"Smite rewards were too complex"

Derfel··51 votes·2,694 views

Yeah maybe if you're silver. Oh.

46 Comments

ChaddyFantome32 votes

They weren't "too complex". What riot said is that they were pointless complexity. They didn't really add anything to the game. They were a Rubix cube. Once you figured out the "trick" it was just you doing the same thing every time and you were going through the motions.

It was what they called "fake depth".

Teridax684 votes

Exactly this. The dev post did put a tad too much emphasis on the complexity of the Smite rewards, but the real problem was that it had no real depth. It took only a little while for players to figure out which jungle route was optimal in every case for whichever champion, which meant junglers ended up with little real choice or variety, and none of the buffs really gave junglers more options afterwards. To newer players, it just added an additional burden of information, but once you got past that hurdle, it didn't really unlock any spectacularly interesting gameplay. The new jungle could definitely use some improvements, but I don't think there's any reason to bring back Smite rewards anymore.

Mommy Elise14 votes

Plants are just more pointless complexity, haha.

Teridax686 votes

They're really not, though. There are times where you simply walk past plants, or factor them in for later, and times when you pop them for a useful, situational effect. You don't pop Scryer's Bloom whenever it comes up, for example, instead you wait for an opportunity where scouting ahead becomes really valuable, e.g. when ganking, counter-ganking, invading, or taking Baron/Drake. The same goes for Honeyfruit, which you could pop to top yourself up for an incoming fight, or save it for when you really need to recover a lot of health. Blast Cones can be situationally life-saving, but can also provide a timely pseudo-dash for when you need to cover ground faster. All of these effects have multiple "optional" use cases that vary completely from moment to moment, and thus stay fresh from match to match. The effects themselves are very simple and easily recognizable, but provide a wealth of gameplay options. It's a lot of depth for not all that much complexity.

vOmvbrawfU6 votes

I literally pop every plant I pass at all times :)

dark100dark1008 votes

If you don't pop, the enemy will do it. You just give them advantage. I agree, there is no strategy here. It will take time when people understand it. Plants are excellent examples for fake strategy options.

vOmvbrawfU6 votes

They provide some useful things, but I agree, there is no strategy. Running from an enemy? Hit the jumpy plant. Low on HP/mana? Pop that plant. Walk by a vision plant? Smack it.

dark100dark1007 votes

Exactly. They are useful, but they don't provide "options". They are mandatory. Leaving a HP plant for later use? Way too risky. The low-HP enemy jungler comes, and ganks later with that extra hp. No, this is bad. Leaving a "gank plant" for the enemy jungler? No that is also bad.

An option would be to protect them. But there are too many of them, and it is not worth it. Their priority is too low. You can protect some plants when you are around for later use, but that also does not involve any strategy.

Right after the plants are announced I opened a discussion about "supports next task: destroy unwanted plants". It was obvious that most people didn't understand it that time. It seems more people realizing it now.

I think their presence involves "luck" rather than "strategy".

elon wątroba1 votes

Plants aren't for any strategy. They are for lcs flashy plays.

Skaiserus1 votes

Scryer's Bloom - Reveals an area in a cone the opposite direction you hit it from. Reveals wards and traps.

Strat: Use these when you think they put a ward in bushes to lanes or over dragons to remove wards.

Blast Cone - It's a Ziggs W.

Strat: When running away, either use these to go over walls, or hit them when an enemy comes close to push them away. Or use them for overall mobility.

Honeyfruit - Fruits drop when basic attacked and heal you and slow you for 1.5 seconds.

Strat: Eat them before invading or to improve your clear before backing.

MXXXXXL1 votes

I do too, i try to prevent any future events that might happen from an enemy using a plant.

agbudar4 votes

see a ward plant? pop it see a healing plant? pop it see a red plant? resist the urge to pop it.... pop it anyway never know when that lee sin might ward hop over ult+kill you and then use it to get away for free

Snowman Arc2 votes

I mean, the same could be said for Smite rewards. You wouldn't always Smite something just because you have it up. Instead, especially later in the game, you would have to choose between smiting wolves, raptors, or saving smite for an objective, making it an even harder choice then just popping a bloom. You would like raptor's buff to scout an area for wards, you could provide vision in your quarter of your jungle with the wolves, or even more importantly, you could be red side and smite the enemy solves to give you vision of the enemy during a baron attempt. Too many things to consider. After all, if you don't pop a jungle flower, the enemy is probably going too, so you might just pop it to disable it from the enemy.

O Fallen Scholar1 votes

[{quoted}](name=Abyssal Lolth,realm=NA,application-id=3ErqAdtq,discussion-id=j5YHjHbY,comment-id=000100000000,timestamp=2016-12-14T03:25:56.485+0000)

Plants are just more pointless complexity, haha.

actually that kock back plant is the real fraud here, i like the rest.

Z3bra3 votes

{quoted}

Exactly this. The dev post did put a tad too much emphasis on the complexity of the Smite rewards, but the real problem was that it had no real depth. It took only a little while for players to figure out which jungle route was optimal in every case for whichever champion, which meant junglers ended up with little real choice or variety, and none of the buffs really gave junglers more options afterwards. To newer players, it just added an additional burden of information, but once you got past that hurdle, it didn't really unlock any spectacularly interesting gameplay. The new jungle could definitely use some improvements, but I don't think there's any reason to bring back Smite rewards anymore.

Well said.

YoungFarmer2 votes

{quoted}

They weren't "too complex". What riot said is that they were pointless complexity. They didn't really add anything to the game. they were a Rubix cube. Once you figured out the "trick" it was just u doing the same thing every time and u were going through the motions.

It was what they called "fake depth".

personally I'd rather have fake depth than this jungle. This jungle is mindless as fuck, and super easy. I can clear then gank all 3 lanes and my jg still hasn't respawn.

ChaddyFantome1 votes

[{quoted}](name= ZurHölleDamit,realm=NA,application-id=3ErqAdtq,discussion-id=j5YHjHbY,comment-id=00010001,timestamp=2016-12-14T06:37:15.649+0000)

personally I'd rather have fake depth than this jungle. This jungle is mindless as fuck, and super easy. I can clear then gank all 3 lanes and my jg still hasn't respawn.

The old jungle was never hard. it was just cumbersome , creating the illusion of such. Even so, Riot doesn't want the game to be about how player V game, but player V player.

I don;t know why u seek a challenge in your jungle clearing ability,

YoungFarmer2 votes

{quoted}

The old jungle was never hard. it was just cumbersome , creating the illusion of such. Even so, Riot doesn't want the game to be about how player V game, but player V player.

I don;t know why u seek a challenge in your jungle clearing ability,

Because that was part of the fun, modifying your clear for each champion so you could survive and finish first clear with a large amount of health. You used to have to kite jungle creeps, now I just face tank them and take barely any damage, except for raptors, they are special.

ChaddyFantome1 votes

[{quoted}](name= ZurHölleDamit,realm=NA,application-id=3ErqAdtq,discussion-id=j5YHjHbY,comment-id=0001000100000000,timestamp=2016-12-14T16:17:22.335+0000)

Because that was part of the fun, modifying your clear for each champion so you could survive and finish first clear with a large amount of health. You used to have to kite jungle creeps, now I just face tank them and take barely any damage, except for raptors, they are special.

Except you weren't modifying anything. You were just going through trial and error for 5-6 games until you figured out the perfect route/buff to abuse for your particular champ to clear, and that was only on the first clear. Second clear at worst. After that, the buffs become almost utterly trivial to your clear.

YoungFarmer1 votes

{quoted}

Except you weren't modifying anything. You were just going through trial and error for 5-6 games until you figured out the perfect route/buff to abuse for your particular champ to clear, and that was only on the first clear. Second clear at worst. After that, the buffs become almost utterly trivial to your clear.

Yah but what was wrong with, oh I need heath smite red, I need mana smite blue, I need a ward, smite wolves, etc etc. It was better than oh I need health smite anything.

ChaddyFantome1 votes

[{quoted}](name= ZurHölleDamit,realm=NA,application-id=3ErqAdtq,discussion-id=j5YHjHbY,comment-id=000100010000000000000000,timestamp=2016-12-14T21:56:41.239+0000)

Yah but what was wrong with, oh I need heath smite red, I need mana smite blue, I need a ward, smite wolves, etc etc. It was better than oh I need health smite anything.

Except the only ones that has any use was the Raptors buff.

You got mana back over time from your jungler item and actually killing Blue yourself gave you mana over time anyway because that is what Blue does.

Wolf buff was a joke at all levels of play.

MrWasjig2 votes

It was what they called "fake depth".

But plants though, now let me tell you 'bout plants and how they're the deepest most complex thing that has ever been added to the League of Legends Jungle! Or as Riot likes to pretentiously refer to it as, "The Living Jungle"....cuz plants!

ChaddyFantome1 votes

{quoted}

But plants though, now let me tell you 'bout plants and how they're the deepest most complex thing that has ever been added to the League of Legends Jungle! Or as Riot likes to pretentiously refer to it as, "The Living Jungle"....cuz plants!

they do tho. Plants are far from complex but they do ad a huge wealth of depth to the map and game. They also had variance. Even tho plants are very simple to use, they have a huge amount of applications on a case by case basis

Snowman Arc1 votes

To me, it's more like "pop them before the enemy". Every time I pass through the river, I pop the health/mana ones, even if I don't need the hp, just to deny it from the enemy, except if I'm planning to go there again really soon or if the enemy doesn't have easy access to it (push in enemy etc).

MrWasjig1 votes

Personally I disagree. Everytime I pass one my thought process is: "Do I need this right now?" If no then I move to: "Do I want the enemy to have access to this?" the answer to which is always no. So I always break them. Such depth.

Even in the middle of a fight there is little choice to be made, nor planning to be done because you have little control over where a fight starts, outside of being an initiator or getting initiated on. So when I use a plant in a fight, it's just because it so happens to be nearby and even then their use is temperamental as fuck. You tried using a blast cone to make a desperate escape? Lining yourself up right is hard enough while being chased, and it's even more awkward to click the damn thing because the hit box is so small.

They might add depth, but it's teaspoon shallow and there is minimal thinking required in their use. I'd still argue Smite Buffs had better decision making.

ChaddyFantome1 votes

{quoted}

Personally I disagree. Everytime I pass one my thought process is: "Do I need this right now?" If no then I move to: "Do I want the enemy to have access to this?" the answer to which is always no. So I always break them. Such depth.

Even in the middle of a fight there is little choice to be made,

Generally speaking, they aren't MEANT for use in the middle of a teamfight to begin with. They are objectives. Small ones but still objectives. If we are comparing them to Smite buffs, i don't see how this is relevant.

nor planning to be done because you have little control over where a fight starts, outside of being an initiator or getting initiated on.

They aren't meant for infight use for the most part s I said, but even more so, they are meant for on-the-spot decision making. Riot has gone on record saying this.

So when I use a plant in a fight, it's just because it so happens to be nearby and even then their use is temperamental as fuck. You tried using a blast cone to make a desperate escape? Lining yourself up right is hard enough while being chased, and it's even more awkward to click the damn thing because the hit box is so small.

This seems more like something that is more about getting used to. If anything it just shows how it also has depth is application and mechanical skill.

They might add depth, but it's teaspoon shallow and there is minimal thinking required in their use.

I don't see a problem with this. They aren't meant to be SUPER important. They are meant to add variance on a moment to moment basis. They are relevant enough to where they feel good to use and feel rewarding to use, but not so much to where they feel overpowered and gamechanging, which is what I feel Riot was going for.

I'd still argue Smite Buffs had better decision making.

Even if we ignore all the above, I fail to see how in any capacity. We have already established that Smite buffs took no actual decision making past your first clear or 2...the first 2 or 3 time you played through the jungle. After that, it is a routine and nothing more.

MrWasjig1 votes

This seems more like something that is more about getting used to. If anything it just shows how it also has depth is application and mechanical skill.

You mean by being awkward to click? That's not mechanical skill, that's just being a pain in the arse.

They aren't meant for infight use for the most part s I said, but even more so, they are meant for on-the-spot decision making. Riot has gone on record saying this.

They also went on record as bigging up plants as really in-depth changes that would revolutionise the jungle and League around them. Just go back and look at some of their wording and how they were described. Then when they came out they were no where near as compelling as Riot tried to make us believe.

They are relevant enough to where they feel good to use and feel rewarding to use, but not so much to where they feel overpowered and gamechanging, which is what I feel Riot was going for.

Good and rewarding to use? Now I'm not arguing here that Smite buffs were, but not once have I felt that with plants. I find them vapid and insipid.

Blast Cone seems to be designed to just fuck people over, regardless of how you planned to use it (also denying deaths is exactly what I figured LCS needed to be less boring). There's not skill or strategy involved, and if anything it just fucks someone over. In the event you're caught out it acts as a get out of jail free card....yawn.

Scryer's Bloom, because why pick up Red Trinkets right? Really though this one is....okay? Again it's just meh, and rewards you in plenty of cases for not picking up a Control Ward or hanging onto a trinket ward to check objectives.

Honeyfruit....it heals you. (shrugs) #gameplay It lets some laners become completely immovable from lane, something I'm pretty sure some have been nerfed for recently (being immovable from lane that is). In terms of jungling, well smite heals you on every camp now but here's something else to help you endlessly AFK farm. Your jungle camps haven't respawned? Who says the other side's jungle can't be farmed?

Regardless of the truths or the thoughts and feels, I don't like plants. Like I said I think they're completely dull, and another aspect of Riot's endless attempts to shake up the game every year just for the pure sake of it. Personally I see it as rather desperate as they run out of ideas....but that's just me. I can't imagine how junglers must feel every year, let alone new players! Since with every year of these massive overhauling changes I simply cannot fathom how much of an arse ache it is to learn this game....

ChaddyFantome1 votes

{quoted}

You mean by being awkward to click? That's not mechanical skill, that's just being a pain in the arse.

Thats a very shallow counterargument you have there. Might as well say every point and click thing in the game and every positioning based thing in the game is shit design by that point. including auto attacks. That's dumb.

They also went on record as bigging up plants as really in-depth changes that would revolutionise the jungle and League around them. Just go back and look at some of their wording and how they were described. Then when they came out they were no where near as compelling as Riot tried to make us believe.

I disagree. They really did revolutionize the jungle. The place is not the same beast it was before, not even close. the presence of blast cones alone made what were once bottle neck areas on the map far more dynamic and interesting. When someone goes to tribrush near top outer turret, you now know they are likely tring to use the blast cone to jump into the river whereas before you would get cucked by someone passing by blue and pincer'd 99% of the time because the path is so winedy. It also makes the gap between mobile and immobile champs that much smaller in the jungle now. Aeras where being immobile would be a death sentence such as right in front of baron and drag pit are now viable 1 time 1 way escape routes for every champ in the game.

Scrying bloom is probably the greatest example of how much the jungle is different now because of this. as now it is possible to scout out large chucks of the map for both wards , objectives, players, but this comes with the caveat that the bloom effect appears on the map, so this gives the enemy info if they are paying attention.

Seizing objectives is a completely different beast with this thing alone as you can now both use them to gain vision of people on drag or baron, or even enemy blue or red buffs without having the risk of walking in while they do it. You can also use it to scan for vision on an objective before you seize it.

Honeyfruit provides reasonable sustain before and after upcoming skirmishes and for junglers while they roam the map.

It can often be the difference between a back or you staying in lane so u don't fall behind on XP and CS when capitalized on for laners, or clearing the jungle and going to your next gank or invade as a jungler.

It can also just provide substantial lane sustain for laners in general.

All these things make the jungle a lot more interesting than just that space between the lanes with mobs to kill for gold and red and blue buff as it was before.

The jungle is place to hide, roam scout search for sustain, get an assist and navigate on a moment to moment basis now in a myriad of cases and situations.

To claim nothing has come of it is frankly ludicrous in my eyes. And while it isn't perfect, i fail to see what is so inherently wrong or bad about it.

Good and rewarding to use? Now I'm not arguing here that Smite buffs were, but not once have I felt that with plants. I find them vapid and insipid.

The irony. There was nothing satisfying about clicking the smite button on a mob for a buff that only really helped you clear more mobs.

If anythign is insipid here , its that very response.

Blast Cone seems to be designed to just fuck people over, regardless of how you planned to use it (also denying deaths is exactly what I figured LCS needed to be less boring). There's not skill or strategy involved, and if anything it just fucks someone over. In the event you're caught out it acts as a get out of jail free card....yawn.

This is purely just growing pains based on you being habituated to them not being there. Realistically, since you can see where these things are before they even show up, it is far from a get out of jail free card because it is a constant factor that you should be keeping in mind, no different than champs jumping through or over walls and ledges with mobility spells in the past in the years this game has existed.

Additionally, they have counterplay in that they can be dispatched before the person can use it even used against them by having them knocked in an unfavorable direction instead of the favorable one.

Scryer's Bloom, because why pick up Red Trinkets right? Really though this one is....okay? Again it's just meh, and rewards you in plenty of cases for not picking up a Control Ward or hanging onto a trinket ward to check objectives.

I'm noticing a pattern here with your posts. something something vapid something something insipid.

What it provides is a factoid that both sides have to keep in mind of throughout the entirety of the game.

Honeyfruit....it heals you. (shrugs) #gameplay It lets some laners become completely immovable from lane, something I'm pretty sure some have been nerfed for recently (being immovable from lane that is). In terms of jungling, well smite heals you on every camp now but here's something else to help you endlessly AFK farm. Your jungle camps haven't respawned? Who says the other side's jungle can't be farmed?

Regardless of the truths or the thoughts and feels, I don't like plants. Like I said I think they're completely dull, and another aspect of Riot's endless attempts to shake up the game every year just for the pure sake of it. Personally I see it as rather desperate as they run out of ideas....but that's just me. I can't imagine how junglers must feel every year, let alone new players! Since with every year of these massive overhauling changes I simply cannot fathom how much of an arse ache it is to learn this game....

Honestly, the new jungle is much easier than past iterations in my opinion. Outside of raptors which are pretty much a trap at early levels if you don't have the right AoE to clear the baby birds, all the camps are much easier to clear and the new smite keeps you nice and healthy at all stages of the jungle game, so i dont see that as an issue.

The main purpose of their addition, again, is to make it that the game doesn't become stale as most have admittedly confessed to in recent years because of how binary and linear the map progression was.

Previously, Dragon buffs couldn't be balanced because either they made the first drag to shitty to bother getting or too good not to get by making ti a stacking buff or just a heap of gold.

This does the same thing to the jungle, which was admittedly just dead space on the map for the most part.

MrWasjig1 votes

TL;DR I've literally stopped caring. Long and short of it is, I don't care about plants nor do I like them. I've said my all I have to say and couldn't give a squirt of frosted jizz about even bothering to rebut you because you're clearly swimming up Riot's bumhole about this.

ChaddyFantome1 votes

{quoted}

TL;DR I've literally stopped caring. Long and short of it is, I don't care about plants nor do I like them. I've said my all I have to say and couldn't give a squirt of frosted jizz about even bothering to rebut you because you're clearly swimming up Riot's bumhole about this.

sounds more like an "im salty and have no arguments but wanna save face", but ok suit yourself.

MrWasjig1 votes

I have plenty more arguement. But like I said, I've run out of fucks for this conversation. But keep thinking that, suit yourself.

ChaddyFantome1 votes

{quoted}

I have plenty more arguement. But like I said, I've run out of fucks for this conversation. But keep thinking that, suit yourself.

You seemed to care enough to make this pretty fruitless response tho.

IPlayTwitchUDie4 votes

{quoted}

They weren't "too complex". What riot said is that they were pointless complexity. They didn't really add anything to the game. they were a Rubix cube. Once you figured out the "trick" it was just u doing the same thing every time and u were going through the motions.

It was what they called "fake depth".

you mean like the routine where you play the same map over and over for up to 8 years...and kill the nexus...via the same objectives, and same collection of strategies that allow a win?

it's one thing to just say "we want to go another direction" and for us to deal with it, it's another to know that their changes are so meaningless that they feel they have to make up some reason for it despite everyone knowing they're just doing shit to do it...

Particulate4 votes

same map yes, same strategy to win, hell no. Everygame offers a different way to seek out a way to win. Thats the best thing about league, that each game will bring a different experience, If you honestly think you win every game with the same strategy, you haven't been playing long enough

IPlayTwitchUDie2 votes

{quoted}

same map yes, same strategy to win, hell no. Everygame offers a different way to seek out a way to win. Thats the best thing about league, that each game will bring a different experience, If you honestly think you win every game with the same strategy, you haven't been playing long enough

hence why i say "same collection of ways to achieve a win" - rather than saying every game is won the same way

there is the bronze way of brute forcing a win, whoever scales harder and faster, after you kill everyone you take towers, and the nexus,

There is rotating to stay ahead of your opponents and never let them catch up to what you're doing, and to outsmart them essentially

There is split pushing(4/1), 1/3/1 etc

and everything in between

I think what you're referring to is the diversity in team comps, which adds the element of engage comps, enhances split pushing, poke comps, pick comps etc...

either way it's still the same game, with the same objective every time, to say that anything is repetitive, pointless, or too complex is ridiculous, league of legends at its core is all of those things, and it really depends on the level of play you're watching, the more we just make this game dumbed down for idiot casuals, the more it's just going to be idiot casuals,

it doesn't breed healthy competition(keep in mind this is a competition based game) by investing in people who are not competitive, but Riot wants to cash out before the game dies, rather than invest in keeping it alive longer and seeing more consistent profits, over a longer time, and that's thanks to investors, and boards who have culturally shifted to be short term, put their money in, increase it, and cash out within a few years, no one looks towards the long term anymore.

Snowman Arc1 votes

So just removing them altogether to just smite "whenever we have low hp" is better? If anything, it makes for a lot of unfairness in the jungle. Good sustain junglers can avoid using smite and save it for counter jungling, where others are so dependant on it. This makes the top tier junglers vs low tier gap way too big imo.

ChaddyFantome1 votes

[{quoted}](name=Snowman Arc,realm=EUNE,application-id=3ErqAdtq,discussion-id=j5YHjHbY,comment-id=00010004,timestamp=2016-12-14T21:03:34.623+0000)

So just removing them altogether to just smite "whenever we have low hp" is better?

Well, yes. It's not perfect, but it is unarguably better. The game should be about players playing the game against their opponents, not the game.

If anything, it makes for a lot of unfairness in the jungle. Good sustain junglers can avoid using smite and save it for counter jungling, where others are so dependent on it. This makes the top tier junglers vs low tier gap way too big imo.

I disagree.

The uptime on Smite, as well as the heal being based on how low your HP is makes it to where you will never really not have smite unless you deliberately used it carelessly right before you needed it.

Whatsmore, the smite buffs aren't so powerful and necessary that you will realistically 1000% need them anyway for a gank for example. Not unless you have zero CC and are getting Chilling smite. And even then, the slow isn't so powerful that it will 100% be the difference between a successful or failed gank.

Whatsmore is t[hat you will not really need smite all that much for sustain past your first few clears as your jungle it[em[[ alone will be enough for you.

So all it really comes down to in my experience is how good you are at judging when it is okay to use your smite to speed up clears, or to save it for a gank or objective.

Marshbouy1 votes

Thank you.

Skaiserus8 votes

When you smite: Gromp - Get Poison Armor, dealing damage to champions who basic attacked you. Wolves - Get a small spirit to patrol your jungle for a while. Raptors - You're a pink ward. (What's a Pink Ward?) Krugs - Every 6 basic attacks, you stun a jungle camp or minion. When hitting a turret, it completely removes the buff and does a small amount of true damage to it. Golem - Mana. Brambleback - Health.

That's it. They're not that complex, and this is coming from a bronzie.

Nami in Bush2 votes

Plants are literally retarded tho.

DrCyanide2 votes

I believe their exact words were "it's a solved problem". Silver and Bronze players hadn't solved it, they were good to keep things the same, this was a change for high elo Junglers.

Big Lincoln1 votes

haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa got eeeem

ThePartyLeader1 votes

Remember I could be wrong but sometimes they do change things up to make clarity to non player viewers better.

They have in the past stated they want the game to be enjoyable/understandable to watch by someone who does not play the game and those smite "buffs" were pretty unintuitive.

ScissorsNstuff1 votes

"too complex" = you cant actually balance them

Axxuka1 votes

[{quoted}](name=Unconquered Son,realm=NA,application-id=3ErqAdtq,discussion-id=j5YHjHbY,comment-id=,timestamp=2016-12-14T01:04:45.915+0000)

Yeah maybe if you're silver. Oh.

75% of the playerbase are Silver or Bronze (once placement and ladder rush are done), so yeah they are to alot of people with your reasoning. Stop being Selfish

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