My Thoughts On Smite Buffs And Why Riot Is Removing Them
(DISCLAIMER: I am not a game designer and I am also incredibly stupid, so take everything I say with a grain of salt. Or a pound of salt. Or a bag.)
Greetings!
Today I'm giving my thoughts on why I think Riot is removing Smite buffs and also why I agree with their decision to do so. I don't expect everyone to agree with me, frankly I'd be surprised if any of you agree with me, but, since there's been a lot of negativity directed towards the upcoming Jungle changes, I figured I'd balance things out a bit and provide a more positive perspective on the whole scenario.
Now, based off my experience, Riot has about 3 overarching goals when working on the Jungle:
- Make jungling more fun for Junglers.
- Give Junglers more strategic options.
- Increase Champion Diversity in the Jungle.
Making the Jungle more fun is pretty important, because fighting unchanging monsters in the jungle, in the exact same way, over and over, can get really boring, really fast.
Giving Junglers more strategic options is important because, not only does it make jungling more fun, but it also adds depth to the gameplay, which is valuable, 'cause the more depth there is in the game, the more opportunity there is for players to show off their skill.
And increasing Champion Diversity is always a core goal in every role. When you're forced to pick from a pool of only a few champions because those champs are the best right now, that isn't fun, as that takes away choice from the player. This is even more painful when you hate playing whoever is Meta right now, but if you want to have the highest chance at winning you have to pick them anyway. Having to play the exact same champions over and over again, whether you want to or not, is a legitimate threat to how fun the game can be, especially in the Jungle, where the gameplay is already at significant risk of being repetitive and dull.
The influence of these goals is evident in every change Riot has ever made to the Jungle. For example, they added different types of Smite and the ability to Smite enemy champions, which is incredibly fun. It also added strategic depth, as you had to pick which Smite you wanted while also deciding what to use it on. And in order to increase Champion Diversity they added a Blasting Smite that dealt AoE damage to camps while restoring Health and Mana. The idea was that if weaker Junglers had an easier time clearing, then maybe they could compete with the other S Tier Junglers. While a good idea on paper, Blasting Smite ended up being just as good on the best Junglers as it was on the weaker Junglers, and when everyone on the Tier List gets an equal boost in power, the worst stay the worst while the best stay the best, and that meant the Champion Diversity was mostly unaffected. Making the best better wasn't the point of Blasting Smite, so they retired it, but while their third goal was not achieved, the different Smites did achieve their first and second goals, and that's why they are still in the game.
Which leads me to Smite buffs. It is in my opinion that the reason these are being retired is because they failed to realize the majority of Riot's goals. Let's cover the list.
Goal 1: Make jungling more fun for Junglers.
What counts as fun is obviously subjective, but, honestly, I really don't think the majority of Smite Buffs are all that fun. The Wolf Spirit is neat, and properly utilizing Krugs to clear camps can be satisfying, but that's really it. The rest of the Buffs are either boring and useless, like Smiting Blue, or boring and strong, like Smiting Raptors. Oh wow, now I can clear wards. What enthralling gameplay. -_- But seriously, even if you enjoy the Smite Buffs, they are definitely not as fun as Smiting Enemy champions. Regardless of which is more tactically advantageous, Smiting Champion is always far more interactive and engaging than Smiting Jungle creeps. Or at least that's how I see it. Again, whether this goal was achieved is entirely subjective, so you guys have to decide for yourselves whether it was a success. Did you find that Smite Buffs enriched your games? Feel free to let me know. Thankfully, the other Goals are far more objective, and as such easier to analyze.
Goal 2: Give Junglers more strategic options.
Y'all might find this surprising, but this is where I am 100% certain that Smite Buffs failed. Why? Because, Junglers have two primary objectives: Gank Lanes and secure Epic Monsters. And the only Smite Buff that significantly helps Junglers do either of those is Raptor Buff. The rest are useless at worst, and mediocre at best. Don't believe me? Well then lets go through the list.
Gromp: Provides mini-Thornmail effect, scaling with Bonus Health.
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Ganks: Useless. The amount of things that must go perfectly for this to do anything at all in a Gank is ridiculous. You have to be stacking Health, you have to be Ganking a Lane that has an Auto Attack oriented enemy Champion, and said enemy has to choose to Auto you instead of running away or attacking a different Champion, all just to get any use out of this Buff whatsoever. And, since the Buff relies on Bonus Health to do damage, a stat you have very little of during the time when you're going to be Ganking, even if you do get the perfect scenario in a Gank where this Buff comes into play, the damage you're going to be getting out of it is absolutely minuscule. You're better off saving your Smite to use on the Champion you're Ganking.
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Epic Monsters: Dragon only uses spells, Baron uses a mix of spells and Auto Attacks, and Rift Herald just uses Auto Attacks. This means that the Gromp Buff only works half of the time. Note I said "works", not "is useful". Due to how the Rift Herald has to be taken before 20 minutes, you are unlikely to have much Bonus Health, and as such the Buff just does not contribute anything significant to clearing it. And while you should have more Bonus Health by the time you go for Baron, considering Baron only uses Autos half the time, and the fact that it is more likely to switch targets since your whole team is there, Gromp Buff's usefulness is drastically reduced. And something that I cannot emphasize enough, is that in all of these scenarios where the Gromp Buff works, it only does so IF the user is a tank. On anyone else it is useless. So in short, this is a Buff that only works on specific Champions against specific enemy Champions in specific scenarios at specific times, and even when it works, the advantage it provides is mediocre at best. This Buff adds absolutely nothing to this game at all.
Blue Buff: Gives Mana. Whoopty freaking doo. Everyone knows Smiting Blue is worthless. I don't even need to split this into two sections to explain how bad it is. Any good Jungler gets sufficient Mana sustain from their Jungle item, and if they don't they get Hunter's Potion. While you could imagine someone Smiting Red for some sort of outplay, the idea of someone Smiting Blue, specifically to get Mana for an outplay, seems so incredibly rare and unlikely that if Riot were to tell me that no such outplay had ever happened, I would believe them. Smiting Blue is useless. Moving on.
Wolves: Gives vision in the quadrant of the Jungle it was Smited in via an enemy-tracking Wolf Spirit.
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Ganks: Only works in the Jungle, ergo, is useless in Ganks.
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Epic Monsters: The only way this could possible affect the taking of Epic Monsters is if you use it to spot the enemy coming towards you while you're taking said monsters. The problem with this is that it is visible to the enemy, meaning that it may alert the enemy to the possibility that you're taking an Epic Monster. Plus, while the tracking provided by Wolf Spirit is theoretically valuable, it also makes the vision it provides unreliable. The Wolf is indiscriminate in who it chases, meaning that the vision it provides may get wasted on someone inconsequential, like the Support, while allowing the enemy Jungler to move towards you unseen for the potential steal on the Epic Monster. As a whole, this Smite Buff is basically just a less subtle and less reliable version of a ward, and when the advantage a Smite Buff provides is less valuable than something I can get for free on my Trinket, you know it's pretty bad.
Raptors: Gives a better version of a Sweeping Lens.
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Ganks: This is incredibly powerful in Ganks. First off it gives Junglers the ability to deny vision, which is a tool that has been incredibly powerful and important for Junglers to have since the inception of League. And secondly, this Buff also allows you to know if you've been spotted, and having the knowledge that an enemy Laner is unaware of your presence can have a massive impact on whether your Gank will succeed or not.
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Epic Monsters: This is also fantastic for taking Epic Monsters. Having the ability to clear vision and take control of the area around a major objective is always incredibly valuable. And since Raptor Buff lets you know if you've been spotted, this opens the door to letting you potentially sneak an Epic Monster, which can singlehandedly win you the game.
Red Buff: Heals you. I don't really have anything to say about this buff, since it's the only Smite Buff that's survivng into the next Season. So yeah. NEXT!
Krugs: Occasionally stuns monsters, consumes Buff for True Damage proc on Towers.
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Ganks: Useless. Has no impact on whether your Gank will succeed.
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Epic Monsters: Useless. Does not affect Epic Monsters.
You beginning to see what I mean? Riot has been saying that their reason for retiring Smite Buffs is because these Buffs ended up just being a puzzle to be solved, in that they provide several wrong choices and one legitimate choice, which was not what they were supposed to do. These Buffs were intended to provide a range of equally viable strategic options for Junglers to choose from, and at first glance they appear to do so, but upon closer inspection, as I have shown, this is far from the case. Raptors provide a significant and reliable advantage to Junglers that can be game-changing, whereas the rest of the Smite Buffs range from completely useless to situationally mediocre. To put it another way, Smite Buffs add complexity instead of adding depth. Depth is achieved when players are provided with legitimate and meaningful ways to impact their game in a way that highlights their skill as a player. Complexity is achieved when systems are added to the game that provide little to no benefit, even when you utilize them properly, and instead just make the game more muddled and difficult to learn. When the majority of Smite Buffs give little to no benefit, they end up just making the game more cluttered, forcing players to dig through worthless mechanics in order to find the legitimate ones. In short, Smite Buffs absolutely fail to add any meaningful choices to the game, which means that Riot's second goal was certainly not achieved.
Goal 3: Increase Champion Diversity in the Jungle.
Similarly to the Blasting Smite before it, the majority of Smite Buffs were intended to help weaker Junglers clear. Krugs, Red, and Gromp all directly help you survive the Jungle, and Wolf warns you if you're getting invaded by a stronger enemy Jungler. The problem is that, like Blasting Smite, these Buffs ended up helping the best Junglers as much as the worst Junglers. In fact, you could make a legitimate argument that Smite Buffs help top tier Junglers more than weaker ones on account of the fact that the best Junglers, who don't need help clearing, can save their Smite for Raptors or Ganking, and proceed to have an impact on the map, whereas weaker Junglers have to waste their Smite on inferior Buffs just to survive the Jungle. This discrepancy heavily discourages the picking of weaker Junglers, and, unfortunately, this may have actually hampered Champion Diversity more than it helped it, which is literally the opposite of what Riot was hoping to achieve.
While whether Smite Buffs are fun or not is a matter of opinion, with regards to the other two goals, Smite Buffs didn't just fail, they failed miserably. Instead of adding strategic depth, they added pointless complexity. Instead of improving Champion Diverstity, they worsened it. Improving the Jungle is arguably the most difficult task on Riot's plate, and by having useless and complicated systems littering the Jungle, it just becomes more difficult for Riot to improve it. As such, I agree wholeheartedly with the removal of Smite Buffs.
As for the new systems that are replacing Smite Buffs, only time will tell if they are a success. At first glance I think they have a lot of potential, but I won't bother judging them until they are on Live, as judging incomplete features before I've gotten to try them myself is silly and pointless. (HINT HINT)
And those are my thoughts on Smite Buffs. If you actually bothered to read this whole post, THANK YOU! You da best! [slayer-pantheon-thumbs]
with no aoe damage! Also doing Krug takes forever and it loses me tons of momentum! Oh right we got these gimmicky blue plants that just randomly spawns and tells the enemy where I am because RNG is great! WOW SO FUN!!!!!
will ALWAYS be superior to those with weak AOE
or only SingleTarget
in terms of clearing and farming, For example, making raptor super broken against single target damage champions will only make
's clear hell and not affect
at all.
has to back before he goes to the second half of the jungle. He just doesn't have enough mana otherwise.