Pink smite is not healthy for the game if it becomes the only option

CaptainAntiHeroz··3 votes·1,833 views

You can add it as an additional choice than fine, but having it as the only option is not fair to junglers. Counter junglers might love it but everyone else is not gonna benefit nearly as much.

Some would argue challenging smite is op, so to those Vayne players complaining about true damage, i feel the same way every time I see your champion. As for the mid laners complaining about the burn, you have ignite, so unless I play shaco I am forced to have a disadvantage automatically?

Plus control wards are very limited, and while useful, it's like buying 3 at the start of the game, you place one, and have another but how's that helping you? You just have it there, a free 30 gold for passersby.

Plus it's extremely limited because it encourages counter junglers, meaning normal junglers are going to be too busy defending their own jungle to gank for you.

Not to mention how un-noobfriendly that would be.

So go ahead, make a valid argument on how that benefits ALL the junglers and not just a select few. I'll wait for a decent argument.

9 Comments

DegenERICK1 votes

Red smite has been completely busted for 2+ years, your time is up, it's for the better health of the game. Stop whining.

CaptainAntiHeroz1 votes

{quoted}

Red smite has been completely busted for 2+ years, your time is up, it's for the better health of the game. Stop whining.

One no it wasn't, and 2 I was referring to the (much better all around) green smite that actually allowed vision control and doesn't force a invade based play style.

And if you really want to get rid of red smite, then remove vaynes true damage and ignite, then you have a fair argument about it being busted. But considering tanks never really took it you can't even argue that a squishy meant to kill Squishies quickly not having a way to fufill that job is fair, mid laners have ignite, bot lane has dps and a support, and top laners either run ignite or are tanks.... (Or have all the cc, dot, mobility, and highest protections, so yeah, remove the smite that gives dps junglers a chance to beat anyone whatsoever

TheSandQrator1 votes

Why hi again! I see you've revised your points a little bit. Good idea not making it all about Lee, that's a terrible idea to garner sympathy on the Boards.

You're still getting the effects of the two other jungle tools combined into one, and complaining that you're coming out raw because of it? You're also comparing it to other Summoner Spells, despite it having a fraction of the cooldown.

Smite has a 90s cooldown compared to your favourite comparison, Ignite's 210s.

Can you imagine if you had an Ignite at 50% of the strength up in less than half the time it would be at 100%? Whew.

I don't know if you've noticed but people are complaining that damage is too high across the board and junglers are having too much influence in deciding lanes, and, y'know, this might be something they have put in place to try and combat it! We can't say for sure, we can only speculate on why they're doing it.

Smite used to be just true damage to creeps. That's it. You'd nothing you could do with it, but smite non-champion units. You've had the option to upgrade it in one of a number of different fashions which no other Summoner Spell in the game has the option of. And now you're just complaining that they're removing the one option that you like without presenting anything in the way of valuable conversation; aside from 'It'll favour one type of champion over another'.

Tough, that's how balancing systems work. Some get stronger, some get weaker. Most adapt to it and play around what happens.

Would you be fine with it, if it gave green wards instead of pink wards, for example? Or would you prefer it to have the DoT + damage reduction instead of the nuke + movespeed steal?

You've gotta provide a decent argument yourself to start a dialogue here. We can't keep coming up with the ideas for you about how to approach this other than "nuh leave it as it is I like it this way".

RagingDerpness1 votes

When did Smite use to be "Just true damage to creeps"? I started playing in 2015 and smite always had items for it.

CaptainAntiHeroz1 votes

{quoted}

When did Smite use to be "Just true damage to creeps"? I started playing in 2015 and smite always had items for it.

Long ago there were ENTIRELY different jungle items, things like sated devourer and some spirit stuff... It was a different time, back when Jax could dodge fountain damage, those were the days xD

TheSandQrator1 votes

Patch 4.20, back in 2014!

They removed an older set of jungle items because Ezreal and Vlad were abusing them, and replaced them with items that could only be purchased if you had Smite, as they upgraded your Smite.

CaptainAntiHeroz1 votes

{quoted}

Why hi again! I see you've revised your points a little bit. Good idea not making it all about Lee, that's a terrible idea to garner sympathy on the Boards.

You're still getting the effects of the two other jungle tools combined into one, and complaining that you're coming out raw because of it? You're also comparing it to other Summoner Spells, despite it having a fraction of the cooldown.

Smite has a 90s cooldown compared to your favourite comparison, Ignite's 210s.

Can you imagine if you had an Ignite at 50% of the strength up in less than half the time it would be at 100%? Whew.

I don't know if you've noticed but people are complaining that damage is too high across the board and junglers are having too much influence in deciding lanes, and, y'know, this might be something they have put in place to try and combat it! We can't say for sure, we can only speculate on why they're doing it.

Smite used to be just true damage to creeps. That's it. You'd nothing you could do with it, but smite non-champion units. You've had the option to upgrade it in one of a number of different fashions which no other Summoner Spell in the game has the option of. And now you're just complaining that they're removing the one option that you like without presenting anything in the way of valuable conversation; aside from 'It'll favour one type of champion over another'.

Tough, that's how balancing systems work. Some get stronger, some get weaker. Most adapt to it and play around what happens.

Would you be fine with it, if it gave green wards instead of pink wards, for example? Or would you prefer it to have the DoT + damage reduction instead of the nuke + movespeed steal?

You've gotta provide a decent argument yourself to start a dialogue here. We can't keep coming up with the ideas for you about how to approach this other than "nuh leave it as it is I like it this way".

You argue that ignites cooldown is longer, which would be fair if you only used smite on champions just like ignite. But you don't, you have to use it on objectives and jungle camps as well which is why it's shorter, on top of that if you DO decide to only smite champions have a nice time losing every objective and being flamed for being an "idiot".
From the eyes of someone whose played every role quite a bit for a long time I can say with certainty that if you think your adc is your best shot at winning, your not entirely wrong, but you're adc isnt a map wide presence (usually) which the jungler needs to be They need to be able to help snowball a lane and a control ward can't do that Chilling smite maybe, but it's still a loss for dps champions anyway....

CaptainAntiHeroz1 votes

{quoted}

Why hi again! I see you've revised your points a little bit. Good idea not making it all about Lee, that's a terrible idea to garner sympathy on the Boards.

You're still getting the effects of the two other jungle tools combined into one, and complaining that you're coming out raw because of it? You're also comparing it to other Summoner Spells, despite it having a fraction of the cooldown.

Smite has a 90s cooldown compared to your favourite comparison, Ignite's 210s.

Can you imagine if you had an Ignite at 50% of the strength up in less than half the time it would be at 100%? Whew.

I don't know if you've noticed but people are complaining that damage is too high across the board and junglers are having too much influence in deciding lanes, and, y'know, this might be something they have put in place to try and combat it! We can't say for sure, we can only speculate on why they're doing it.

Smite used to be just true damage to creeps. That's it. You'd nothing you could do with it, but smite non-champion units. You've had the option to upgrade it in one of a number of different fashions which no other Summoner Spell in the game has the option of. And now you're just complaining that they're removing the one option that you like without presenting anything in the way of valuable conversation; aside from 'It'll favour one type of champion over another'.

Tough, that's how balancing systems work. Some get stronger, some get weaker. Most adapt to it and play around what happens.

Would you be fine with it, if it gave green wards instead of pink wards, for example? Or would you prefer it to have the DoT + damage reduction instead of the nuke + movespeed steal?

You've gotta provide a decent argument yourself to start a dialogue here. We can't keep coming up with the ideas for you about how to approach this other than "nuh leave it as it is I like it this way".

As yes I would be fine with traditional wards instead of pinks because of how limited pink wards are in comparison, I don't dislike red smite, but I only use it on master yi, because green is great for getting vision in multiple locations unlike a control ward and blue is nice on tanks, but removing an option for yi and rengar and the like seems like bias towards who can benefit from smite in general

TheSandQrator1 votes

Honestly, I am of the opinion that granting folks the ability to do true damage through an item, even if it was limited, is problematic. I'm trying to leave that aside though.

But I would agree that giving folks vision wards instead of control wards would be a lot better, but maybe they're giving them for a reason.

With laners going to wards, oftentimes you can predict where they'll be placing wards and play around that. With junglers it's a lot more finicky unless you were lucky enough to have a ward spotting them.

It seems a little bit that they might be clamping down on vision, and I'm not a fan of it! I love playing splitpushers but it's REALLY difficult to do that without a concentrated effort from your team now, because you can't put out enough wards by yourself for safety.

I enjoyed the vision wars, so I'm a little sad to see your ability to cover your bases be diminished even farther. But on the flip side, you're more able to deny their vision. So I'm just gonna wait to see how the changes pan out.

And if it turns out problematic, then I'll raise a stink. I've been mostly wrong when I've done that before the changes went live. League has SO many interwoven systems that it's often really hard to tell how one thing will affect it as a whole. Even if you've played for nearly eight years.

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