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title says a lot because ive seen the balance state of every character and item from bongo guan to 110 heal every 3 autos bellona to "susano cant 100 to 0 you" to manikin scepter to this just bloated piece of sh*t character.

no character has ever single handedly made me want to just log off whether the match is over or still going just by existing like tsuku, playing against a loki instead of tsuku has actually become welcomed now.

not sure who we pissed at hirez or if his release was a low key push to get players to step into ranked cause hes currently auto banned and you wouldnt have to deal with him then but please for the love of god actually play test your characters and never release them in this kind of just out right broken state again.

Sincerely someone whos watched naruto 5 times and actually paid attention to the atrocity that was the borderlands 3 story line can now no longer say Danzo and or Ava is my most hated character(s) of all time whether it be anime or video game.

rant/humor post over.

oh, and f*ck tsukuyomi btw.

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over 3 years ago - /u/HiRezAjax - Direct link

Dangit whyd this have to blow up on saturday and my ONLY day to sleep in each week. Yesterday i was up early and ready to write. Im already quite late to the thread and im watching my son so we gotta keep this one quick, it wont have the time for additional revisions and feedback like ive been doing.

On new god launches, and the design challenges around launching them with the “right” power level and complexity level.

- We do not intentionally ship over-tuned gods. People still like to repeat this because of some older, more vague messaging. New gods are simply hard to estimate their power based on small group internal testing, this is true for a lot of games and for a lot of reasons.

- Tsukuyomi definitely launched stronger than intended.

- The ideal place for a new god to land in winrate stats in our current goals is somewhere near the middle of the pack... say #30 to #60 out of 110 gods. This falls into the place where people are generally still going to call it OP, even though it clearly has pros and cons, a reasonable skill cap, or counters keeping it in check.

- There is a common quote about “needing gods to be OP to get good data” and that isn't really true. You just need to understand the previous point.

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- This is a commonly referred to meme in all moba development, but also just a factual correlation we have seen over the years:

- If a new god's actual win-rate is middle of the pack, community will say the god is OP

- if a new god's actual win-rate is well below average, people will say its balanced

- If a new god's actual win-rate is actually the best or worst god in the game, then people will somewhat accurately call it hilariously broken OP, or complete trash.

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So we aim for the first one above, we know yall are gonna call it OP anyway, but its generally at a reasonable spot and a few targeted “anti-frustration” nerfs put them in a good place after 1 update. This is usually the ideal candidate, but can vary for gods that have specific goals. (ex: an intentionally very high skill cap god should launch even lower in the win-rate stats.

Its surprisingly hard to judge what a gods win-rate will look like pre-launch. A few reasons on why its hard to predict new god’s balance point:

- Every god is different.

We are especially pushing ourselves lates to create even more unique gameplay experiences with new gods. Often time players don’t grasp these the same way the dev team does. Baba felt strong for most of our testing, she had some RNG but she still did consistent safe mage damage for us, but live players struggled with her. Tsukuyomi has high damage but no mobility, assassins with leaps dashes were constantly outplaying him in our tests, but in live Tsuku just steamrolled harder than expected with his damage. Some gods tank in the stats after a few damage nerfs (Heimdallr) and others dont seem to budge at all (Tsukuyomi)

- Number of “impressions”

We do extensive playtesting with more casual SMITE players as well as ex-pro level players to feel this out, which helps immensely, but is nothing compared to the thousands of matches the new god will experience in a few hours after launch. We know we can’t perfectly replicate this many players, so we have a lot of processes in place to ensure we get the best approximation, this year we have tended to undershoot or overshoot the gods maybe a bit more than usual, but I think it's generally been a pretty successful few years of god launches for us.

- Mixed messaging

As ive detailed above, even if we hit our target “middle of the pack” range, people are going to shout that its OP at us from day 1 and from PTS. It can be difficult to tell if the new god is Tuskuyomi OP or just the usual, acceptable level of OP. PTS rarely gets enough games played to provide any sort of statistical accuracy. Some gods will be OP for pros only - and therefore harder to consider, and some will be statistically crushing at casual levels, but never really be considered OP by the veteran playerbase. A lot of this ties into general balance and player perception concepts, which I think our team is quite good at navigating.

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On the concept of “bloat” in god abilities

- This term gets thrown around usually as just a way of attempting to insult us, not as a reasonable point of feedback. However, we are empathetic to the concept and we try to keep bloat down whenever possible.

- We design our abilities more thematically. We are trying to reach a specific feeling, story, and presentation to fit into each ability and for the god overall. We designed Kusari Gama from the idea of: how would a character swing this weapon, and what would it logically do? We did NOT say - this god needs to be strong, so lets give him this long list of “features” on this one ability!

- SMITE has been going for over 8 years, its hard to just make simple gods and get good community reception, we try to find a reasonable combination of accessibility and complexity on each god, and we try to push hard for unique gameplay themes. Players seem to respond much better to this than when we oversimplify.

- As much as we get comments/posts like “oh remember how great it was when god abilities just did one thing?!” - we know from more current metrics that players don’t prefer that. When a good “simple ability” post does well on reddit, it gets maybe a few hundred upvotes max, but when a new god launch is deemed “too simple” or “boring” it gets tens of thousands less players who will every try the god, let alone main it or buy skins for it.

Pon and Clumzy are some of the best god designers SMITE has ever seen. The balance team works swiftly to correct these difficult to predict launch balance issues that we are always fully aware of before any launch. We will always be open to changing our processes and design goals to focus on what makes our players happy.

over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by Skinnney

Thank you for the insightful response to the internal workings of character creation for smite. I can only imagine the difficulties of trying to predict scale-up from internal testing to mass play. My misunderstanding is this, if the internal team plus pro players tested tsukuyomi, how did they not just absolutely steamroll through? From the games I played with people having far less time on the god at release compared to the multi-week testing (I’d imagine) of the internal team absolutely steamrolled our games. At launch, there was not a single game where the tsukuyomi in my games had less than 20 kills (Clash).

I don’t understand how these instances weren’t naturally replicated in internal testing, and if the statement about preventing over-tuned characters is true, why it wasn’t prevented.

Edit: grammar

He was not steamrolling our tests this much. My guesses for why are:

  1. He was dying a lot. He has no true escape so stepping out of position against a coordinated team tended to get him killed.

  2. We worked together as a team more to counter him or peel him.

I also did forget one major point in the main post.

  • We test all new gods at multiple different stages of implementation, and power level (numbers). We had many tests were Tsukuyomi was straight feeding earlier in his development, even with our top junglers like Pon and Khaos playing him, when we tuned him up he started to feel right, but clearly we overdid it and struggled to notice that we overdid it because of our level of coordination in playtests, or because of our memory of earlier iterations of him.
over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by [deleted]

do you guys do like tests and matches with comms vs no comms constant vgs as far as info and then less vgs going to more so simulate actual games? ive done my fair share of solo Qing and full premades and honestly playing with people you know vs playing with randoms its damn near like playing a different game lol.

Yes we do a variety of both. I might even say that we do a majority of "unorganized" tests.

I feel like a lot of responses are missing all my other points and going right to internal testing. A large takeaway i wanted people to learn from my response is:

No amount of internal testing can perfectly solve this problem. (sure it can improve, though)

Riot or Blizzard have similar issues, even with much larger teams. This is the nature of making subjective, creative products. People are different from eachother.

over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by epiphopotamus

Would it be worth looking at your testing conventions? If you have the same groups as your testers are you only getting the perspective of coordinated teams at a higher level of play, and that is not what the majority of the community has the privilege to experience.

PTS could be amplified in the live client, or reward people to encourage a larger sample set? Make a specific queue in the live client for it? Obviously I'm not qualified to present actionable ideas, but I feel like you've had to regularly defend God releases lately, so something must not be working.

We do a wide variety of testing with a wide variety of people in the company.

We have tried to bribe people to play PTS before, it was not very successful.

over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by AkiyoSSJ

In the end this is just a clear view to the fact that Smite is a team based game. In my opinion, playing solo in casual matches where everyone does whatever they want(with many people not even cooperating) should not bring you any expectations. Those solo queues in casual should be defintely not the main metric in deciding the nerfs for a god.

This is a good point. In more disorganized matches, lots of gods can carry. Someone whose personal skill is slightly better is going to have a bigger impact than the god they chose (at least within a class/role comparison)

over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by Drict

The team clearly need to assess your method of testing with NON - TEAM organized groups.

Most games of Smite the average player is partnering with 1-2 players at most, if not queuing solo. Tsukuyomi is an amazing solo queue pick, because you have so many abilities to mess with your opponents; being able to stun, disarm, move around, slow, etc. is sooo punishing if you are even if you aren't vaguely aware of your teammates.

I would suggest forcing people in your testing environment to be muted (including party chat) to each other, and completely random teams (pros, and casual mixed together) and randomly assign the new god with everyone else getting to pick a god of their choice sometimes and randomly assigning (like assault) other matches.

Mix it up

We do both already, It seems my one reply has led people to believe otherwise. See my other reponses here for more info.

over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by [deleted]

thats a lot of comments when it comes to how gods should be changed and stuff, see a lot of questionable balance ideas on this sub lol. think i at least mentioned most of what your longer comment says in my own reply to it. long posts and replies really arent my thing, have the attention span of a goldfish.

this aint meant to sound to dickish but when i first saw sol's kit back when she was revealed i remember saying to myself and whoever i was in a skype call with "theres no way this god doesnt make casuals suck for at least 2 patches" and well the rest is history lol.

might even be a designer vs just player type thing, i know all of you play yourselves but theres still a different look at the game from both sides.

All of us on the design and balance team are also players.

The community tends to WAY over-value a god's kit "on paper" when in reality its their level of "skill shot" that makes a bigger difference.

Making an ability easier to hit through a size increase or a faster animation time tends to have a larger statistical impact on the god than BIG damage number buffs.

So people read the kit, but then do not even consider that an ability or combo might be hard to hit, and immediately over value it. We spend a lot of time trying to make sure timing and skill factor for abilities feel right, yet its virtually impossible to express that on paper. It needs to be played.

over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by jbeast99x

Ajax you are the man. Thank you for everything you do!

<3

over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by 13-Snakes

You do realize you say that teams in play test worked together to counter him, but then make him playable in a game when 50% of players can’t see him prior to locking in their champ.

we certainly did not pick gods to counter him and judge his balance that way. im referring specifically to "playstyle" sort of decisions.

also mentioned that this was just a small component or possible factor in the outcome...

over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by NathairFaen

I do not know if you are still responding to this stuff, but if you have the time, I have a quick question. Is his ult supposed to act like a DoT? Because functionally that is the only reason I can think of that his ult follows banishes, and untargetable ults. Is that intended? Gods that normally would counter his ult and just trade them like arachne or freya, just die anyway

As a long time smite player his ability to break what has been constants in the game for years is where the majority of the frustration in his kit comes from. It follows untargetable enemies while doing damage, it does similar damage to single target/ high skillshot ults, while being extremely safe (in comparision), aoe, and fast to activate/not extremely hard to hit.

yes it is intended to work like a dot in that way.

over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by Foxy-Fill

If your ideal win rate for a new god is middle of the pack does that mean the gods true overall win rate or just factoring in matches where only one team has the new god.

Using Tsukuyomi as an example he was on both teams in nearly every casual match for a long time. That would dilute the win rate for a new god correct?

A second point is just that it SEEMS like the new gods are just inherently better than the old ones. Now obviously you have all of the data and like you addressed in the post their design is influenced by thematic ideas. The thing for me and I’m sure a lot of avid players like myself is that we’ve seen the same gods be dominant for a long long time.

I watch the spl every week constantly. There’s a reason why for weeks and even up to months - possibly over a year in some cases - gods like Persephone, Cthulhu, and Yemoja have been top picks and bans. Merlin, Heim, and Arthur FINALLY god put in a decent place.

The consistent theme seems to be that the new gods absolutely dominate for an obscene amount of time as of late. Maybe I’m looking at the past with rose tinted glasses, but I can’t think of an era when so many newer releases were seemingly immune to meta shifts.

At the same time we are seeing very high variety in the spl picks so that’s nice to see. I think in the grand scheme of things smites doing well and to the designers credit the new gods are fun to play. My only gripe is that they stay good to long to a point of becoming stale.

We ignore mirror matches in all official stat gathering. Including mirror matches pushes everyone closer to 50% with a larger effect on popular gods.

The new god vs old god viability thing is definitely perception. Top win% charts or SPL pick/ban tends to have a good mix of gods launched from all seasons.