Smite - New, horrific torture (MS Paint)


New, horrific torture (MS Paint)

Posted: 22 Jul 2017 12:26 PM PDT

Just your average Solo Sylvanus clip

Posted: 22 Jul 2017 03:10 PM PDT

Mercury and Awilix by Karulox

Posted: 22 Jul 2017 11:06 AM PDT

Remember when Amanda gave so much emphasis on how they made 3 non-exclusive skins in Da Ji's release patch? Well, they did not continue that, and it got worse, because it seems now we can only get T2 skins for direct purchase.

Posted: 22 Jul 2017 02:44 PM PDT

In the Patch Notes show for patch 4.9, the patch that introduced Da Ji, Amanda made some emphasis on the fact that three skins (Nebula Medusa, Shino-bo Kuzenbo and Storm Raven Jing Wei) were all direct purchases and are not exclusive in any way shape or form. Looking now, though, after that patch, they got back to the good old way of making lots and lots of skins exclusive/limited.

Patch 4.10 had two limited skins (for Hercules and Poseidon) and one exclusive (for Rama), with two regular purchases (Da Ji and Ravana). Patch 4.11 (Trials of Hercules) had SEVEN skins, only one of which was a direct purchase, which happened to be just a T2 (Camazotz). Patch 4.12 (Chibi Ra) had five skins, only one of which is a direct purchase, which is, again, a T2 (Izanami). And now, in the mid season patch, we have five more skins, only one of which is a direct purchase, which is, guess what? ANOTHER TIER 2 (Cernunnos).

Weren't the complaints enough before? Once Amanda pointed out how 3 skins on patch 4.9 were not exclusive, it was obviously a response to the playerbase being unsatisfied with the insanely large ammount of exclusive/limited skins. But after that patch, nothing changed, they got back to it, and now, even worse: they are only leaving T2 skins as their regular purchases (the only exception being Ravana's Mortal Kombat skin).

Hell, is this even necessary? How many MOBAs out there can sustain themselves with skins mostly being regular purchases? League of Legends is the top MOBA and releases lots of skins every patch, and if you go there, right now, you'll see skins that they released ten patches ago available to be bought. Even Heroes of the Storm is giving away more stuff now because their business method was horribly flawed without in-game coins and requiring levels to unlock stuff. Why is it taking so long for Smite to realize that its not a good thing?

Summer of Smite could have easily been done in another way, for example: if you buy now, you get one of the bonuses they've shown, but if the event ends, you can still buy the skins as regular purchases without getting the bonus stuff. Its simple, right? And it is an incentive for people to buy ASAP. But no, HiRez seems to prefer to frustrate the playerbase, and just that, because I cannot see this as being profitable when all other MOBAs do in a very different way, since they make most of their content available, not locked behind a chest that may come one day.

I think HiRez needs to give us a break with all the exclusive stuff. Its getting annoying, specially because T2s are the only things that are not exclusive right now, it seems. Anyone else agrees?

TL;DR: HiRez seemed like they cared about people's complaints, but now all we have as non-exclusives is a bunch of T2s.

submitted by /u/TheBestCCIsDeath
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When you win a game and it freezes on the victory screen you don't get a Triumphant chest

Posted: 22 Jul 2017 09:25 AM PDT

This bug has been in the game for 3 years now, you think they'd have fixed it, but now it ruins their new triumphant chest system completely.

submitted by /u/mcknightrider
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Feng Meng (apprentice and murder of Huo Yi )

Posted: 22 Jul 2017 01:23 PM PDT

I really liked the concept of a sniper style hunter as a kit so I thought I try a rough design.

Art: http://cromoart.de/wordpress/wp-content/uploads/2011/05/archer_by_youxiandaxia-d30fwa2.jpg (Not OC)

Basic Attack: Feng Meng charges his basics prior to firing. He attacks at a 2.0 modifier. (Twice as slow, double damage)

Passive: (Steady Aim) If Feng Meng enters combat by firing a shot it will always crit. {must exit combat to reactivate, won't activate if attacked first, can be used with Killing Blow}

Ability 1: (Killing Blow) Feng Meng become rooted as he charges a long range penetrating shot that can travel through walls and enemies. This ability may crit. (leveling increases damage) {Charging this ability does not reveal you from stealth}

Ability 2: (Deceitful Tactic) Feng Meng marks his current location, after 3 seconds Feng Meng will teleport back to the marked spot in stealth, leaving a decoy of himself behind. If the decoy is hit with a basic attack or Killing Blow it will detonate, dealing damage equal to its detonating hit in a 30 radius around it. This ability may be fired again to teleport to the mark early.( Leveling increases decoy health, and stealth duration)

{Decoy moves in the same direction as the player prior to teleporting}

Ability 3: (Grappling Hook) Feng Meng fires a projectile forward, the first wall, minion, or god it comes into contact with will pull Feng Meng to the targets location. (Leveling decreases cooldown and/or projectile range)

{interruptible movement ability, projectile must come in contact with a target prior to the dash ability firing} {Firing this ability on friendly targets or walls does not reveal you from stealth}

Ultimate: (Enhanced skillset) Feng Meng enhances the next ability cast. (only goes on cooldown if an enhance ability is cast) (Leveling decreases cooldown) {starts with global range cooldown of 120-100}

Enhanced Killing Blow now fires at a global range. {Loud verbal indicator is given during charge, a mercury ult like warning line shows just prior to the shot hitting}

Enhanced Deceitful Tactic now creates a visual aura around Feng Meng viewable only by team mates. Any team mates inside the 30 radius aura will also be teleported and stealth to the marked spot with decoys left behind. {multiple decoy detonations do not stack damage but can increase radius}

Enhanced Grappling Hook now has double the range, increased projectile speed, and passes through minions. If an enemy god is hit they will be pulled to Feng Meng's location instead.

The kit of a more in and out hunter who isn't really trying to box sounded like a cool idea to me. That and the enhanced mechanic on an ultimate would essentially give a kit 3 ults to choose from providing a fun utility.

Edits: For ability wording clarity.

submitted by /u/lalaisme
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New Level Up Rewards

Posted: 22 Jul 2017 04:24 AM PDT

As we got new levels implemented, we should have more level up rewards like we got to level 30, for 160 level we should get the divine chest as reaching level 160 shows commitment and that someone is a long time player. every 10 levels or so you`d get reward of skin, chest, favour gems etc. Just an idea of how to reward players.

submitted by /u/WojtekWrona
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Why is the party bar so small now?

Posted: 22 Jul 2017 02:33 PM PDT

I can't even tell who is in my party half the time honestly.

submitted by /u/Lonkmeister
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I made a Nu Wa background

Posted: 22 Jul 2017 09:03 PM PDT

There is no windup on a god's ult, who would be SSS+ tier?

Posted: 22 Jul 2017 07:12 PM PDT

Ra ftw instant 700 dmg sunder that pass thru everything lol

Not so much on Thoth as it still has a travel time but ra's ult doesnt

submitted by /u/GEMWORLD
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Is Daji the only god to have an ability (1k cuts) that at rank 1 does less damage than the damage increase it gives per rank?

Posted: 22 Jul 2017 01:23 PM PDT

So Daji's 2 at rank 1 does 15 damage per cut for 4 cuts totalling 60 damage.

Everytime you rank it up, you increase the ability damage by 100. At rank 1, this ability is actually so bad at level 1, I mean compare it to bastet who can just 2 and do 120 damage at level 1, which increases by 80 per rank.

Edit: Totally forgot about her passive, but on the subject of abilities damaging less than they can be increased through ranking up, I think she is the first.

submitted by /u/Bigfsi
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Infographic | SPL Summer Split Finals

Posted: 22 Jul 2017 12:07 PM PDT

Apologies on how late this one is, but here is the infographic for Dreamhack Valencia 2017.

PC Version Mobile Version Spreadsheet

You may have noticed that a good amount of statistics are missing; unfortunately the match ID's for the games from Dreamhack were not made available to the public (which is why I waited a week to post this).

Otherwise, I hope you enjoyed this little recap. If there are any mistakes or feedback that you'd like to leave, please do so.

submitted by /u/BluesVult
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New Ne Zha skin Confirmed!??

Posted: 22 Jul 2017 08:37 PM PDT

[God Concept] Palaestra, Goddess of Wrestling

Posted: 22 Jul 2017 07:43 AM PDT

God concept #252!

Primary List of Concepts
Secondary List of Concepts


Pantheon: Greek
Class: Warrior
Subclass: Bruiser
Type: Melee, Physical
Pros: Single-target bullying.
Cons: Low mobility, team fights.


LORE

In Greek mythology, Palaestra is the spirit or goddess of wrestling. She is the daughter of Hermes and is credited with inventing the sport to give men something to do between war. She is described as boyish and headstrong, and asks Helios to tan her so that she does not look as pale as other goddesses.

In Smite she is a close-range Warrior who uses her wrestling prowess to take down enemies her style. Palaestra is extremely strong when she's in your face, using her signature grabs and throws to bring you down. She does however lack range and most of her abilities require you to be within a certain area. Palaestra, just like her lore, is strong and hates the way that other goddesses carry themselves. She prides herself on her tall stature, muscled body, and strength to defeat others. She goes by the nickname "The Rooster" after her father's signature animal. She is constantly doused in olive oil, always reapplying it when out of battle. Her voice is somewhat deeper than other goddesses and she scoffs at the sight of someone like Aphrodite. She uses her muscled arms to swing, mimicking pankration in a way, without an attack chain.

APPEARANCE

Palaestra has been on my list for quite a while because she was quite hard to design. I had to figure out a way to make her interesting, since Greek wrestling on its own in Smite would look boring and bland. Not only that but her visual design had to match and make sense. She couldn't have flowing hair and a slim waist because that would be boring and against her lore, so I went with a muscle-headed woman who cares only for her strength and skill. As for her abilities I looked for classic Greek wrestling techniques and put a spin on them, as well as incorporated minor fantasy elements such as her auras. The theme of the rooster, her father's animal, didn't come until last minute when I decided it would be a good trait to add to her design.


Passive - Wrestling Prowess

  • As Palaestra levels up she will buff all of her abilities as well as her own passive, enhancing them with something new to aid her in battle. These level ups will occur once at level 7 and once at level 15. She will gain auras around her body at each upgrade to signify that she has changed.
    Level 1: Palaestra's oiled body grants her 5% CC reduction, and her glistening skin grants her 5 HP5.
    Level 7: Palaestra's abilities are changed, and her normal passive now grants 10% CC reduction and 10 HP5.
    Level 15: Palaestra's abilities are changed, she gains 30 physical power, and her normal passive now grants 15% CC reduction and 15 HP5.

Ability I - Flying Hen

Ability Type: Dash/Grab
Range: 25ft
AoE: 14ft

  • Palaestra rushes forward and grabs an enemy, flipping them over her back and displacing them to a position behind her. This deals damage to the enemy and makes her CC immune while dashing. This ability can be used through minions.
    Level 7: This ability now cripples her target for 1.2s. Level 15: This ability also makes Palaestra CC immune for the entire duration.

Damage: 70/120/170/220/270 (+55% of your physical power)
Cost: 50/55/60/65/70
Cooldown: 13s

Ability II - Rising Sun

Ability Type: Grab
Range: 0ft
AoE: 12ft

  • Palaestra grabs an enemy by the waist, hoisting them into the air for a knockup. When the enemy lands they take damage and deal damage to nearby enemies in a 15ft radius.
    Level 7: This ability can be activated a second time upon use, causing her to jump into the air after them and slam them down herself. Has added physical power.
    Level 15: This ability, when activated a second time, will also causes her to break their fingers afterward, dealing minor damage and disarming the target for 1.5s.

Damage: 45/90/135/180/225 (+60% of your physical power)
Secondary Slam Power Increase: 25%
Finger Break Damage: 100 (+20% of your physical power)
Cost: 70/75/80/85/90
Cooldown: 16/15/14/13/12s

Ability III - Headless Chicken

Ability Type: Grab
Range: 0ft
AoE: 12ft

  • Palaestra swings her arm in a small fan to her right. If she hits an enemy she will swing them around her in a neck hold, launching them forward 30ft. If the enemy hits a wall they will take damage and bounce back to her, stunned for 1s. If the enemy hits other enemies they will not bounce back, but will pass through and deal minor damage.This can be used on minions to launch one of them through the others.
    Level 7: This ability can now be used twice in succession.
    Level 15: This ability now causes the enemy to travel at 2x the speed.

Wall Damage/Minion Fly Damage: 55/95/135/175/215 (+45% of your physical power)
Enemies Hit Damage: 50/70/90/110/130 (+20% of your physical power)
Cost: 80/85/90/95/100
Cooldown: 16s

Ultimate - Wrestling Ring

Ability Type: Grab
Range: 30ft
AoE: 8ft

  • Palaestra selects a single enemy, trapping them in a square ring with her where they are forced to fight her. The enemy cannot escape without CC immunity and cannot be influenced by anything outside of the ring, including Palaestra's allies. Depending on the damage type of the enemy the ring will change color as well as properties. With a magical enemy, their magical power is reduced by 4/6/8/10/12% and their cooldowns increased by 1 second. With a physical enemy, their physical power is reduced by the same amount and their attack speed is lowered by 5/10/15/20/25%. Palaestra reduces all of her own cooldowns by 1/1/2/2/3 seconds. The ring will last for 7s or until the enemy becomes CC immune out of it. If Palaestra kills the enemy or they have less health than her when the ability ends, she is healed.
    Level 7: Abilities that hit the enemy reduce their physical protection by 10 for the remainder of the ult.
    Level 15: Her heal will now also restore mana.

Heal: 250 (+5% of her max health)
Mana Heal: 150 (+5% of her max mana)
Cost: 100
Cooldown: 90s
Failed/Canceled Cooldown: 60s


Please note that all my concepts are a WIP and will be updated constantly. Any constructive criticism, questions, and feedback is appreciated. Enjoy!

submitted by /u/Kaios-0
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QOL change: let us refund ability ranks in base before starting.

Posted: 22 Jul 2017 07:59 AM PDT

Ra Mastering Teleportation

Posted: 22 Jul 2017 12:26 PM PDT

Type of players you hate most in each individual game modes.

Posted: 22 Jul 2017 05:38 PM PDT

THIS IS A BITCHING/SPEAKING YOUR MIND POST.

Casual Joust- 3 man pre made pub stomp team playing s tiers god comp.

Arena- um don't play it so I can't have an input.

Assault- 5 man pre made pub stomp team that gets the better draft and spam taunts at the end.

Clash- Trolls that never use Vgs when no one is in there lane. Meaning the only other side has a 5v4 or 5v3 team fight, while that's or those dip shits are clearing lane. No rotations ever take place.

Casual Conquest- well really just people not having fun but just trolling to get a rise out of someone.

Ranked Joust/Conguest- HIREZ terrible matching

Ranked Duel- Again spamming or sending messages bec you won when you're playing s tier and the other play is playing c.

submitted by /u/TrashTalkingPanda
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In your opinion, which two gods complement each other the best?

Posted: 22 Jul 2017 05:32 PM PDT

I'm a fan of Hou Yi and Chang'e just based on their lore.

submitted by /u/CannotBayleefIt
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When your team synergy is on point.

Posted: 22 Jul 2017 03:53 PM PDT

Odin's Dancing With The Stars Submission

Posted: 22 Jul 2017 08:53 PM PDT

Have junglers really lost out in 4.13?

Posted: 22 Jul 2017 06:57 AM PDT

Possible DX11 + Hi Res Textures + Raijin + Nemesis Issue Avoid if you can.

Posted: 22 Jul 2017 08:03 AM PDT

I've never had a complete unreal crash on smite before but this happened 3 times in 10mins. Everytime I got into combat with Nemesis, my game just completely crashed.

Now I've submitted the unreal report 3 times.

I was running DX11 + new textures + 200% scaling. Raijin using the heavy metal skin, nemesis using leona.

Not sure if theyre factors or not but this repeated everytime we was in combat. I think nemesis was dashing each time.

Moderator Note: This has been reported, but if this is a repeatable issue that I'm not willing to test as it cost me a ranked match, I'm making it aware to other players here. JUST INCASE. Not complaining, moaning, reported, its awareness.

submitted by /u/FrustratedSmitePlaye
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Matches are just awful since patch

Posted: 22 Jul 2017 06:08 PM PDT

Is anyone else having issues with MM since the patch came out? It seems like ever since the patch, I only get teamed with people who don't know how to play the game. I've lost every game since patch day besides 4. ALL in the range of 4-26 or along those lines. It is the most frustrating thing. Anyone else having there issues?

submitted by /u/deleter9000
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Freya in 4.13

Posted: 22 Jul 2017 05:25 PM PDT

So, I really enjoy Freya. I only just got her to mastery 3, but I have like 400 kills on her, and I just have so much fun on her.

Now in 4.13, everyone knows that Fatalis was butchered, and the mage replacement is a joke. So... What are some new builds that people have been trying to attempt to keep her viable?

Maybe the new rings for added movement speed? Idk.. Been trying to brainstorm..

Anyone have any ideas?

submitted by /u/VenomousDan
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Gmod... but with Smite gods! eh? eh? no ok...

Posted: 22 Jul 2017 04:08 AM PDT

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