Smite - Season 5 SPL Information Megathread |
- Season 5 SPL Information Megathread
- Found this interaction with discordia and terra...
- SK Gaming Back in the SPL
- Season 5 needs to make every mage subclass worth using
- Concept idea: Duckface Thoth
- SMITE - Behind the Scenes - Season 5 Conquest
- Skin Concept - 'New Year New Me' Bacchus
- Rival will not return to SPL Season 5
- OK
- Cerberus analysis: Don't let him be misunderstood
- Spacestation Gaming makes a return to the SPL season 5
- Why has HiRez not patched Hachiman on console?
- Can dark mode's highlight be changed? This is really difficult to read.
- Are we allowed to discuss Ullr at worlds now?
- I think she needs a couple more
- Will the jungle creatures in other maps (Joust, Clash, Siege and Arena) be updated with the new buff drop system?
- Help
- Can we get some kind of consistent specification if it says "Jungle Boss", but doesn't refer to any Jungle Boss?
- People that laugh spam after every single kill that happens in the game no matter the circumstances
- A problem with the t5 ullr skin that sounds be addressed soon
- Xbox HUD Update
- Guan Yu needs serious compensation buffs for season 5.
- Cerberus QoL change: His Basicattack-chain should not reset
- Aphrodite Tips and Notes
- Can we get a remake option implemented into Smite Ranked?
- As Season 4 ends, here’s a little appreciation towards how relatively balanced Guardians and their items/builds are.
Season 5 SPL Information Megathread Posted: 10 Jan 2018 01:47 PM PST As we find out information about the Orgs that will be joining/returning to the SPL I will try to keep this thread up-to-date.
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Found this interaction with discordia and terra... Posted: 10 Jan 2018 01:28 PM PST
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Posted: 10 Jan 2018 01:16 PM PST
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Season 5 needs to make every mage subclass worth using Posted: 10 Jan 2018 12:37 PM PST Mage ADCs: Way too long to get online and hunter items are better anyways Immobile Mages: Damage doesn't even compare to Raijin. The whole point of immobile mages is that they do more damage In compensation for little mobility. Sure Anubis has good damage, but it's all ticks. The cc to root and stun people is already being used to peel for the Anubis, so most of that damage is hitting nobody. And then of course Anubis has long cooldowns and ends up doing much less damage if he builds for cool down. Healer Mages: Hel is good, but Aphro pales in comparison to her. Tanky Mages: Hades gets wrecked in his ult late game. Zhong Kui once again wishes he was a Raijin and could teleport away and have as much cc and damage as him. Overall, I have never been interested in mages due to inconsistencies with each mage. Maybe I just suck, but the best option to be successful with mages is just to play the meta. Play the janus for the survivability, play Thoth for the great range and safety, play Raijin to deal incredible damage and be safer than most mages. If you are good, play Morrigan to prevent snowballing or the good decoy escape and incredible burst damage. [link] [comments] | ||||||||||||
Posted: 10 Jan 2018 10:42 AM PST
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SMITE - Behind the Scenes - Season 5 Conquest Posted: 10 Jan 2018 03:19 PM PST
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Skin Concept - 'New Year New Me' Bacchus Posted: 10 Jan 2018 04:55 PM PST
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Rival will not return to SPL Season 5 Posted: 10 Jan 2018 12:56 PM PST
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Posted: 10 Jan 2018 07:29 AM PST
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Cerberus analysis: Don't let him be misunderstood Posted: 10 Jan 2018 03:52 AM PST Intro Cerberus came in with thrice the bark. People call him insane and busted right off the bat, predicting he'll be replacing Ares almost completely as a high damaging Guardian. He's obviously going to be played in solo lane most of the time, since he has great sustain and is disruptive. Does he have the bite though? General Cerberus has a very large hitbox, around the size of Khepri. Same movement speed as most Guardians (360), but feels relatively slow because of his size and animations. He feels polished and satisfying, well defined visually and without useless clutter. He has very short range on everything in his kit. His passive makes him a great pick against healers and self-sustaining picks. 20% healing reduction plus 40% heal-steal (s: had the numbers the wrong way round, thanks to u/rjgonzo1003 for pointing it out) for himself is nuts, though it's not especially effective if the enemy can keep even the smallest distance. He has to be close, very close, to take advantage of it, meaning essentially it's like playing with a permanent Pestilence aura. His stun on his 1st ability though needs distance and building, with either three AAs or his cone 2nd ability. It's damage isn't impressive either if you don't have the three extra shots. A 2.2 second stun late game is very strong though, as is the protection shred and slow on his 2nd ability over three ticks each, up to 60 magical protections and 36 percent slow His leap, the 3rd ability, projects the souls of opponents hit, which he can hit with either his abilities or AAs (or Mystical Mail) to heal himself once they die. These souls have 33% of the "owner's" health, meaning leaping into tankier targets makes healing mire difficult. The jump is slow and a bit short, with a large enough targeter. It's good for engaging, but not good enough for ganks, escapes or chases. The heal scales with power. His ult is a bit smaller than Ares' and a lot less damaging, but with harder initial CC. His half-banish allows him to damage his targets, but his teammates can't until he pulls them down in front of him. The degree of freedom he has in choosing where to pull them, plus the CC immunity during the initial casting, makes this ability one of the best teamfighting ults in the game, setting up his teammates with ease and very effectively. Cerberus in combat He is damaging, but not Ares, Bacchus or Cabrakan. His scaling ranges from 55% (on his ultimate) to 86.5% (if all ticks on his two hit) and his numbers aren't the highest. So, it's best to build only some penetration to help your damage. His burst is low enough, his 1st ability does a little more damage than Ares' Shackles or twice the damage of Bacchus' Belly Flop IF all four shots connect. That's a big if, and that's where Cerberus loses a lot of his potential damage, as it's difficult to confirm. His 1st ability needs a setup to do any kind of burst (and a specific range to get the most out of it), his 2nd is short and not very far reaching, his 3rd is slow and short. And on top of all that, he has long cooldowns and moderate mana costs. The fact that he needs to be very close to his opponents while he is relatively slow and the large hitbox make positioning the core of his gameplay, as well as timing his long cooldowns. He does have great sustain and disrupt in his kit though, which counterbalances his low amount of hard CC (as far as Guardians go). If you manage to get in your opponents face, you can both lower and steal part of their sustain and even get additional healing if you use your leap right. The wide targeter on his 2nd ability shreds protections greatly and the slow can be infuriating if there's no escape available. Which lane does he go in and what does he do? Solo. It's simply where he works best, though he can be played as a support, maybe even jungle as a freak pick (not in the current meta though, early game is much too important at the moment). If you start as a support, he has to be more aggressive than even Sylvanus, but he is very very punishable due to his size, speed, lack of easy to confirm CC (and even more difficult to confirm hard CC) and his early game is plain bad. In solo you have a better chance of getting the first levels fast, which is essential for Cerberus. If you level his 1st ability, you need to get three AAs (second and third do only 0.8 times his AA damage as well) to do good damage, which to be fair can be around 200 if you hit all four shots, and after that you have a long, long cooldown. The problem here is mainly the difficulty in setting it up if you don't start at a buff and the challenge in getting in the specific range you need to hit all four shots, which is a very narrow targeter where the shots collide. If you level his 2nd ability, you do very little damage unless. Getting half the ticks off does less than 60 damage, getting them all does around 100 damage in a span of 2..4 seconds, plus a bit of slow for any target caught in the center of the cone, in a short-ranged ability. His 3rd ability does a low amount of damage, but has great sustain, which is hard to confirm early though, because you still need to do 33% of your target's health in AAs. Level 2 you absolutely need your 3rd ability. Now getting the heal is easier and everything goes through the souls, meaning you can heal while clearing, but you sacrifice your leap for it. Getting babysit by your jungler is probably the safest bet in solo, having a high clear Hunter is essential in duo lane and being either very careful alone or extremely aggressive with your solo is the only way to play jungle. Third level you better invest one point in each ability, unless you have a certain kill right in front of you if you level your 1st ability and have all four shots available. Mid game for Cerberus starts when he gets his ultimate. It's extremely strong and the instant CC forces either a beads pickup or your opponent(s) keeping their escape always available in case they get ulted. The fear that that inspires, plus the sustain and the slow, which early might as well be hard CC if your opponent(s) know you have more damage to pair it up with, makes Cerberus very hard to deal with. Managing your mana and cooldowns is a small challenge, as well as keeping in mind that your escape is weak and usually more useful to instigate a fight or to heal. High skill floor, high skill ceiling. Objective secure is very weak. Almost no burst and no heal off of the jungle bosses (his heals only work for gods and minions) and his ult doesn't damage minions. Getting into opponents' faces to protect your team is hard due to his limited mobility, but if you can do that, he is good enough to get your team some time or potentially set up a kill, especially if his ult is available. As the game progresses and you get tankier, Cerberus gets very strong in frontlining, though he should never be the primary frontline late-game. He can bodyblock very easily and anyone without an escape available can be damaged quite a bit by him or get set up for getting killed, but he doesn't have enough area or CC to peel if the opposing team commits to a fight. People still being away a bit from their powerspike allows him to draw fights out, abusing his sustain. Late game, he transitions like a warrior, with okay-ish damage, decent CC and a very strong ultimate, if he manages to be close. Don't forget that he has antiheal and heal-stealing, meaning he can box gold enough and drastically lower the efficiency of lifesteal. Build-a-Dog Generally, blue boots should be the go to due to their CDR, which Cerberus desperately needs, though tank boots might be a solid choice in duo lane (if we still have boots next season). He should always be built as a bruiser. He has decent damage, but needs to be close to his opponents and doesn't have burst, nor damage buffs, only his (strong) protection shred. His scaling is meh, penetration is the go to for damage, like almost every Guardian. Void Stone and Mystical Mail are bruiser items that work extremely well with Cerberus, since he is one that prefers to play very close to his opponents. Mystical Mail especially since it works with his 3rd ability, as mentioned. Additionally, getting a movement item like Winged Blade or one of the rings* (Telkhines, Shamans or the protection shredding one) is probably for the best. Any aura, defensive or aggressive, works great, since Cerberus transitions into staying close to his team, peeling and setting up kills. CDR is essential, so Mantle of Discord or something similar is mandatory due to offering protections, CDR and a useful passive. Auras should be build earlier if Cerberus is playing support, movement if in the jungle. *The rings work good enough because he has fairly fast ticks on his two if you can chase, which you can with extra MS and the middle- to late-game scaling of his slow. He also gets enough scaling off of his abilities this way, and that pairs well with the three passives. Especially with low mobility single targets or when setting up the ultimate. Hope this helps anyone interested, will do similar posts for future releases. [link] [comments] | ||||||||||||
Spacestation Gaming makes a return to the SPL season 5 Posted: 10 Jan 2018 12:52 PM PST
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Why has HiRez not patched Hachiman on console? Posted: 10 Jan 2018 11:45 AM PST His Eagle Eye still goes through minions, making him incredibly annoying to fight against. It's been like this for weeks now. I understand pushing a patch just towards console has increased difficultly but HiRez's lack of hot fixes completely ruins this game. [link] [comments] | ||||||||||||
Can dark mode's highlight be changed? This is really difficult to read. Posted: 10 Jan 2018 11:14 AM PST
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Are we allowed to discuss Ullr at worlds now? Posted: 10 Jan 2018 11:15 AM PST A 100% pick and ban rate as far as im aware during SWC by the best of the best of Smite. Can we finally admit that Ullr is busted and that 50% W/L across all queues and elo isn't an indicator of balance? ESPECIALLY on a god that isnt press button -> guarantee damage across a lane. Lower Elo obviously skewes the stats on a god such as Ullr and i have a hard time believing Ajax still thinks his judgement on Ullrs state of balance is better than that of the entire collective knowledge and skill of the pro players and SWC competitors. Also, perlease dont be like "we buffed this too much so we'll nerf something else because we refuse to admit a mistake." It's the same story with Tyr, when he was finally viable and played they nerfed his 2 into oblivion right before releasing more gods that outshine him in many ways Cough CuChu. It's my personal opinion that Hirez is making balancing alot more difficult on themselves than it needs to be. If a buff or nerf is too much and ends up forcing the god out of meta or into a necessary ban position, just tone down said buff or nerf? Stop trying to tweak the god somewhere else to compensate, its much harder to predict the effect of that action. [link] [comments] | ||||||||||||
I think she needs a couple more Posted: 10 Jan 2018 05:19 AM PST
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Posted: 10 Jan 2018 04:11 PM PST
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Posted: 10 Jan 2018 07:26 PM PST Can anyone else not get in to play today? Can't connect to servers, once I'm in I can't party. Xbone. [link] [comments] | ||||||||||||
Posted: 10 Jan 2018 06:31 PM PST Played a couple matches of Clash and Siege, but despite killing Apophis and the Wild Juggernaut respectively, two very much Jungle Bosses in their own rights, but the Ragnarok quest did not update. I imagine means killing the Demon Bull King or Fire Giant, but it would be nice if it was known which Jungle Boss needs dying before trial-and-error attempts. If I remember correctly, this isn't exactly the first time this happened. [link] [comments] | ||||||||||||
People that laugh spam after every single kill that happens in the game no matter the circumstances Posted: 10 Jan 2018 02:57 PM PST I'm not just genuinely salty, I just wanna know exactly why. [link] [comments] | ||||||||||||
A problem with the t5 ullr skin that sounds be addressed soon Posted: 10 Jan 2018 08:44 AM PST So there's an interesting issue with the t5 ullr skin, that has led to some frustration. This problem had been treated and replicated in both jungle practice, and a normal joust and seige game. The issue begins with the human ullr form. Upon loading into the game, he puts his axes away, initially colored red in the base form, and turns blue upon touching his bow. This functions perfectly for the person viewing the skin. However, as some may know, intro animations only play for your character. Not anyone elses. So Frostfire appears to be red in hair and armor, and blue in cloak, with the bow being held, to everyone else in your game. Theoretically this should be fixable by simply swapping stances twice. Red(bow error) > Red(axes) > Blue(bow). This is not what happens. For the rest of the time in human form, your cloak and weapon will be accurate for everyone on your team viewing the skin, but not your armor and hair. This isn't gamebreaking, only mildly confusing. This issue dissapears on elemental form change, however shouldn't be ignored. Edit: Should be, not sounds be. [link] [comments] | ||||||||||||
Posted: 10 Jan 2018 03:11 AM PST Can Xbox/PS4 get an update to the HUD? PC can enlarge their map, move HUD things around and make them bigger or smaller, more or less transparency, etc. Also, just smaller things such as the"Ult Diamonds" at the top having the blue lines on the side to show how close an ally is to having their ultimate. I know these updates probably aren't incredibly easy, but being able to do simple things like adjust map size or move where the "death announcements" show up or the size would improve the experience for a lot of players. [link] [comments] | ||||||||||||
Guan Yu needs serious compensation buffs for season 5. Posted: 10 Jan 2018 11:32 AM PST With the introductuon of Cerberus, I think that Guan Yu is in the worst state hes been in awhile. Hes had no real changes, but what I mean by this is that Guan Yu's weakest point is in lane, especially against Gods who can interrupt his Taolu Assault. Cerberus can do this at the expense of his own clear, but Guan currently has so many counters in lane that picking him for that late game team fight just isnt rewarding enough. Guan Yu gets countered by: Artio, Amaterasu, Ymir, Cu Chulainn, Cabrakan, Sun Wukong, Cerberus, and probably a few more. All very strong picks against him, you have to really pick Guan Yu last in the draft as not to be countered. [link] [comments] | ||||||||||||
Cerberus QoL change: His Basicattack-chain should not reset Posted: 10 Jan 2018 12:28 PM PST Would feel waaaay better to alert his heads. Edit: Cerberus' basic attack chain is 1-1-1, middle head, helft head, right head. If you hit with the middle and the left head, you got 2 heads alerted. If you stop auto attacking for a short time it gets reseted and you start from the middle head, but to alert the 3rd head you need to hit with the right head. I want to continue with the right head rather than start over from the middle head. [link] [comments] | ||||||||||||
Posted: 10 Jan 2018 06:44 PM PST As someone who plays a lot of Aphrodite and does well as her in the vast majority of games played I'd say the issue with her is more what your team expects from you compared to what she provides. She's a late game, poke/sustain healer and her survivability relies just as much on her cc. as it does her heal. She has a completely different set of benefits/weaknesses to the standard burst/adc mage and is even different to other healers (i.e. Hel). I cannot stress enough that early game she is a farm god; if you manage to get yourself a poke battle, she will do well in most cases but do not overextend early as her as she is very easily punished before she has CDR online. Aphro's heal is obviously safer at the cost of being single targeted, but her strengths also lie in the ability to stun enemies off of your allies and single target focus enemies down using the stun and the %increase damage for your carries along with her own damage, not to mention the damage she herself provides which is considerably high. This is very different to the Hel playstyle and provides differing benefits/weaknesses. So some actual gameplay tips: (some may seem obvious but I've put them in after seeing a few players not do this) When being chased - stun them off you, wait for their dash/jump (if there is one) then knockback/slow with your 2 to push them away again - doing it in this order ensures that you get the most out of the slow. this combined with her healing should be more than enough to get to safety and if anyone tries to lock you down with cc your ult is there as a get out of jail card if your beads are down. Odin ults - you're stuck there and picking up the active to get out just isnt worth the slot on Aphro herself, if your team get you out with it, great! but otherwise, keep on moving in the ring and do whatever you can push enemies off you with your 2 and 1. Dont be afraid to try to out damage them whilst doing this though - forcing them to back off from you can save your life just as well as backing off yourself your ult is your friend in odin rings but try to time the ult well.. honestly that will just take practice and a little bit of guess work sometimes. In fights - be afraid to stun and poke with her 3, she should be built max CDR in most cases and as she is sustain focused her niche is long poke fights, try to avoid AA boxing gods, she can handle herself late game (or when she's ahead) against them bur again, try to keep them to a poke then back off then poke. Small (obvious) trick - As her 1 gives her massive movement speed late game and sprint is one of the 3 main actives that benefit her the most running past a fleeing enemy and knocking them back out of their tower with her 2, following with her stun can usually be enough time for you team to kill off the enemy (beads is usually a must on her, aegis is useful but it also blocks her healing so sprint can also be picked up instead). Auto attacking - aphro actually gets a lot of damage from auto attacking (when in laning phase especially), this is due to her being able to heal the poke she takes from autos whilst the enemy mage slowly being worked down by them, this and as her damage is over time enemies will not know how much damage they're taking as easily so will stick around and fight longer, allowing you to get more hits in. Using your 3 - Try to use it efficiently, if a team mate needs healing it will heal them just as much if you're also poking an enemy down with the ability at the same time. Also note that when you are being chased it is the size of the lane entrances so you can guarantee hitting multiple enemies without the stun. Duke - (I have no idea how to spell this word) but literally weaving around enemies when you're surrounded (or even just in a team fight with) and using your kit as it comes off cd has gotten me a double/triple kill whilst simultaneously saving my life countless times far more on Aphro than any other god. [link] [comments] | ||||||||||||
Can we get a remake option implemented into Smite Ranked? Posted: 10 Jan 2018 12:20 PM PST It is pathetic how so many people decide to queue for ranked, but dc within the first three minutes. Can't we get something like League of Legends, where within the first few minutes, if someone dcs, we can remake, and get into another ranked game? I just had 4 dcs, and two of them were before the game even started, and innocent players get punished by losing TP as well. Can anyone at Smite make this happen? [link] [comments] | ||||||||||||
Posted: 10 Jan 2018 12:42 PM PST Guardian main here. I know there's been annoying metas surrounding Guardians this season, ie. auras or even Hide of Urchin problems. But honestly, I find myself realizing that 6 slots for items is not enough. This is because there are so many items to choose from! Call me noob, but I really like this state. During aura meta, I hate not being able to pick other items because people will flame me for doing so. During the end of season 3, if I don't pick Sov and pick BoV instead for cooldowns, I get bursted and get the VER VVX combo. I mean yeah, Hide of the Nemean and Spirit Robe is kind of a must nowadays, but I still like the wiggle room now than before. This also extends to building when building Warriors. So many items to choose from! [link] [comments] |
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