enemy God to deal 10 per God Level physical damage over 4 seconds, gaining 15 protections based on the target God's damage type for half that duration.

=========================================================================

Option 3: The CC Gank Rework


Cost: 0

This Relic can only be purchased by one member of the team.

Using this item deals 300 + 10 per God Level (scaling to 525 + 10 per God Level at God Level 20) true damage to a single enemy jungle monster or jungle boss within 15 units and is chopsen by a ground target indicator. The relic's Cooldown will be reduced by 30s if you kill a jungle mob with it.

Cooldown - 120s.

Upgrade:
- This item can be used on enemy gods, slowing them by 30% (decaying to 10%) for 3 seconds. Killing or Assisting in the kill on that target God within 5 seconds will reduce this item's cooldown by 20s.

=========================================================================

Option 4: The XP Equalizer Rework


Cost: 0

This Relic can only be purchased by one member of the team. The team member with this relic gains 15% more experience from last hitting Jungle mobs by any means.

Using this item deals 450 + 10 per God Level true damage to a single enemy jungle monster or jungle boss within 15 units and is chosen by a ground target indicator. The relic's Cooldown will be reduced by 30s if you kill a jungle mob with it.

Cooldown - 120s.

Upgrade:
- Killing a Jungle mob with this item will restore 15 + 10 per God Level health to the user.
=========================================================================

I feel like any of these would bring Hand of the Gods into a good place and make it more viable to take when jungling. What do you guys think? Good ideas? Bad ideas? All feedback is welcome.

Pure Panphobia


Notable (1)
Posts: 9
Permalink | Quote | +Rep by Technotoad64 » August 23, 2017 2:58pm | Report
"This Relic can only be purchased by one member of the team."
I'm sorry, but that's just not happening. People would get incredibly toxic when the wrong person buys it without telling anybody, especially since Relics can't be sold.

"Upgrade:
- This item can be used on enemy gods, slowing them by 30% (decaying to 10%) for 3 seconds."
That's a change that's way too drastic for a 500g Relic upgrade.

"The team member with this relic gains 15% more experience from last hitting Jungle mobs by any means."
The entire point of a Relic is that it doesn't have a passive ability.

Everything else seems like a good idea to me.
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Permalink | Quote | +Rep by Pure Panphobia » August 23, 2017 6:27pm | Report
Eh. The benefit only directly goes to junglers, so no one else would be good with it. Means only the jungler would be the one to get it. This type of thing has already been implemented in a few other mobas to make jungling a more well defined role.

Pure Panphobia


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Permalink | Quote | +Rep by Technotoad64 » August 23, 2017 7:08pm | Report
Means only the jungler would be the one to get it.
No. Sometimes, the jungler would be the one to get it. The rest of the time, somebody else gets it because they're stupid, and the jungler tilts harder than the Titanic. Don't underestimate the incompetence of randoms (especially on console).
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Permalink | Quote | +Rep by Pure Panphobia » August 24, 2017 5:42am | Report
That's not the fault of the item, but the community. Again, this is a concept shared among other moba's (for a reason) and it's why Smite's Jungler role seems poorly defined and isn't the much of a stand out role. Once implemented, the pro's would use it properly, then streamers, then youtubers, and it would eventually trickle into proper use over the course of a season.

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