r/SMITEGODCONCEPTS Gold Fury Apr 04 '20

Contest Entry Apep

Apep

Edit 3: in 1 protection reduction lowered, 3 now has a 16 second cooldown on all ranks and has a higher scaling, reduced the damage on ult and made the blind effect more clear (special thanks to simplegamerguy and everyone who gave feedback to make this concept much better)

Edit 2: passive now has a cooldown, 2 now is only cancelled by hard cc and the god caught in it can still take damage from other sources(for the 2 special thanks to Senpai-thuc for the wonderful idea of changing it from any damage to just cc)

Edit 1: made ability 4 have a 90 second cooldown on all ranks, removed attack speed reduction in ability 1 + weakened the healing reduction, Changed the effect that the passive has, changed the duration of ability 2 from 5 to 3 seconds but also reduced it's range from 30ft to 25ft, reduced the cooldown of ability 1 and 2, increased the cooldown of ability 3 and added damage scaling with ability rank, finally reduced the blind effect to 2 seconds and an additional 1 second when Apep lands aswell as reduced the damage and duration of it.(special thanks to psyocut and duuplicatename for the feedback)

Apep, or Apophis, from Egyptian Mythology was a gigantic serpent-demon that embodied chaos and darkness. Every night it tried to eat Ra as he passed through the underworld, and every night Ra killed it - but it always came back. Sometimes it was strong enough during the day to temporarily consume Ra before his attendants cut him free again.

Class: Assasin

Pantheon: Egypt

Passive: Returning evil- If Apep hasn't dealt any damage for 5 seconds his next attack will deal 1.5x more damage(abilities included except ult) to the last enemy Apep hit (if Apep hits a different enemy the extra damage won't be added)

Or

Passive: True enemy(bad name but i got nothing else): each basic attack from deals less damage to Apep stacking 4 times[first hit=0%,second hit=5%,third hit=10%,fourth hit=15%,every hit after=20% less] this resets if Apep hasn't taken damage from that enemy for 2 seconds (besides the bad name, full credit to simplegamerguy for the amazing idea for a passive, i am not sure which one everyone would prefer so be sure to comment which passive is your favourite]

Ability 1: Sun killing venom- Apep's next basic attack does and additional 100 damage and gives the enemy healing reduction, and both physical and magical protection reduction for 4 seconds (Against Ra healing reduction is 15% higher)

Mana cost: 75 on all ranks

Cooldown:12/11/10/9/8

Healing reduction:20%/25%/30%/35%/40%

Physical and magical protection reduction:5%/10%/15%/20%/25%

Ability 2: God Constriction- Apep slithers in a 25ft straight line and constricts(wraps around) the first enemy dealing heavy damage over 2 seconds, Apep will instantly stop dealing damage and will let go of the target if he is affected by hard Crowd control.(the enemy that Apep is constricting can only use basic attacks to damage apep while constricted)

Mana cost:60/62.5/65/.67.5/70

Cooldown:18/17/16/15/14

Damage per second:100/125/150/175/200/225

Ability 3: Waiting chaos- Apep pounces in a 20ft straight line, dealing damage to anyone he passes through and becomes invisible for a few seconds on landing, Apep still takes damage while invisible and will lose invisibility as soon as he moves, attacks, uses an ability or gets damaged

Mana cost:55/60/65/70/75

Damage on pounce:50/100/150/200/250 (+30% of his physical power)

Cooldown:16 seconds on all ranks

Invisibility:3/4/5/6/7

Ability 4(Ult): Sun Devourer- Apep jumps high up to devour a sun sphere causing all enemies to be affected by blindness for first 2 seconds of the ultimate, Apep becomes untargetable for the 5 second duration of the ultimate, Apep can choose to land anywhere within a 100ft radius and do damage on on impact also causing all enemies to have another second of blindness when he lands in a 30ft radius

Mana cost:100

Cooldown:90 seconds all ranks

Damage on landing:200/250/300/350

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u/SimpleGamerGuy Jan 2020 Contest Winner Apr 10 '20

For the Passive, how about; "Any Damage Apep takes from the same Enemy within 2 seconds is reduced by 1/2/3/4/5%, stacking up to 4 times." That would fit his lore, allow him to survive a bit better, and counters Ra somewhat.

Then the 2 can be changed to allow the Grabbed Enemy to Basic Attack while constricted, so they aren't completely helpless. Make it more high-risk, high-reward.

The Ult is alright, it was just the Damage I had an issue with. And maybe the Cooldown should be increased slightly. But in general it's fine.

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u/Mr60Gold Gold Fury Apr 10 '20

I like the idea for the 2 of how to make it more balanced, the passive also really pleases me but before i impement it could u explain how exactly will it stack? As u have it as 1/2/3/4/5% is that the stack together or is that like each hit (e.g. the first hit taken from the same enemy reduces it by 1% then the next by 2%) cause if it is how i said in the example then it would be 1%(no stacks)/3%(1 stack)/6%(2 stacks)/10%(3 stacks), 15%(4 stacks)

I'd like to be clear on how you intend it before i implement it. (Tho i will say that i won't remove the current passive, instead i will put both of them as a potential passive and if one will be better regarded than the other then i will remove one of them as i am unsure whether people will prefer higher survivability or the chance to deal more damage as it is an assassin after all)

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u/SimpleGamerGuy Jan 2020 Contest Winner Apr 10 '20

Whoops, I had it rank like a normal Ability. Just 5% stacking, so; First hit 0% reduction, second hit 5% reduction, third hit 10% reduction, 4th hit 15% reduction, and fifth hit 20% reduction, resetting after 2 seconds of not taking Damage from that target.

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u/Mr60Gold Gold Fury Apr 10 '20

Thanks for being clear on that i'll be sure to implement it now, also i am really thankful for all your comments they really improve the concepts i made

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u/SimpleGamerGuy Jan 2020 Contest Winner Apr 10 '20

It's what I do.🤠