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trying to create a subclass system to Smite, first draft
i don't really have much to add other than what i wrote, so im just gonna copy and paste my notes, changes, and a first draft lsit of what each subclass(es) each god in smite would have. it's pretty rough with very bare bones notes of what each role does, so pls take them only at face value and read league's actual subclass system if you want a better idea of what each class does to correct my dumbass in the comments. whenever i put down a (?) it means that i didn't have a complete idea on if this works for the god since i don't usually play them, so i'd like ideas on how to correctly classify them.
here are the notes:
- Controller - defense casters that oversee the battlefield by protecting and opening up opportunities for their allies
- Enchanter - amplifies allies and augments them through the battle. Often fragile and relatively low damage
- Catcher - locking down opponents or parts of the battlefield and create intense zones of threat.
- Fighter - durable melee focused
- Juggernaut - dealeoff tank bruiser
- Diver - more mobile, able to dive into fights and take out high priority targets, not as durable, but capable of taking damage
- Mage - offensive casters
- Burst - singles out a target and locks them down with multiple spells being cast one after the other
- Battlemage (warlocks) - short range, gets into flights, sustain in some form usually
- Artillery - range and keeping distance
- Marksman - ranged AD carry
- Slayer - high mobility, single target dps
- Assassins - infiltration, high risk high reward, very up close
- Skirmisher - lack burst, need peel methods, may not have ways to close gaps, situational tools
- Tanks - high defenses
- Vanguard - offensive tanks
- Wardens - defensive tanks that also support allies
- Specialist - usually a 2ndary subclass that applies to those with unique gameplay unlike anything else in their category or can’t be classified as others in the same class
- Changes needed
- Name changes
- Fighter - warrior
- Marksman - hunter
- Slayers - assassins
- Tanks - guardians
- Marksman - turned into a class with distinct subclasses
- Battlemages - open to auto-based magical champions with melee magical mage champions being known as Warlocks (another name for Battlemages, but i felt like a distinction is good)
- Specialist - have literally so much shifting to the point that i have to add a class and subclass within Specialist just for shifters
- Name changes
- Applying new subclasses to gods ((?) = unsure)
- Achilles - DiveDruid
- Agni - Artillery
- Ah Muzen Cab - Blaster
- Ah Puch - Burst
- Amaterasu - Juggernaut (?)
- Anhur - Ranger
- Anubis - Burst
- Ao Kuang - Warlock/Infiltrator
- Aphrodite - Enchanter
- Apollo - Ranger
- Arachne - Infiltrator
- Ares - Vanguard (?)
- Artemis - Blaster
- Artio - Warden/Druid
- Athena - Warden (?)
- Awilix - Skirmisher
- Baba Yaga - Burst
- Bacchus - Vanguard
- Bakasura - Infiltrator
- Baron Samedi - CatcheBurst (?)
- Bastet - Skirmisher
- Bellona - DiveVanguard
- Cabrakan - Vanguard/Catcher
- Camazotz - Skirmisher
- Cerberus - CatcheWarden (?)
- Cernunnos - RangeDruid
- Chaac - DiveVanguard
- Chang’e - Enchanter
- Chernobog - BlasteSkirmisher
- Chiron - Blaster
- Chronos - Battlemage
- Cthulhu - ???
- Cu Chulainn - Juggernaut/Wizard
- Cupid - RangeEnchanter (?)
- Da Ji - Infiltrator
- Discordia - Artillery/Catcher
- Erlang Shen - Diver
- Fafnir - Vanguard/Wizard
- Fenrir - Infiltrator (?)
- Freya - Warlock/Blaster
- Ganesha - Catcher
- Geb - Catcher (?)
- Guan Yu - Diver (?)
- Hachiman - Ranger
- Hades - Burst
- He Bo - Artillery
- Heimdallr - Ranger
- Hel - EnchanteBurst/Druid
- Hera - Artillery/CatcheWarden (?) (somewhere between Catcher and Warden)
- Hercules - Vanguard
- Horus - Juggernaut/Warden (?)
- Hou Yi - Blaster
- Hun Batz - Skirmisher
- Isis - Artillery
- Izanami - RangeSpecialist (?) (boomerangs)
- Janus - Artillery/Burst
- Jing Wei - RangeSpecialist (flying)
- Jormungandr - Vanguard/Specialist (too many special things to count)
- Kali - Infiltrator
- Khepri - EnchanteCatcher
- King Arthor - Juggernaut/Wizard
- Kukulkan - Artillery
- Kumbhakarna - Warden
- Kuzenbo - Vanguard
- Loki - Infiltrator
- Medusa - Ranger
- Mercury - skirmisher (?)
- Merlin - Burst/Wizard
- Mulan - Diver (?)
- Ne Zha - Skirmisher (?)
- Neith - Blaster
- Nemesis - Infiltrator
- Nike - Juggernaut/Warden
- Nox - Burst/Artillery
- Nu Wa - Artillery
- Odin - Vanguard
- Olorun - Battlemages
- Osiris - Diver
- Pele - Skirmisher (?)
- Persephone - Burst/Specialist (playing farmville mid-game)
- Poseidon - Warden/Battlemage (?) (what else do you call this kit in this context?)
- Ra - Artillery/Enchanter
- Raijin - Burst/Battlemage
- Rama - Ranger
- Ratatoskr - Infiltrator
- Ravana - InfiltratoDiver
- Scylla - Burst
- Serqet - Infiltrator
- Set - SkirmisheSpecialist ( Azir being the League posterboy for Specialist)
- Skadi - RangeSpecialist (khaldr)
- Sobek - CatcheVanguard
- Sol - Battlemage/Artillery
- Sun Wukong - Diver
- Susanoo - Infiltrator (?)
- Sylvanus - Warden/Enchanter
- Terra - Vanguard/Juggernaut
- Thanatos - Infiltrator
- The Morrigan - Burst/Wizard
- Thor - DiveSkirmisher
- Thoth - Artillery
- Tyr - DiveWizard
- Ullr - RangeBlasteDruid
- Vamana - Diver
- Vulcan - Artillery
- Xbalanque - RangeSkirmisher
- Xing Tian - Warden/Catcher
- Yemoja - Burst/Catcher
- Ymir - CatcheWarden
- Zeus - Burst/Artillery
- Zhong Kui - Burst
so the biggest change that i feel both the most and least confident in is the creation of the Hunter and Shifter classes and subclasses. the Hunter class was needed as in League every 'Marksman' was just auto-attack focused with no true subclass developed, and we have so many stance shifters that putting them all in the 'special' pile just felt wrong.
the Hunter class is now all melee auto-range champions (in the broadest stance). it's broken down into the Rangers which use auto-attacks to deal the most damage and usually has abilities that will pause enemies or do something to them to allow for more auto-attacks to be dealt. while Blasters are Hunters that rely on abilities to deal the bulk of their damage and then follows up with basic attacks if needed; there's a clear distinction between hunters like apollo with his 6 attack speed autos and AMC who has to rely on jerking the camera around to land those bees. '
the other big change is putting a subsection of a class withing the special catagory; Shifters. Shifters are gods with stance changes that give them new abilities and a new way of playing. it's divided up between controlled and volatile stance switching; druid and wizard subclasses respectively. the druids are able to switch stances fairly easy without the use of mana or with there being any cooldown between switching stances and they can easily play the entire game without ever switching back. Wizards on the other hand have very distinct stance switches that go beyond the standard switch with forced switching abilities or needing certain conditions to be met to change stances and they have less control over which stance they can be in at a certain time without preparation.
this is a very rough first draft without any distinct or very close look at each classes and mostly just taking league's own system, putting a new coat of paint on it, throwing some random stuff on it, then naming it something else. i'd love feedback, ideas of how to improve each class/subclass (maybe some good definitions) and how correct these subclasses are for the gods.
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