SummonersLab, Part 7: Smite Buffs

Lord Desert·12/11/2016, 12:17:56 AM·2 votes·542 views

Finally, a bit later then i actualy wanted, lets talk about the removed smite buffs!

Currently those are the topics and their (hopefully) release date: SummonersLab, The Introduction Here SummonersLab, Part 1: An additional Crit Item Here SummonersLab, Part 2: Crit Algorithm Improvement Here SummonersLab, Part 3: Tower Changes Here SummonersLab, Part 4: Ohmwrecker Here SummonersLab, Part 5: Support Role Improvement(1) Here SummonersLab, Part 6: Wits End Here SummonersLab, Part 7: Smite Buffs Here SummonersLab, Part 8: Plants Here SummonersLab, Part 9: ** Support Role Improvement (2)** _ Here _ SummonersLab, Part 10: ** General Improvements (1)** Here _ SummonersLab, Part 11: ** General Improvements (2)**_ Here

Ill put links to the posts here, so you can easily view all of them.


Introduction

With the introduction of plants came the removal of the different smite buffs. Currently every smite will heal you for 100 + 10%MaxHP. And the recharge and starting got uped by quiet a bit. I will not change the charge time, but it is possible to get back to the old time, if wanted! As a heads up, the old buffs that you would get from smiting jungle monsters:

  • Gromp: Attackers take 10 + 5% BonusHP over 3s, 90s Duration.
  • Wolf: Summons a ghost that pings and follows enemys who enter the quater of the map in which the wolfcamp was smited. 90s Duration.
  • Blue: 25% MaxMana
  • Raptors: 10s truesight, triggered by an enemy ward in range. 90s Duration
  • Krugs: Every 6th AA stuns a monster, can be used up once for up to 330 true vs turrets. 90s Duration.
  • Red: 20%MaxHp

I personaly think the removal of the smite buffs lowered the strategic decision making in the jungle tremendously! Now every camp gives you the same thing and getting a bit of HP back is useless lategame in 99%.

We went from 8 smite Choices, ~4-5 lategame to 3 and 2 lategame. The extra smite choices are vs Champs and the Epic Monster. Additionaly we can get down to 1 lategame smite choice if we pick the Tracker Knife... That doesnt sound like a good change to me!


The Changes

I want to serpate this in 2. The first is just an "upgraded" version of the old smite buffs, tweaking them to be a little more rounded, and the 2nd one "new" will be looking at completely altering some buffs.

Upgraded Smite Buffs

  • Gromp: Attackers take 10 - 50(scaling with lvl) + 7% BonusHP over 3s, 120s Duration. Extra: Applies Grievous wounds to targets below 50%Hp

  • Wolf: Summons a ghost that pings and follows enemys who enter the quater of the map in which the wolfcamp was smited. 120s Duration.

  • Blue: 25% MaxMana + 5 Mr - 35 Mr. 120s Duration.

  • Raptors: 10s truesight, triggered by an enemy ward in range. 90s Duration

  • Krugs: Every 6th AA stuns a monster, can be used up once for up to 330 true vs turrets. 120s Duration. Extra: Abilitys and AAs will grant sight on monsters for 3 sec.(good for steals)

  • Red: 20%MaxHp + 5Ar - 35Ar. 120s Duration.

  • Scutle: smiting and killing scutle doubles the duration of the zone


#Possibly New Buffs

Since the krug buff is quiet niche theres room for other ideas:

  • Tenacity
  • OoC(OutofCombat) MS /jungle only ms
  • Crit dmg reduction
  • Flat dmg reduction
  • Slowresist
  • %Hp increase

all of these are temporay and remember you only have acces to these if you have smite! Oh and the roaming ghost from the wolf camp should be the devour wolf !

Smite buffs and plants can cooexist! They are not excluding each other! So there are possiblitys to combine smite buffs and plants! We will experiment with that in the next post.


That will conclude my ideas for the smite buffs, i made this alot shorter so i needed to cut alot from the explaination! But this should overall improve the readablity since i like to drive away a little and creat walls of texts :D

And, as always, if you like what you see or have other ideas/questions/concerns, tell me! I would love some feedback on this one, and specialy if you want the buffs to come back!

2 Comments

Doomyous12/15/2016, 11:23:35 PM1 votes

Im not sure if we should make red and blue viable smites again, since we then have to many xD But its far better then having no smitebuffs!

the possible krug buff looks nice, my favorites are the Flatdmg reduction and the Jungle only ms!