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CC Buffering
- Getting interrupted out of abilities is one of the biggest frustrations in SMITE 1 or 2. This nerfs Crowd Control in a way that nothing else can. Increasing Cooldowns, decreasing durations, or raising the DR floor don’t solve the frustration of getting interrupted out of abilities. Introducing CC Buffering hits our targeted goal of adding more counterplay to CC without needing to reduce it. This will greatly impact the feel of the game for new and casual players, while keeping the feeling of SMITE. CC Buffering completely changes the game at a high level in a way that feels worthy of a true sequel.
What is Buffering?
If you are Crowd Controlled while in the Prefire of most abilities, that ability will not be interrupted
- You will still be CC’d
- Your animation will continue to play until you have fired the ability, then you will be put into the normal “CC’d” state
- You don’t be able to move your camera while CC’d
The new rules are simple. If you successfully input an ability, it will go off - even if you got CC’d
- This does not mean that you can input an ability while CC’d and have it go off. You have to input the ability before the CC lands
- Leaps are able to be Buffered. If you input a Leap and you are CC’d during your Prefire, you will land at your target location.
- If the CC duration would last longer than it took you to get there, you will still be CC’d.
Lane Minions
Minions will now prioritize attacking Towers over enemy Minions
Previously, Lane Minions would chase targets forever until their target left vision range.
Now under most circumstances, they will break off their attack when entering the Jungle.
Detailed rules are as follows:
- Minions will chase targets into the Jungle
- Minions will drop their target if the minion itself steps into the Jungle
- Unless the target recently damaged an allied God
- Minions cannot acquire new targets that are already in the Jungle
- Unless the potential target recently damaged an allied God
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