Original Post — Direct link

All of the below is in direct response to Aggro’s comments about the role of the warrior during the backliner’s podcast. In it, Aggro basically stated that he wants to see from this patch if warriors can find success without being able to solo the enemy adc.

Let me preface this all with saying I was a little bit concerned about how my role was being affected by the patch BEFORE hearing Aggro’s design philosophy, but now I’m outright concerned that I might need to drop comp as a whole, switch roles, or drop the game entirely due to the below.

My biggest concern with solo right now is the skills of splitting teamfights, zoning, etc directly falls apart with Aggro’s design philosophy here. If warriors physically cannot threaten the hunters or mages, which has happened this patch unless you straight up build transcendence, you cannot zone or create space whatsoever because the backliners have zero need to respect you. If the backliners don’t need to respect warrior damage whatsoever, then why wouldn’t you just click sobek solo every single game? If you take away the damage aspect from warriors, then why on earth wouldn’t you just play a guardian or assassin, both of which either do more damage or have more cc, and often both in the case of assassins.

Everybody wants warriors out of the jungle, but thoroughly gutting the class like this and then saying “well do warriors really need to do anything at all besides be a second support” is probably the single most concerning thing I’ve ever heard about smite.

I’m in several ama leagues and was previously considering actually signing up for the SOC with my teammates since we’ve scrimmed against several SOC teams and won against them in tournaments. I was even enjoying this patch, even with it’s obvious faults. But while I could overlook the faults when I thought it was unintentional that they gutted warriors to this extent, I definitely cannot now that I know that it was the intentional design of this patch.

Edit: Want to make it abundantly clear that I realize Aggro’s opinions do not reflect those of the design team holistically, but Aggro is on the design team so I feel expecting his opinions to have an impact within the design team is more than fair.

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almost 2 years ago - /u/HiRezAjax - Direct link

We will absolutely be working to adjust warriors and solo lane as soon as possible. There are a lot of factors that are combining into this situation, so we always want to gather more data and feedback before we act.

We dont even have a full day of data yet, and we expect to see some interesting decisions from teams in the masters LAN, but we are prepared to buff warriors and their solo lane ability as soon as possible. Even with this feedback in PTS and the closed SPL testing phases - we did not want to act too quickly on it for the following reason:

casual vs competitive player perception.

Casual players perceive Warriors to be simply OP in every way, this is an extremely common sentiment and one that has been common for years. Casual warriors can 1v5 teams by being tanky and dealing high damage at the same time, this can occur in any game mode.

Competitive players see Warriors as jack-of-all-trades - meaning they can do a little of everything but actually arent that good at any one thing. And if they lose any strength in any one of those multiple aspects of performance, they fall quickly.

9.5 had a strong casual focus - we are aiming to address the most discussed and disliked features of SMITE combat. Warriors being oppressive and high-dps and high-tankiness at the same time was an important thing to touch to increase general sentiment toward SMITE.

However - we now, expectedly, see that most of the negative complaints regarding 9.5 are coming from Solo Laners or Warrior mains.

They were affected in 3 different ways

  • TTK changes

  • Conquest Changes (Minion HP)

  • Hybrid Item Nerfs

We had multiple forces working against each other. For warriors to feel strong in competitive conquest - they had to be absolutely oppressive in casual game modes, or casual conquest to the point where they could be played in almost any role and snowball a game.

We think its clear that we should avoid that situation and move toward some new goals and shifts.

Maybe we see warriors appear more as flex picks, showing up in many roles - and maybe we see solo lane have more various classes picked there. If overall the total warrior play count is the same, wouldnt that be ok? Possibly even much better for SMITE players of all audiences?

Or, more likely, Warriors just need some slight balance shifts to help them clear and hit reasonable power spikes in times that are most relevant to conquest, which we think we can achieve, we just need more time to review the reality of the situation.

So - obviously - Warriors and Solo Lane are going to need some shifts. Each designer has their own opinions on this but it will be a team decision, not any one persons, and the player data and player feedback will always be the guiding principal for our decisions.

almost 2 years ago - /u/HiRezAjax - Direct link

Originally posted by AFKInSolo

Don’t get me wrong, this is 100% a rant post and I kinda understood that this was a casual-focused patch from the get-go. Just extremely frustrating from a competitive point of view to hear somebody on the design team seem to misunderstand what warriors physically need to do to stay relevant.

Not saying that there’s any clear-cut solutions or that I don’t understand what you guys are trying to do on the design team, I really respect what you guys do and like I said before I was enjoying the new patch even with its issues, it’s entirely just that hearing that on the podcast really threw me for a loop and made me extremely concerned that rather than an oversight it was an intentional decision to force a change in solo’s identity

Aggro is not misunderstanding warriors. He is just questioning the class/role and discussing if there are any other possibilities.

I think we can both agree that in the infinite possibility world of game development - surely there are other ways that warrior or solo might be played, right? And by played i mean - viable and impactful.

Those ways might be too much change, or not enjoyable to current solo/warrior mains, or too hard to achieve via dev resources - but they surely exist right? All he was saying is that he wants to stay open minded and see if any of those options exist.

You are exactly the type of player he is asking to give it a chance. Try some new things. See what we can learn together.

Its clear that a lot of people have no interest in that, though. And Thats ok. Im not here to validate your concerns about a designers comments - but I am here to reassure all SMITE players on how we plan to handle the entire situation with Solo Laners and warriors. Hopefully my comment above eases some of your concerns on that aspect.

almost 2 years ago - /u/HiRezAjax - Direct link

Originally posted by CrSavage13

/u/HiRezAjax

You guys went from the one extreme to the other. From nemean being op > to this patch

And don't forget guardians as they're also impacted by ttk changes and the item nerfs cthulhu, cerb, ares bacchus

We havent forgotten. EVERYONE got changed this update. and we are going to be looking at every class and role for future balance.

By most data and feedback guardians look fine though. Still strong, even with less ability to kill squishies in the early game (which is exactly what a huge portion of smite players wanted)

almost 2 years ago - /u/HiRezAjax - Direct link

Originally posted by heqra

since I see you are seeing these, let me start of by saying Im a MASSIVE fan of yalls work. the last patches before 9.5 are brilliant, and im almost always blown away at the quality of changes in comparison to other developers I play the games of.

but this was not it. this last patch has made every game feel like a slog, everyone feels bar unkillable, requiring an immense amount of cc and multiple dps around to finish anyone with a jump off. every game has been adc's running rampant, healing for their hp and dealing mage damage with each auto. I love high damage adcs, I have no problem with this, but the fact that tanks now can not dive and kill these people is incredibly unhealthy.

this game has made tanks that actually feel good, in comparison to the normal more khepri-esque tanks we see in gaming (I love him dont get me wrong) but the cerbs and kuzenbos, the achilles and gilgameshes, nothing feels as good or smooth. I dont want to see them go, its the most ive ever enjoyed gaming and seeing it disappear like this makes me want to cry.

Im happy to see you speak on the state of warriors, and to hear that they will get the attention they so desperately need, but after a long LONG game session last night, I cant help but feel that the ttk changes in general are ruining the game entirely. I dont even juke mage abilities anymore. the only class I even have to register mentally on my screen is adcs, the rest will need all of them combined to even try to hurt me. even on mages, I dont even think about assassins or mages, yesterday I let a ra ult hit me because I didnt feel like juking and knew that it just didnt matter. the game isnt exciting like this. the fast paced high stakes gameplay I loved is dead. please fix :(

Ive seen this kind of opinion a few times, and I dont want to invalidate it outright - but i think its intensely more rare than the opposite case.

Most people seemed very pleased with their gameplay session yesterday. Id say its extremely unlikely that we revert to where we were before. If any revert occurs, it will be slight.

almost 2 years ago - /u/HiRezAjax - Direct link

Originally posted by throwawayformature

Don't you guys think buffing another class is going to introduce more problems than it is going to fix, simply by virtue of continuing the trend of upwards power creep? Because then the guardians are going to need a buff. And then the assassins. And then it goes back around to the mages and hunters.

And if you buff their items to the high heavens to undo what you've done, y'all know other classes will just use them as well?

No, because we just changed everything by such a huge amount.

We just made everyone 40% tankier, so wouldnt it be pretty safe to make one class deal 5-10% more damage if they clearly are the ones who need it the most from player data and feedback?

Even after that buff we are still extremely far away from where we were before. We are seeing pretty much 100% of the negative comments on 9.5 coming from warrior mains (and a small % who just dont want the game to be slower at all) So its pretty clear that warriors/solo need a buff more than other classes after 9.5

We certainly have to be careful about what items we buff to make sure we dont buff the wrong class, and we have to be cognizant of how classes compare against eachother. But the whole point of this thread is to communicate the idea that "warriors need some buffs to even compete with other classes"

almost 2 years ago - /u/HiRezAjax - Direct link

Originally posted by EntrepreneurMuch2730

Warriors should not have to default into being a second f**king support because some silver kid thinks they are oppressive because he refuses to build any pen when at high ranks warriors have been getting blown up and shit on every update with absolutely no love from you developers and now your planning on gutting their solo lane identity too, this is absolute garbage

lol this here is what reddit is all about

ill also go ahead and explain some more - "casual" here is not a perfect description of who within the SMITE community was pushing for changes like this.

We saw lots of feedback about - Warriors are OP, Hybrid items are OP, and Kills are too easy to get - from our top streamers and many players who clearly play at well above a silver level.

Generally the GM and SCC/SPL were less interested in these changes though.

So yea, a lot more people than this hypothetical noob youve invented wanted these changes. and i JUST said we will be looking for ways to bring back warrior strength, so you can relax :)

almost 2 years ago - /u/HiRezAjax - Direct link

Originally posted by Graitom

I played around 16 games now and I don't agree with his comment about gods being unkillable AT ALL. People still get early game kills, games still ends with roughly the same amount of kills as before (albeit a bit longer game). I love this change. But definitely take your time on working out the "problem" with warriors. Thanks, appreciate your work.

<3 still checking the data but in general "kill count" seems to have come down but by a pretty small amount

Overall seeing a lot of positive feedback from 9.5 - we do owe Warriors/Solo some love though

thanks!

almost 2 years ago - /u/HiRezAjax - Direct link

Originally posted by North-Traffic3780

Hey /u/AFKInSolo I will comment here because I want Ajax to see that there are people that support this patch, not just complaints. Actually, there is another post with a poll about opinions on the patch, and it seems that the "I liked it" has like twice the votes than "I hate it". And all the complaints I saw were about warriors and solo lane.

So, let's go to my opinion. In the episode of the backliners podcast before this one, they compliment BaRRa on his performance on the masters seeding and he says that the truth is his frontline is playing very well and it is easy to do good as a backliner in this scenario. For me, this patch makes Smite a real team game again. In the last metas it didn't matter if your backline was better or worse, because as an mage or adc, if the enemy frontline wanted you dead and you had no peel, they would just blink on you and delete you. Now, the backline has a chance to play and make a difference.

Also, I think that last metas in which warriors or guardians solo could 1v1 a backliner late game, doing damage while being tanky, made people forget what a solo laner role is. Since when I started playing Smite, I learned that solo is responsible for creating space, poking the backline, making them spend relics and eating damage so usually the jungler (or another damage dealer) can deal damage and kill the backline. Not themselves deleting the level 20 ADC. Now you have to think before you dive, you have to coordinate with your jungler, you have to play like a team game, like a moba is supposed to be.

We aren't really that concerned about "what a moba is supposed to be" but i understand why people are using that term - its a strong reference point to explain what theyre feeling in the game and why the like it.

Often in SMITE history we prided ourselves on being a bit different from the other mobas, and having more combat, more action. However, over time that seemed to push itself too far - and thats why we walked it back. SMITE is still less about farming and laning and other mobas.

Our real main goal was to deliver what SMITE players want, and deliver things that will get them excited to log in and play every day. We saw some great metrics yesterday so I think it was overall a good design - but not necessarily because its more like other mobas.

almost 2 years ago - /u/HiRezAjax - Direct link

Originally posted by stopeverythingpls

I hope this is noticed. The TTK changes for creeps makes the game a drag early. I’ll just be talking about early because late game is actually enjoyable, getting there is another story. Carry struggles to clear waves, as does solo. By the time one wave is cleared, the next one is already there, so then you can’t get xp, back, etc. The objective buffs were great imo, but camps and minions take too long to clear if you aren’t the jungle.

We felt that buffing minion health was important to make sure the early game was still interesting.

If minions die very fast AND everyone is harder to kill - then you get much more in-lane stalemates.

The slower minion clear gives more opportunities for pvp combat, and puts more pressure on HP and Mana management - which is a key factor in skell expression in mobas.

We might tone this down a little but in general we think it was necessary to pair with the god TTK changes.