Updated tooltips to correctly state what aura buffs are being applied. General Fixed issues where certain Hel skins would not play certain audio emotes on certain skins. General Hel is receiving her updated passive meter this patch, allowing Hel players to see their cooldowns of their opposite stance. No more switching to heal only to find it is still on cooldown! They should feel more accurate with this patch. All ability icon art has been updated.
Removed Light Basic Attack's projectile offset, this basic attack now fires directly down center and matches the targeter. Stance Attunement Updated passive meter to show cooldowns of her opposite stance. Decay Restoration Removed this projectile offset, this ability now fires directly down center and matches the targeter. General Increased Movement Speed from to General Ever since her rework in 4. We are making targeted adjustments to some of her utility but want to keep what has made her successful such as her safer wave clear.
Decay will now better fit the visual explosion FX and limit Hel's ability to splash damage into an enemy team while Inspire will give a reduced amount of Movement Speed to allies. Decay Decreased explode radius from 15 to 12 units.
Updated targeting to better display this radius. General Hel has had quite a history in Smite. At times she was unbeatable, and at other times she was hardly noticed. Balancing her has always been a challenge, mostly due to her massive AoE healing. The series of changes to her in 4. Her AoE healing is being reduced, and more emphasis is being place on her skills shots. Additionally, her base stats and clear abilities have been adjusted to make her a bit safer in the laning phase, giving her much needed consistency.
Decay Restoration Dark Stance This ability now passes through hit targets, dealing damage. And explodes at max range or upon hitting a wall. Light Stance This ability now also hits friendly Gods, healing them on hit and then healing Hel if the hit was successful. Inspire This ability now heals smaller amounts every 1s for the 6s duration. Switch Stances MP5 now applies to both stances.
General Hel is seeing a variety of buffs to help her compete with other Mages. Her utility and healing are her primary strengths, so those are being augmented even further to make her an attractive pick over a standard burst Mage. Stance Attunement Decreased time takes to fully charge a stance from 5 to 3 seconds. Sylvanus is often picked for pressure in the duo lane from his AoE basic attacks.
Sylvanus tops off his carry in lane and then heals up his team during fights and skirmishes. Sylvanus is a popular pick and has a strong early game to push his team into the mid game. Sylvanus is a strong healer that brings innate tankiness and control to a composition.
The matchup in lane is that bad for him. Guan Yu is another battle healer and is incentivized to not let his teammates fall by spamming his Conviction in team fights. Terra is the other healing Guardian. Even still, the Monolith can be placed down between fights or during objectives to keep a team healthy. Terra is an aggressive Guardian, but can sustain her squad in a pinch. Other characters, such as Cupid and Hades, provide a little bit of healing, but they are not dedicated healers and are not brought into teams for their healing, but it is a nice side effect.
The newest god to Smite, Baron Samedi, also brings a strong heal. Baron Samedi cannot top off allies out of combat like a true healer but can pull off some clutch saves. The major forms of healing in Smite are in combat healing and out of combat healing. In combat healing feels fairer to face and occurs during fights and skirmishes. In combat healing can be mitigated by anti-heal and burst damage. Out of combat healing is where the real frustrations of fighting healer compositions set in.
Between fights or during objective dances, a team with a healer can group up and regen and be stronger on the reengage than teams that lack healers.
Having one healer on a team is nice, but with many teams opting for healers, players are drafting multiple healers onto teams. Compositions with two healers double down on the teamfight and out of combat sustain, but also suffer even harder against anti-heal. Often, a Mage healer will be paired with a healing support. Ra can be played in the mid lane to secure a tank solo laner or non-healing support.
Healing compositions should be built with another win condition besides getting the healer to late game and sustaining through fights. Hypercarries such as Artemis or Mercury are often drafted with healers. When this type of composition reaches the late game, teams have to choose between focusing the healer and letting the hypercarry chew up their team or focusing the hypercarry with a healer for back up and peel. It is a hard decision and teams will often end up doing neither, letting the late game healer comp win the fight.
Healers are really hard to fight in the late game. You kinda just knew to shield that one noob mage or hunter that way way out in nowhere land too so it didnt matter much. Them making it 40y in MoP was more quality of life as not all bosses have the big hitboxes so a flat 40y seemed more fair and was one less thing to keep in the back of our minds. Then Im pretty sure disc still had leap of faith, so just pull that fool closer For some reason I remember atonement preferring tanks too but maybe its cause in a decent group the tank would be the most damaged anyways so it always favored them.
Archangel also gave back some mana when you popped it. Though you didnt use it for that, you used it for the buff mostly. At which point you know the mechanics so well that as disc you just pre shielded people and no one ever got hurt unless it was unexpected damage from someone in bad Or you messed up timing something, or an interrupt.
But like why people wouldnt want that juicy buff and mana regen, and the fancy wing animation, was beyond me lol. Yea I forgot about evangelism and AA. Though even doing that I think you were mostly smiting for the buff rather than the atonement which was just a nice bonus. I think it usually made more sense for the other healers to get people back up while you continued doing what you were better at. Not entirely accurate. In Cata it was only Smite and Holy Fire. Penance provided attonment in Pandaria.
Smite Healing was released in Cataclysm.
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