As for the brutalize, the problem is that it then becomes the kind of skill that you center your entire kit around.
Er, think of it like Ronan's Bolt. It's a very, very strong skill, but it's allowed to be that strong - stronger than Moya's Bolt - because his entire kit is based off that skill. If, say, his On the House dealt strong damage, or perhaps his ultimate got a damage buff, or something like that, he'd quickly become too strong to handle. (Alternative examples, Heartstrike (Viridian), Fool's Fire (Lillin), Silver Bolts (Vayne), Siphoning Strike (Nasus).)
I need the consistency from Brutalize so I can balance his kit across the board without making his non-brutalize skills insignificant. Or the inverse, I don't want to give him things like an autoattack reset while also giving him a potentially massive nuke.
For example, let's say it dealt current Fenrir's damage with max runes, and half damage otherwise. It would become a worthless damage skill at half damage, forcing players to always use it with runes when using it for damage. All uses beside the buffed one will be completely inferior, making it a gated skill - exactly what I wanted to avoid with him and Cupid, on top of restricting player options, and NOT in a good way.
The reverse of this would be something like 50% more damage with runes and equal damage without. The problem with this one, again, is not only that full runes would be stupidly overpowered, but there would still be no point in leveling it, since it already does its job just fine at 100% runes. Most of the time it won't even be necessary and the few times you're willing to forgo a stun for more damage will just make the skill overpowered.
The inverse, on the other hand, making it all balanced and moderate, sounds nice, yeah? Let's say Brutalize dealt 15% more damage with max runes, and 85% without. It would again cease to be a decision, since the difference between the two is so small, and the bonus for maxing runes so insignificant, that, well, it's just bad design. There's virtually no difference between the two.
The first example would be acceptable if I were centralizing the kit around this, but, I'm not.
Can I simply suggest that you make the CC immunity only a few kinds? Like, make him immune to knock-ups, Knock-backs and silences maybe? I realize that the crazy amount of stuns in the game makes this sound silly, but there does need to be a counterplay option for an attack that does that amount of damage.
Can I simply suggest that you make the CC immunity only a few kinds? Like, make him immune to knock-ups, Knock-backs and silences maybe? I realize that the crazy amount of stuns in the game makes this sound silly, but there does need to be a counterplay option for an attack that does that amount of damage.
I think this is too unviable, considering how most mages either have a stun, a root/cripple, or a cripple. It would only be screwing over a specific portion of gods that are already shafted, IMO.
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Subzero008
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Swampmist1142
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Subzero008
Renowned (112)
Posts: 4262
View My Blog
Swampmist1142
Remarkable (8)
Posts: 360
Subzero008
Renowned (112)
Posts: 4262
View My Blog