r/Smite • u/arborgenious • 3h ago
DISCUSSION Tough pill to swallow— but Nox needs a rework
The Classic Problem
I hear a lot of people always vouching for old Nox, but I genuinely think it is rose-tinted glasses. Nox was first introduced on October 29th, 2014. She was meant to fill the niche of anti-magic mage with some poke and a very reactionary/snappy playstyle. For those of you who tried her day one, like myself, you know she was absolute garbage. The problem wasn't necessarily the intent, but the execution was just numerically weak and her abilities contradicted themselves; for example, both of her damaging abilities Siphon Darkness and Nightfall Raven had an abysmal 80/90/100/110/120 damage scalar. And her defensive ability, Shadow Barrier didn't even negate a full spell and had a 20 second cooldown.
Then next patch these numbers were substantially buffed, which later was somewhat dialed back with later patches. Okay so her numbers were improved, but her abilities were still a mess. Her shield was useless against mages for the most part, but completely shutdown autoattack based gods. Her ultimate required enemies to cast spells to get value, but her raven silenced people. None of her abilities flowed well and I recall the designer at the time saying this was the first kit he had worked on and it was rushed between the previous release and the Ao Kuang rework.
The Rework Problem
Instead of committing to a creative solution that explored a new avenue or a new way of conveying anti-magic, Hi-Rez opted for the safe, quick solution: turn her into a 1+2 burst mage and call it a day. This bandaid, lazy fix resulted in an inferior Scylla copy— and I don't mean inferior lightly. After her failure of a rework, Nox was buffed 8 patches without a single nerf to compensate; and after all 8 patches she still wasn't meta outside of a toxic playstyle in Arena.
The tough pill to swallow is that Nox is one-dimensional to play as and against and should never be meta. She has little to no skill expression, which is not to say those who main her are bad, it is just a consequence of having such a 1-note playstyle. If you mess up your Siphon Darkness + Shadow Lock combo you just twiddle your thumbs. If you land it, the enemy loses any and all agency unless they have a cleanse.
All of this said and I haven't even addressed how her rework is aesthetically a failure. Ah yes, the primordial goddess of the night— the mother of basically half the Roman pantheon. I wonder how her kit represents the night?! Well, her first ability is generic purple stringy magic, her two is generic purple magic on the ground, her ultimate is a big ball of purple magic. Admittedly her three is the most unique aspect about her, but that isn't saying much. There is so much potential in her depiction because artistically she is beautiful; I especially love the candelabra.
My Suggestion
I am not gonna offer some crazy, fantastical rework because I am not a designer nor do I even know how to make games— buuuut I genuinely think her passive has so much more potential. As an example: since she is also known as the Roman goddess of domain, perhaps integrate some sort of aura into her passive and candelabra that gives her a better presence in controlling a given space. Perhaps she gains a permanent aura that hinders enemies, and each time a candle is lit that aura expands. When no candles are lit, she is invisible. Not only could something like this integrate that night veil concept, but takes into consideration domain.
I would love to see the Goddess of Night actually draw more from night rather than Marvel Superhero purple magic. She isn't Agatha Harkness— she is the mother deity of the night. Nox's original design was rushed, her rework was rushed, and now her port feels rushed too. She deserves something better and more creative, and the Arena player base does not deserve the horrors of current Nox.
