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Smite- Patch Reveal- Conquest Changes and AFRO-Dite

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Forum » News » Smite- Patch Reveal- Conquest Changes and AFRO-Dite 20 posts - page 2 of 2
Permalink | Quote | +Rep by redkiteftw » June 26, 2013 2:55pm | Report
Actually, my computer finally runs well on a conquest map for once! i think i could li-*ripped to shreds by Keith the koala*
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Permalink | Quote | +Rep by sorcerer455 » June 26, 2013 5:10pm | Report
I'm so excited to jungle on this new map.
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Permalink | Quote | +Rep by HiFromBuddha » June 26, 2013 5:10pm | Report
Yes, I remember Hi-Rez saying that these graphics are not final and will be updated at a further patch.

EDIT: Yep, says it in the patch notes found here
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Permalink | Quote | +Rep by BestMinionEver » June 26, 2013 5:21pm | Report
I'm like a kid on Christmas eve, just waiting to get back to my desktop to test out the new map oO

I have to say that the fog etc looks a bit poor (at least on the video), but can't wait to see how the final design is going to look like :D
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Permalink | Quote | +Rep by HiFromBuddha » June 26, 2013 5:23pm | Report

I'm like a kid on Christmas eve, just waiting to get back to my desktop to test out the new map oO

I have to say that the fog etc looks a bit poor (at least on the video), but can't wait to see how the final design is going to look like :D


It is a bit weird, but that is pretty much how it would look if it were from that perspective.
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Permalink | Quote | +Rep by ironmaster90 » June 26, 2013 7:19pm | Report
Shortening the map was a dumb idea, due to possible higher player concentration in lanes early game. Now it shortens the time needed to set up a gank, team dive a tower, and chase kills. Any god with enough movement speed can demolish the map and prevent the losing team from leaving their base.

Another note is the camp structure which makes it easier for jungling characters to escape. Before if someone was jungling for buffs they'd be caught with their pants down if someone with some decent cc went to gank them.

The red buff should also always be mid location since it is the most sought after buff for gankers in the game. The risk for this buff should also equal the reward.

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Permalink | Quote | +Rep by mellojoe » June 27, 2013 8:51am | Report
I like the changes. Hate the color scheme, though. Looking forward to more rich greens, and not dull browns.

Is it true that ranged gods can now hit towers without actually getting within the tower's own range?

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Permalink | Quote | +Rep by All4Games » June 27, 2013 9:33am | Report
mellojoe wrote:

I like the changes. Hate the color scheme, though. Looking forward to more rich greens, and not dull browns.

Is it true that ranged gods can now hit towers without actually getting within the tower's own range?

no but they can walk in to range of the tower hit it and walk out with out getting shot so they might as well.
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Permalink | Quote | +Rep by loopyman » June 27, 2013 9:37am | Report
teleport is a great add will really increase the importance of warding

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Permalink | Quote | +Rep by HiFromBuddha » June 27, 2013 8:19pm | Report
loopyman wrote:

teleport is a great add will really increase the importance of warding


Too bad no one wards :(
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