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Guess it would all come down to is the player's prerogative and what is needed in-game.
*shrug*
If the enemy is all 1 type of damage it is also a good idea to get some protections.
Other modes, it depends on how the game is going. If your frontliners are too far behind (solo in Conquest will likely be warrior if this happens, Support is ok to be behidn a little), or you need another one due to disconnect, or other reasons, then going tanky for another frontline character can be useful, even if it isn't optimal usually.
Maybe Kali would be an interesting try? Not sure, I don't play assassins myself. Have them mastered and then rare Assault when forced. Though I reroll most of them there. Except for quite well suited Thor and some other. Harassing Bastet, maybe Serquet, Nemesis - double movement types to jump in and jump out.
As for Assault, you can have tanky hunter there too when you have 5 hunters. Because you may need one tanky. Depends which has the best abilities for that, since in Smite your initial stats don't matter as much. You can have 3500 HP Hel and not just that. It's all a question of builds and adaptation. Items make or break you.
As for defence building it is also not exactly straight forward. Like when you are ahead and making kills, hide of Urchin is great. While when you are behind, it's just a wasted money since you will never get 10 kills and that purchase slowed down your damage development as well. Things like this matter too.
Smite is deeper than many think. There are no perfect builds. It's all about playing within a team against a team and trying to predict the game. Sometimes you will win with your choices, sometimes not. It is also fun and experiments every now and then.
And therein lies the issue. Warriors can easily get through the backline and take out Hunters, or have enough sustain or cc to easily escape them. Guardians can easily escape Hunters. Mages and Hunters are in the same boat in that they both tend to be very squishy but have high damage potential.
The issue with the current meta is that 3/5 roles can play hella tanky AND have enough damage output to compete with the other 2 roles (Mages and Hunters) who can only be built damage-oriented.
If it would be the case, no match can be manage, and meta would change soon. Still, good team have 1 tank-initiator, 1 hunter, 1 mage-dmg and 1 assassin. The role that left is managable: healing supports, second initiator, combo with any of the team (ares+hades/zeus/da ji/xing), or second mage. Problem is, one or more roles are not good at what they are doing, and that making a team-building collapce. Nearly any adc have cc/escape tool, same go to mages. Plus relics and items. One of the problems: static builds. If you build items in the wrong order, like, trying to rush end-game big items, you will be out-powerspiked by someone who build correctly, same go with playing from behind, and not building counter items.
Yes, but you are obfuscating the builds associated with each role. Instead of looking at it role-wise, look at it build wise.
The current meta is a Jungler (built tanky with burst), Adc (strictly damage), Mage (damage with some utility), Support (tank with some utility), Sololaner (strictly tank). Out of these roles, 3/5 prioritize tankiness whereas the other 2 prioritize damage. However, the damage output of adc and Mages do NOT offset how squishy they are, or rather how the base damage of Sololaners, Guardians, and Assassins allow them to burst down Mages and ADC while still tanking damage.
The issue with the current meta is that tank items are way too powerful, and that tanky gods deal too much damage. On the otherhand, Mages and Adcs are too squishy and do not deal enough damage to get through the tankiness of other characters.
You still have adc who CAN build tanky, like skadi ro ullr. But we are still missing the point. You can always swap some of dmg items with def.+power items, as assassins do. Gladiator, hammer tree, winged blade, witchblade. All builds are managable, if you know how. Problem with 1 hard cc? Magi. Lots of cc then dmg? Sprirt robe. Bursty assassin? Spectral armor. Combo-based assassin? Ancile. No one buy something to counter someone. Only base "counterbuild" go, like, hey, they have no mag. dmg at all, so tank build sover. and everything is fine.
No adc should build defense. Mid-laners could get away with some defense items, like Void Stone, but the majority of the builds prioritize damage.
Then, as adc/hunter you have only positioning and tanks to protect you.