I'm gonna give another week for entries to be edited and whatnot, because A. Some of these, I can't judge because they are THAT incomplete. And B. [size=5I need to fine new judges. Consider this another round a feedback.[/size] On another note, Faith has been removed as a category since judges will probably not know the fandom they are seeing.
FaTaLiTyFiReFlY's King Worm, the King of Worms
Originality: 4/5. While his Death Stare is amazingly original, his tunnel and his telekinesis feel too much like Sentinel and Special Delivery to me.
Completion: 0/-5. Everything seems complete. You also tell us how he is played, which is nice.
Balance: 8. Hoo boy. His ultimate is ultimately what broke it for me. Like, the rest of his kit is fine, even the combo with Order: Dig + Telekinesis or Death Start. Everything in his base kit is perfect. Except for his ultimate. It means pretty much instant death in an AoE, unless you use beads, and I dislike that. It's brainless, annoying, and anti-fun, on top of being incredibly overpowered with max duration - 2.4 seconds of a taunt in a giant AoE is lethal with a capital L, only they don't even get to attack.
Synergy: 4. As a mobile support tank, this idea accomplishes its task extremely well, with multiple ways to play the god. However, there are a few weird spots, like making him spam cast of his passive, or how he deals more damage with his Dig if hitting a stunned target, which are simply out of place.
Spark: Hell yes, it does.
Total: 16 points. It's a good idea, albeit with one rather concerning weakness, and does have a few problems. But it's still a pretty damn good idea.
Janitsu's ****er, the One and Only
Okay, in all honestly, I have no ****ing clue. Just none. I'm just gonna ignore this one, because I don't know what it's saying at all, and for some reason my computer disintegrated the symbols so it's pretty much unreadable. I doubt this was a serious entry anyway.
Pentargonite's Batman, the Dark Knight
Originality: 4/5. His decoy is like Zed's, but that's an unavoidable comparison. Everything else is fine.
Completion: -2/-5. There's no explanation for the proximity on his passive, and we don't know if his ultimate has a landing delay or if it's instant. We also don't know is his Sonic Sounder is ranged or not, but I presume it is.
Balance: This was a little difficult to figure due to the aforementioned incompleteness. In fact, since I have no idea how strong his main CC is, I can't give this a grade.
Synergy: 4/5. The core concepts of his kit are sound. But his passive is just completely out of place on an assassin.
Spark: Yup, seems pretty cool.
Total: No idea. I can't judge this one. Need clarification.
Firraria's Dexter, the Serial Killer
Originality: 4/5. Again, Special Delivery is a lot like Tranq/Headlock, and Surprise is a lot like Loki's Aimed Strike (albeit with more effects) but that's all.
Completion: 0/-5. Everything is here.
Balance: 7/10. Okay, after sitting this on a while, I think he has just barely too much CC and/or damage. Like, his Headlock stuns for at least the second it takes to aim and throw them. His Charge is a massive nuke that hits ridiculously hard - we're talking about Ao's ultimate-level hard, at level 9, if maxed first. I mean, they both do have downsides, like the natural limitation of his passive and the fact that the nuke is a dash, but he just seems really strong, IMO. He has a stun toss, a conditional fear, a knockback and/or slow, and another stun-grab thing on his ult, on top of pretty good mobility and ability and basic attack damage. The damage is expected of an assassin, but I think his CC needs to be reduced a bit, along with his damage.
Synergy: 5/5. Neat. Everything fits the serial killer theme, perhaps except the charge (I think Dexter's more of the type to watch and wait than tackle his target).
Spark: Yes, very shiny.
Overall: 16. Good idea, but the balance needs to be worked on.
Originality: 5/5. All abilities and stuff are unique.
Completion: 3/5. I don't know the fear duration on her ultimate, which is pretty important. I also don't know how long it takes for the missiles to fire - if the missiles are fired over 3 seconds, and each missile fears for 0.5 seconds, it's basically a 3 second AoE fear. This has made it impossible for me to judge balancing, for all I know, her fear can be a game breaker. I also don't know how long her mines last, or how many mines can be placed total. (Get max CDR, plant infinite mines, jungle Inaba = enemy cannot step into jungle without taking 5 billion damage).
Balance: Bugger if I know. Her basic kit is fantastic, but the issue of the ultimate is a pretty big one. Her mines seem to deal too much damage IMO, as well.
Synergy: 3/5. She's a support mage. Her entire kit is long ranged. Please give her power scalings on her abilities, because she's kinda weird right now. She can build tanky, but there's not much point since she's not going to be in the front line. She can build mage, but has terrible scalings. As far as I can tell, she'd just get max CDR and Gem of Isolation and maybe Spear of the Magus, and then build tanky, which is kind of a mess.
Spark: Yah.
Overall: ??? No idea.
Dark Jaw's Xenomorph
Yeah, with zero damage numbers there's no point in judging this one at all.
HolyPudding's Tirek, the Magic Reaper
Originality: 5. Because mana stealing, cascading skillshots, and bland silencing nukes are unique.
Completion: 0/-5. Nothing missing, but I'm tired and may be wrong.
Balance: 2/10. Because being invincitanky with doubled MP and insane scalings on top of CC is nuts. You'll be the best mage carry in the game, instagib any squishy from long range with Unicorn Fireball + Ult. But the rest of his kit is okay...barely.
Synergy: 2/5. His kit is alright for a mage, but it's still awfully scattered. This isn't a toolkit of various mage abilities, it's a rotary saw paired with a spatula with a samurai sword and a bunch of cherry pits. Like, you have mana draining, with health costs, with MP stacking, and two ranged abilities on top of a melee ability. It's all just very confusing. The two points are for 1. All skills deal damage, as expected for a mage, and reward building power, and 2. Encourage spammy burst, again, expected for a mage.
Overall: 9 points. His kit is messed up and lacks focus.
Completion: -2. How long does his ultimate last, does it do anything else (like modify abilities), what is the AoE of Madness? Also, due to his alternate resource, you might want to clarify whether or not some of his abilities use mana.
Balance: 9. Maybe I'm biased, but this idea seems very well-balanced to me. The damage is fine, everything is fine, really. The one thing I'm iffy about is his passive, if the fear procs on abilities, he'd be able to induce an AoE fear with Madness and Shock and Awe. I'd change it to basic attacks only.
Synergy: 5. It fits the definition of sustained-damage bruiser perfectly. If you wanted to create an insane, berserker warrior who never stopped attacking, you succeeded. If there is one minor fault, I think Madness should be able to apply just lifesteal. Just fits the kit.
Spark: Hell yes.
Overall: 16. Very well done, but really needs some more info.
shakz180's Elsa, the Snow Queen
Originality: 5. Her kit seems pretty refreshing.
Completion: -1. Firstly, if her passive's condition is them standing still, and its effect continues to fulfill that condition, then you basically gave her an infinite stun. You need to put in a clause saying "target can't be stunned more than once every something seconds."
Balance: 6. Damage-wise, her kit is too strong, with her 3 easily outmatching Ao in terms of damage, and but the weird part is her entire kit and passive and the way they work. Before Gem of Isolation, she'll be quite weak, but once she gets it, she'll become the most overpowered mage in the game out of the fact that you can't run from her, ever. Like, think of Ao, only his Tornadoes has no delay and seeks you out like Honey, and if you stay in the Honey too long, you are stunned. Think of it like that.
Synergy: 3. What I don't get, is why her slows are so weak. Like, 10% slow on her 3, and a 5% + 1% per 100 MP, is just way too weak. It just doesn't make sense. And what's more, her kit is just weird. Like, she has two long range abilities. Fine. But her passive is going to be impossible to proc until you get Gem of Isolation, and then, it'll become insanely strong. Her ultimate is also messed up, cooldowns are halved, but the only spell you'll spam is your 1.
Spark: I don't know. Her kit just seems...uninspired.
Overall: 13. I don't know why, but this idea just rubs me the wrong way.
Devampi's Ezio auditore Da firzenze
Originality: 4. Spammy throwing knife of destiny is nice, his whole kit is pretty cool.
Completion. -1. His dash has no scalings. You might also want to put that you can still move and attack while your ult is toggled.
Balance: 8. His basic skills, and passive, are pretty well-balanced, but his ultimate, as it is right now, is a bit too strong, with it reducing damage not only to yourself, but to your team. I think it should apply only to the holder of the apple, and the DR itself sounds a bit too strong. However, he trades CC for utility, which I think is an excellent idea which really balances him out.
Synergy: 5. The concept of the game - a tricky, stealth based literal assassin who can fight and duel if necessary - was excellently executed.
Spark: Yes. A pretty damn cool idea.
Suggestion: Change his dash so the steroid becomes a passive effect, maybe make it maximum health based, and the dash itself is based off of missing health, making it more of an execute mechanic. Also, his ultimate is too strong, I'd change it so that it reduces damage dealt to him, not just damage dealt to everyone, or it'll be kinda overpowered. Maybe in addition, increase health costs slightly or decrease the DR slightly.
Overall: 16 points. This idea is just really, really cool.
HiFromBuddha's Dante, the Demon Hunter
Orignality: 4. There's an inevitable comparison to Lucian, but you put your own take on it, which is nice.
Completion: -1. The one thing that is missing is the arrangement of the orbs; like, is it something like Nu Wa's Clay Soldiers, or is it more like a recastable Trasngressors Fate? Can we place them from range, making it possible to use like a projectile, or is it in melee range, requiring you to place them carefully beforehand?
Balance: 10. Just, really, really well-balanced. He sports a ton of mobility, and scales fantastically well into the late game, as well as a unique zoning utility that makes Art's traps look completely lame, but he lacks CC. If I have one problem, it's that his ultimate may be a bit too weak at first rank.
Synergy: 3. His steroid, passive, and ultimate all flow together beautifully, while his dash is the core of his mobility and one of his defining traits. However, the one thing that doesn't fit (or doesn't seem to fit, as it could do different things depending on the range) is the Orbs, and the close range of his dash, which honestly feels suicidal no matter what stage of the game you are in, but especially in the laning phase. At any rate, a zoning tool is certainly unique on an ADC, but still is rather odd.
Suggestions: I'd make his Orbs deal splash damage and be used for waveclear. ****py waveclear, and you can still make it unsafe waveclear by adjusting Orb range, but still better than making him spend an escape at lethally close ranged. Alternatively, have him fire his guns in a line as he dashes, still giving him risk by making him burn his escape to clear, but making it less insanely suicidal. (Like, to prevent it from being too good, you can have it deal less damage on piercing, or make it not pierce at all, aka the Heart Bomb problem.) (Or another solution, have him dash, but as soon as he hits something, he does a backwards flip, shooting whatever he hit and around it in a small AoE, making his waveclear a bit safer, but still rewarding risk and stuff - as well as being really cool-looking).
Spark: Yes. Duh.
Overall: 16 points. The main thing holding this idea back is the disynergy (shut up, it's a word because I say it is) between the close range portion of the dash and the rest of his long range, kiting based kit. But aside form that, this is still one of the best ideas in this competition.
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