Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Most people are going to run in a straight line out of her 2. If they start in the center of it, it should be easy enough to hit them with your 1, just don't fire it straight away.
Don't remember any hitbox issues with her 3, but I haven't played her in a long time.
Nox: at titan forges game we decided that nox was not good enough because a random guy could not play with her well, so shadow lock now works as a mark so it never fails, siphon darkness is now a global ability, shadow step executes enemies below a 50% Health threshold and nox ultimate nigh terror seeks enemies through obstacles like neith ultimate. We hope you like our new changes.
On a more serious note I don't think that nox needs any change since its combo its already quite powerfull because its a silence and root that leaves you really exposed if you don't have something like beads or are a guardian. If you are not good at hitting abilities try the gods at the jungle practice or you know practice makes perfect
That doesn't even require a response. Pure 'do this, do that he said she said,' stuff there.
Patch: People share their opinions, please post the same thing to every single reccomendations made on the steam forums, thanks.
I get that this is your opinion but my opinion is for you to practice to become better insted of changing a god because you can't land the abilites
If you don't run in a straight line, you have a much higher chance of being hit by the 2's damage - something people tend to want to avoid. You won't move far enough to juke the 1 without risking that. This is assuming they start off in the center of the 2. If they don't, that's on you to figure out in the situation. For example, if no one can follow up AND won't get hit by the 2 (becauwse they've run out of it), don't use the 1. Keep it up for any retaliation, or for the next go around. Or to set up for your next team mate.
Literally every single player I have caught in my 2 (with them in the center), without the combo on my 1, has ran in a straight line. If they don't, chances are they will take the damage anyway, so my 1 wasn't necessary for that (I lose the 1's damage, but at least still took a chunk of them).
People don't run in a straight line normally. They DO run in a straight line to avoid large AOE abilities as it's the quickest way out.
On top of that, it's a skill shot. If you need the game to hold your hand, play a different god. We've already had some abilities made easier to hit in the past by increasing the size (seemed mostly directed at console versions at the time iirc). We don't need to reduce the skill required for a generally easy-to-hit combo (if you wait a little to see the direction they run, rather than immediately throw it out).
You don't listen, but this is still how every good player does it. There are many gods with exactly same sized AoE ability which is tiny bit too small and they all do the same - hit melee minions on approach to reduce the necessary size of the circle. Keep on asking for solutions and then ignoring good advice and you sure will become great at Smite one day