Smite

Smite Dev Tracker




16 Dec

Comment

Originally posted by Avernuscion

Anyone curious as to why:

Ajax basically said he wouldn't include split push or burst Loki and this likely is what made ProfLoki tilt. But Ajax also stated this was the goal to remove those elements from Loki at the start of his rekit. Ajax from what I'm aware of, also spoke to ProfLoki etc regarding his rekit to accommodate players like him at the start of Loki being addressed. But the facts must be said: Loki is now more popular than ever and is in most people's matches, being hailed as a unanimous success with more of a bruiser playstyle. But rather than actually coming along with all those new players to Loki or adapting towards Loki's new changes, ProfLoki quits.

I get people are invested in mains. I've been invested in a few that have been rekit before. But the thing is metas come and go, items change. Nothing is really set in stone regarding characters. There's always the opportunity to well, play some other character and latch onto that as well? Out of 106 o...

Read more

Obviously not my intent to upset anyone, just saw a good opportunity for a mean girls joke...

Whether or not I personally agree with his feedback, his post sparked some Olympian discussion and we are certainly still open to adjusting Loki, likely by continuing to move him more toward a jungler without breaking our goals of the rework.

Seems like the rework has been very successful by most metrics, and we do not plan on reverting him (which was my point of the joke) but that also doesnt mean hes "perfect" yet either.

Its going to take time though, we arent going to rush Loki adjustments until we see more data especially once the new S8 map launches.

Comment

Originally posted by Xaoyu

When healing is too strong players die less

thats... the point ?

Why would anyone play healer rather than a pure damage dealer if he can't get as much value from his healing as from a potential higher burst damage ?

A dead enemy can't hurt me. So if i can't stay alive thanks to my heal, how can being a healer be as good as just dealing more damage ?

You created the problem by making your playerbase entitled to get kills quite easily : someone is out position he just dies. and everything that would prevent that death is considered as frustrating and game breaking.

The healer role existed in a lot of other moba (multiplayer pvp games in closed map) and people were used to deal with it. It was just part of the culture. "Focus the healer !"

The whole heal-anti heal thing in Smite is an articifical feature. Strong heal abilities are here to give an impression of kits diversity and anti heal is here to nullifie it...

Read more

Yeah, that was the point. I wanted to make it clear what it means for SMITE when we turn the healing knob up across the game.

Taken to its extreme, imagine a god that can ONLY heal. That god existing in that match would have to significantly reduce the kills to be considered even remotely effective.

My major point was to the original poster. He was pushing for healing to be its own identity supported with a slew of items. This turns the the knob up across the game by default. It must result in less kills; there is no other possible outcome to that proposal.

I think there are players who would 100% prefer that type of game. But we have to decide if that is the type of game most players would prefer and we have some historical evidence and we have made choices from the beginning of SMITE that tend to push the game in a different direction. The direction of SMITE has also changed over time as the design team refines and adapts our goals based on player feedba...

Read more
Comment

Originally posted by Sinisterniik

Thank you for responding here. It's always helpful to get insights from designers.

What puzzles me is that Hirez recognizes that healers are strong and then continues to buff them. Ra and Guan both recieved buffs recently (and Aphro/others before that). Caduceus Shield was brought in as yet another way to buff team healing -something that was rare for a solo laner to consider up till now. You also changed the healing mechanic in 7.11 so that there's even more healing across the board. Other than Tsukuyomi, the last several gods ALL have healing in their kits going back to Set/Horus.

So while you seem to recognize that healing is an unfun and difficult to balance mechanic, you continue to both buff existing healing while introducing new ways to heal.

I just dont understand the rationale. Adding the antiheal crit item is nice, but it shouldn't be Anhur's responsibility to apply antiheal to an enemy Hel. Contagion doesn't stack with Pestilence, so there really ...

Read more

We have a few different approaches to balance. In general Warrior healers were not seen as effective and more specifically Guan Yu was not seen as effective. It did not matter that Guan Yu was statistically performing; he was often placed as a very low priority pick across the board.

Ra was in a similar spot until recently, seen as a mid to low tier mage at best. It did not matter that he statistically does well.

We have seen this year that focusing on the perceived strength of the character and how it feels to fight as them and against them in the context of a match is much better than pointing at our spreadsheets and going "We are right, sorry guys".

Gods having healing in their kit is contextual. Healing itself isn't bad; my argument is too much healing is bad. Tsukuyomi's healing is somewhat limited in that he won't find much to Basic Attack for long enough to heal. Set MUST be fighting a god to heal and Horus' heal has very low scaling making it larg...

Read more
Comment

Stop trying to make split push and instant burst Loki happen. Its not going to happen.

Comment

Originally posted by Avernuscion

Well that is interesting. From my perspective I'd have thought being able to tank more in itself among all classes would be somewhat of a feelsbetter as it allows for more reaction and less frustration value as it allows for more counterplay. While games go quicker because players are being deleted, it still from what I'm aware of leaves a sour feeling thing in people's heads that they just got insta-gibbed.

I do however think that healing metas are more frustrating on the visual perception of it being your enemy just instantly stimpacks back to full and I suppose being just helpless to do anything about it? In a sense a heal is a translation of mana to hp over time, whereas if one doesn't have a heal then this mechanic is scrubbed out entirely. If healers also get speed steroids and so on in the case of Shield of Regrowth and Hel's Inspire but also in the proliferation of having items that increase their movement like Doom Orb, Charon's and Relic Dagger, that's also some b...

Read more

I should clarify burst a bit. In general what I mean is that when players dump their kits into each other, someone dies. Since they have to dump multiple abilities even burst comes out over a few seconds. MOBAs should have a higher time to kill than say a game like Counterstrike by default.

When things get TOO bursty (see old Loki, when you feed a He Bo, etc.) it can become frustrating as you often feel like you cannot play a fight.

Some characters will push for faster responses (if you hear Kuku ult you better Aegis) while others will allow for slower fights but the detrimental slowness is when gods can dive each other, dump 1 to 2 rounds of their full kit, and nobody has died yet. Even if it feels fun to someone who enjoys those types of fights it can be difficult to even end a game in that scenario.

Burst does have a distinct disadvantage as if you aren't attuned to reacting to it (new player as you mentioned) you are more susceptible to what feels like...

Read more
Comment

Originally posted by Caesarthepeach

This sounds weird ,but here's one thing I think that helps solve the problem that we have as healing and anti healing itemization. The healing spike from asclepius, or the anti heal spike from things like divine and brawlers make healing just WAY to binary. If your team is scrambling to get anti heal online the match feels terrible, but then suddenly you have cursed ank , divine and brawlers and it just feels like a landslide difference.

Why I bring this up is, the problem with percent pen was very similiar, where the fall and spike in the effectiveness of prots and %pen were just too sudden. Why not try to spread out the anti heal stat amongst some items kind of like what was done with percetage pen, and then introduce new items that have spread out stats that provide % healing bonus as a stat..along with that, I think most "healers" should have their scaling on heals waayyy lowered way down , but you can encourage itemizing specifically into a new tree of healer items t...

Read more

I touched on that a little bit; the per fight feeling of your healing can wildly vary from moment to moment. It isn't even about people knowing if anti-heal exists as Diamond+ Healers have a clear advantage. Ff those players cannot recognize when to buy Anti-heal and apply it regularly then basically no-one can (or healers are not shut out entirely but can feel that way).

Comment

Originally posted by PonPonWeiWei

We have spent a lot of time over the years discussing healers, their role in SMITE, and how best to support them. I think you have done a good job outlining some of the variance caused by healers and an approach to resolve that; but I want to provide some more context of our opinions so you can see why we are where we are with healers.

Lotus Crown was an attempt for a more healer focused item. This item when released was incredibly potent creating what you described at the end as a problem state. You could largely flex this as a one off and make your heals provide super utility while still building full damage. There are likely healthier ways to do this but healing has some core truths that we also try to be careful of. These are simply what must occur when healing is strong.

When healing is too strong players die less. When healing is too strong combat can feel less meaningful.

We often bounce between a Tank Meta and a Burst Meta. While somewhere in betwe...

Read more

Thanks, Pon! Nicely said!

I'm afk for a bit with the little guy, and Pon probably said it better than i ever could anyway.

Happy to see the community starting such deep discussions! And we have already been thinking/working on this topic already - i love when design + community align.

We will discuss more with olympians and pros and ill be back in this thread later if needed.

There are a lot of different ways to adjust healers, and we will be clear with our goals and our processes when we present anything on this to you all in the form of patch notes.

Comment

Hello RafaReMark and thank you for participating on r/Smite.

Sadly, your submission https://old.reddit.com/r/Smite/comments/kdxx98/-/ has been removed for the following reason(s):


Bugs and Tech issues

This is a community-ran forum and therefore not the best place to ask for help regarding technical issues or to post about bugs ingame.

If you have found issues related to the latest patc...

Read more
Comment

We have spent a lot of time over the years discussing healers, their role in SMITE, and how best to support them. I think you have done a good job outlining some of the variance caused by healers and an approach to resolve that; but I want to provide some more context of our opinions so you can see why we are where we are with healers.

Lotus Crown was an attempt for a more healer focused item. This item when released was incredibly potent creating what you described at the end as a problem state. You could largely flex this as a one off and make your heals provide super utility while still building full damage. There are likely healthier ways to do this but healing has some core truths that we also try to be careful of. These are simply what must occur when healing is strong.

When healing is too strong players die less. When healing is too strong combat can feel less meaningful.

We often bounce between a Tank Meta and a Burst Meta. While somewhere in betwe...

Read more

15 Dec

Comment

Hello jaradat02 and thank you for participating on r/Smite.

Sadly, your submission https://old.reddit.com/r/Smite/comments/kds0em/-/ has been removed for the following reason(s):


No Begging/Buying/Selling

Do not create posts or comments to beg, sell or buy content. This includes god skins, ward skins, gems, godpacks, boosters, physical goods or other Smite content that can be purchased. If you would like to trade content y...

Read more