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Just when

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almost 3 years ago - /u/PonPonWeiWei - Direct link

Originally posted by Kaios-0

https://www.reddit.com/r/Smite/comments/pp1ebj/smite_fun_fact_achilles_was_the_last_god/hd13p71/

The rework version may not be as flashy but we kept it for a few reasons. The first is the passive itself does have a component that on its own is a powerful enough passive. Generating free gold is potent and we knew it was getting stronger with a faster plant generation rate. With this we figured that rather than removing entirely the ability to do something post death and bolstering the passive slightly to compensate that keeping that as some extra flavor was better. We expected this to be the most divisive point of the rework; and it was. However since then her metrics, ban rates, frustrations are all in a much healthier place (they may not be perfect but are a significant improvement from the old version) and I am unsure if changing the passive even more would have resulted in something more positive unless it was entirely (gold generation included) reworked. We were already changing a lot however and this felt like a step too far. I think this has merits to be debated from from both sides.

I feel like boiling it down to 'successful passive' carries a lot of baggage that the linked post goes more into detail discussing. We do acknowledge that it has been a sore spot on her rework but the direction we took was one we felt we needed to make and at the very least has not harmed her rework from being successful.

SInce her rework we have discussed her reworked passive a LOT and I would still hold the following :

  1. Allowing her to fight at any level after death is likely to introduce frustration that would lead to similar problems that the rework was aiming to resolve.
  2. The clearest way to make this more unique/strong would be to add non-combat functionality after death (more than just placing plants). The most common of these is for her to be a living ward but I think it serves as a good example of after-death breaking fundamental promises players have with SMITE and why we had to rework her in the first place. Killing an enemy should offer you an advantage that you can act upon. Assume we did add the capability for her to see enemies. I think this could create a chilling effect on enemies trying to push their advantage. Not being able to leverage lack of vision and superior numbers to force fights and objectives since your team can be seen is the type of thing that can really re-introduce frustrations especially at a competitive level. It also doesn't really help this passive feel more stand out in modes where vision is less impactful.
  3. With the above listed it makes it hard for the 'revive' component to be impactful by definition of the limits I felt we needed to place on it. Having a small advantage on respawn to have a flower bed ready to go was about as intense as I felt was possible and I relied on her gold passive to bolster that; especially since I knew more plants would be generated on average in this kit.
  4. We made assumptions about what players would want to keep in the passive, what other strengths the current passive brought, and how the replacements would be viewed and given the negativity surrounding them we missed on this mark.

I still stand by her rework overall and from a pure functionality view of the passive, it does what it needs to do. Providing anywhere from half an item to a full item's worth of gold depending on how hard you play into it is a big deal. For the negativity surrounding it it has not stopped her from being much more successful than her previous version. It is successful but that doesn't mean it couldn't have been done and handled better. We have discussed what changing her passive might look like and it is potentially a large time investment with a risk of disrupting the spot we have found for Persephone. It could be done but weighing the work for that vs. all the other things we want to do/improve must be considered.

almost 3 years ago - /u/PonPonWeiWei - Direct link

Originally posted by hexaninja

Could you please at least bring back some parts of her old kit without it being super powerful. The most frustrating things about her kit were her passive and ult which you have already changed to be manageable.

The 2 is what made old Persephone super fluid to play with. But her new 2 is just super awkward to play with because you have to keep moving the entire lane to make them go in the direction you want. The plants are also never useful in a team fight without you having to commit your jump. She just went from one of the most fun gods to play to one of the clunkiest / boring gods to play. Please bring back her old 2 and nerf the dmg numbers if necessary. I know anyone who ever liked playing Persephone would want that.

I mentioned this on twitter but her old 2 did have a problem in that your ability to hit it ended up being quite heavily dependent on your opponent's skill level and not your own. Once enemies knew a quick stutter step maneuver this was not much you could do to make them connect.

Most top level players were mostly forgoing the plants and using the buds to detonate, especially off flourish as more reliable parts of their damage output. With the newer plants you have more control to let these connect or use them in ways to cut off opponents and get them to move where you want them to. They are still dodgable but you have more ability as the Persephone to get them to connect.

I do appreciate that Persephone fundamentally is a different goddess now; many of the tricks and mechanics she once used have been adjusted in ways that have similar theme but function differently from moment to moment. Ideally, we would just balance to help her out but at her core her design made that route not feasible if we ever wanted to see this goddess have any success that didn't frustrate anyone playing against her. I can't really say much against personal experiences of Persephone players that no longer enjoy her and we are not opposed to reverts where it makes sense, like Freya. But Persephone has found a stable playstyle that is still offers something different from other mages that more players are engaging with that isn't causing disruptions for everyone else in the match.

almost 3 years ago - /u/PonPonWeiWei - Direct link

Originally posted by Embarrassed-Hat-8165

98th lowest win rate in ranked conq and her win rate has never been lower in joust and I promise you, it’s not because of her passive. You guys have made it very hard to trust or respect you because you are making the most awful decisions and do not listen to your community. Do better.

You can see for yourself :

https://normal.casualsmite.com/gods/persephone?mode=conquest https://ranked.casualsmite.com/gods/persephone?mode=joust

In most modes she is up in win rate (including the 98th rank you have listed is up 3-5% from the lows she was in). In modes she has gone down she is resting much closer to 50% than her lower ends. In every single mode (barring duel) she is also more popular and holding more popular.