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29 Dec

Comment

Originally posted by TehOtherFrost

My main concern is that competitive games are designed/balanced relative to the demographic that plays them. If a game's player base had mechanical aficionados then character design would look much different compared to if you had toddlers making up the bulk of your player base.

Let it be known that I think all games have balance problems, but I think Smite has some exclusive issues because of its audience. I also think you and the rest of the devs are doing the best with what you are given.

"Popularity based on complexity": Popularity can be quantified by pick rate but how can we denote what the player believes to be complex? Is it in all modes, Conquest, Ranked?" Yemoja and Persephone are consistently said to be characters who suffer a low win rate because of how complex they are. However the inverse is true because their win rate suffers in higher ranks. I interpret this to mean that the complexity in the characters is mostly present as a steep starting learning ...

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LOT to unpack here and a LOT of opinion/assumption.

lets try to unpack this?

  • agree with you on the audience point - there isnt such thing as perfect balance - so what we aim for is optimal balance where "most" of our players who care about balance feel good about our decisions - this has been quite successful for us with increasing positive feedback and player metrics over the years

  • Popularity is quantified in many many different ways - and youre right that its not really ever easy to just claim any god is popular across all of them - casual arena and conquest ranked have different most played gods (but some that are popular across all) - The key takeaway about this topic refers back to my "diversity" section - and that is to say - we have different popularity goals for different gods. Sure we would like them to be all highly popular across all modes, but its just not possible. Some god has to be first and some god has to be last any way you...

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Comment

Originally posted by True_FX

I guarantee all of your metrics are skewed toward a 50% win rate for newly released gods because you include W/L for mirror matches. During initial releases, almost every game of Conquest has the new god on both teams. This inherently comes with an automatic 50% W/L because one always wins and loses.

The number of games with the god only on one team is small enough that when those games have an overwhelming number of Wins, the win rate is watered down by all of the 50/50 matches.

Maybe consider parsing your metrics to accurately convey the state of the god by removing mirror matches.

Every stat I shared in my tweets recently about new gods has mirror matches filtered out.

Its written in the stats image and in my previous tweet

Every stat i show my balance team weekly internally has mirror matches filtered out too.

I only include them when looking at raw popularity.

Maybe consider reading my replies, this might help prevent you from spreading misinformation in the future.

Comment

Originally posted by Kumatetsu94xX

One big thing though. You said you guys are constantly designing these new gods to implement new types of abilities, features, and experiences. This is great. However it is essentially making some older gods completely obsolete because next to nothing is being done for them. It seems like maybe one older god gets a rework each year to bring them kinda up to snuff with the newer ones, but I dont think its fast enough at all. You have over 100 gods and at least 20 have abilities that do nothing but damage and feel lack luster, especially when compared to gods released in 2020. So maybe take next year to just focus on buffing and reworking older gods to be what they need to be instead of expanding on a already very large roster.

We have no plans to stop making new gods. I believe (and much of the SMITE team does too) that this would be catastrophic to our playerbase.

New gods are the most exciting thing in our release schedule for most players. Meaning this is a huge factor in people finding the game staying in the game, or returning to the game after taking a break.

We reworked Loki - possibly the most hyped and exciting rework in SMITE history and it only just barely felt like it matched a weak new god launch.

Also, Many of these old gods just dont need reworks or updates. Kukulkan is one of the most popular gods in the game and his kit is a closed beta kit. Ra recently had small buffs and has become #1 in the meta. Most old gods who feel lackluster can be solved through our minor rework process or balance processes.

If you are suggesting we completely remake new gods in the name of old gods - aka LoLs "VGUs" where they make essentially a new character with the name/them...

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Comment

Originally posted by CloutDaddyLloyd

how do i read the launch data? i’m confused how you do the percentages

They are rankings out of the 110+ gods

so: Cthulhu was ranked #57 in win% on day 1 then rose to #6

Meaning 56 gods won more than him on the first day, but he was top 6 winnigest after 2 weeks.

All numbers displayed are "rank" in this regard - this makes it easier to see how gods relate to each other.

Comment

Originally posted by Avernuscion

Heya Ajax, it's good to know that you guys keep us in mind :P

Still, I'd like to mention one of my biggest irks so far with new kits is just the raw damage output they do. A lot seem to well, have a lot of things that total up into just more numbers. Like Cthulhu and Arthur having many damaging abilities, Tsukuyomi always throwing something that hits like a truck, Merlin throwing out a crazy amount of fireworks, etc. Or the lack of counterplay on some kits. I.e. Tsukuyomi able to hit air targets, Arthur not being affected by roots by auto attacking out from it, Cthulhu being immune to CC while in his ultimate, Danza being damage immune, etc. It might have been okay if they had like 4 flat abilities and then sort of had these addons to then work around, but it's like I'm seeing a pattern of "extra" so to speak (more so if they have stances, multi-shots or transformations).

If there's one thing that I think would be my 2 cents towards the process it's that I think god...

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I mean im not gonna go through every god with you but..

Danza has no leap/dash or stim - this seemed like a pretty big downside for the god, especially given how most high tier hunter picks look.

Odins downside was his transparency. The kit was quite predictable - i suppose the rework lost a bit of that but after some nerfs he has dropped off hard so the kit is certainly balance-able.

This "hard downside" concept tends to be applied in much too extreme of ways when discussed hypothetically. In real gameplay upsides and downsides are more subtle and counters are more soft. Id say this concept is intentional and proven to have its benefits after 8+ years of SMITE.

Comment

Originally posted by mrmasterjinx

The same visual glitch happens with cabracken. he does the animation for his single target stun for each auto attack

Yes this is known to happen on other gods - and the fix we are looking at will address all gods who can produce the bug.