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29 Dec

Comment

Originally posted by z_othh

Replying to ya bc I just want to make sure it's being seen; there's a bug on xbox w/artio that I've encountered where she becomes unable to use any abilities or basic attacks while in game. I've sent in a support ticket but again, just want to make sure bc it genuinely breaks the game if it's replicable. Lost a ranked game bc of it the other day.

i think you are referring to an old bug that can happen to all stance switchers - i feel like its been reported before on merlin or ullr - we have never been able to replicate it

It seems very rare or based on connectivity

any information about how exactly to get into this state would be much appreciated

Comment

Originally posted by Kaios-0

Just want to pick at some things here and hopefully you have time to respond. I know you have a small Ajax to take care of now.

Abilities have multiple components to add to the gods theming

I get this but also it seems like sometimes the theming takes more priority over the balance. An example being Tsukuyomi, why did he have such an immense amount of stuff tacked on to the end of his abilities? Like his bonus ranged basic attack having true damage...???

like Persephone and Yemoja having some of the lowest winrates in the game while still being regarded as OP. These gods have low winrates because most players cannot play them well.

Would it not also be a factor that these gods are/were banned quite a bit in ranked matches, or people just not picking them at all and therefore skewing the "winrates" a bit?

balance is constantly considered alongside theme and gameplay and tweaks ...

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Theme is very important - and you asked more on that so we will come back to it soon. Tsuku has more components in order to make his passive design feel complete. Has has the light and the dark basic attack, each are ranged, each with different shapes, and a different effect. The dark bonus attack also has a bonus effect, as does the light one youre referring to. You could argue that neither needed this extra bonus attack - being ranged and a different shape is enough - but we felt like the attack should have something additional and unique to diversify them.


ah the old "winrates being skewed" discussion - the answer is no - persephone and yemoja still get thousands of matches - hundreds of thousands in non-ranked. This is a lie reddit tells itself to make them feel better when their opinions have no basis in stats. Persephone and Yemoja have proportionally just as many "mains" as any other god - and their normal vs ranked conquest stats track well to eachother. ...

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28 Dec

Comment

Originally posted by Kaios-0

Just want to pick at some things here and hopefully you have time to respond. I know you have a small Ajax to take care of now.

Abilities have multiple components to add to the gods theming

I get this but also it seems like sometimes the theming takes more priority over the balance. An example being Tsukuyomi, why did he have such an immense amount of stuff tacked on to the end of his abilities? Like his bonus ranged basic attack having true damage...???

like Persephone and Yemoja having some of the lowest winrates in the game while still being regarded as OP. These gods have low winrates because most players cannot play them well.

Would it not also be a factor that these gods are/were banned quite a bit in ranked matches, or people just not picking them at all and therefore skewing the "winrates" a bit?

balance is constantly considered alongside theme and gameplay and tweaks ...

Read more

I do have good replies for all of those but cannot share them now with a baby in my arms lol

Comment

Originally posted by BlyZeraz

Ajax I gotta be honest you sound like you haven't even played him to think those things about him. And you aren't just some random commenter to get a pass. With all my eager playing of him it's been beyond clear from the start that his ult is one of the quietest in the game, is no where near slow, has some of the best range and control while manually guided, and it's wind up can only be considered long enough that it's not a good thing to use when someone is already right on you.

It's basically a free pass to 100->0 an enemy squishy and given the extremely long duration I've been able to circle people up to 4 times to finally hit anyone able to actually evade well at first. Most movement skills don't do much in the way of helping to avoid it.

Do not imply that the devs of this game "havent played" - its absurd and rude.

Im not denying the fact that the ability is strong. I was describing how its nothing like Loki.

Ive also done a lot of extensive testing on the timing of this ability and how easy/hard it is to evade the taunt - I agree with you that I still think its a little on the strong side.

Comment

Originally posted by Dansuks89

Just as an FYI Ajax, idk if you'll se this but your 100% correct here. You can compare Danza's play style to old Loki in the one shot aspect of it a bit (if your looking to use ult right into your one) but otherwise danza is a well designed character with nowhere near Loki's frustrations.

Thanks!

Yea I agree - you can compare these gods at a surface level pretty easily - they both have similar "trickster" themes so thats an obvious result of our design process.

We pushed ourselves to make Danza unique in many ways, especially from Loki, and I think we succeeded.

The god is a little OP - which im not afraid to admit - which is bringing about more of these intense emotions. We will continue to aim for balanced and when we miss it, make adjustments asap.

Comment

This change is purely visual. It makes Serqet LOOK like she is leaping - it does not do repeated leap damage, nor provide her untargetable states.

The nature of this bug is that certain animation states will continue to play even after the god has left the state. The Serqet player will see themselves acting normally, their leap will go on cooldown, but other players will see spammed leaps as they attack.

We are actively looking into this bug and are already testing a fix. I cannot promise a hotfix release yet, but as soon as we feel safe we will launch it.

Comment

Originally posted by Fair-Donkey-9046

How is Danz not just a hunter Loki?

  • An ultimate that is almost undetectable doing a large amount of damage and a mini-stun placing them right next to you. Or, its the opposite of a skill-shot heat seeking missile.

  • An AoE taunt only this time it affects gods and not minions

  • And Stealth, albeit not Loki level stealth, but stealth none the less. Have you guys not figured out that stealth and mechanics that have little to no counter-play are the most hated things to play against?

  • Danza ult is much more detectable? It has a very long warm up - moves rather slowly - and is easily avoided with a movement ability. It certainly can get lost in chaotic fights, but not much more so than other god abilities. Dealing with the inundation of information during team fights is a unique challenge for Mobas and a different discussion entirely.

  • It doesnt taunt towers - and it has a considerable warm up time before it CCs anyone. Its also counterable. This is a very shallow comparison and not the same problem we saw with old Loki at all.

  • This "stealth" is easily broken by any damage and even gives you many indicators as to where it might be worth attacking to reveal the god. Comparing this to Loki stealth and claiming "we havent learned our lesson" is just kinda of straight up rude. We clearly implemented a series of new counterplay options to this "stealth" as well as created a unique ability with strong themes fitting the god. Im ...

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Comment

Ive seen a lot of comments on new gods in general, so this response is going to go outside the scope of just OPs comments - but it seems like a fine time to share some more accurate and up to date information

First - OPs topic here

On the concept of "power creep"

New gods are designed to bring new features, new themes, and new experiences to the game. We are not intentionally overpowering new gods, we are not intentionally adding elements specifically for power.

Abilities have multiple components to add to the gods theming, or to put new gameplay twists on abilities.

On balance vs design

Balance does not directly relate to the "number of things" an ability does - its easy to have an ability that does a lot of different things and still be weak or feel weak, so comparing these two concepts directly is a bit of a misdirect in itself. Often new gods winrates go down substantially through some reasonable numbers nerfs, no components ...

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Comment

Originally posted by True_FX

Ajax responded to a similar post not too long ago. His response was along the lines of " research has shown that Smite players favor playing Gods possessing abilities with multiple interactions and abilities that take little skill to play and fundamentally pub stomp in most situations."

Translation, players like broken over powered kits. It is part of their marketing strategy now.

Not sure what parts and pieces of dev commentary youre cherry picking to put together this reddit tier conclusion, but this is not accurate.

I'll try to work up a quick response in a separate comment in this thread to give more information about this process.

EDIT: Longer - New God Launch Design Considerations can be found here: https://old.reddit.com/r/Smite/comments/kluxnq/why_does_every_new_god_have_to_have_power_creep/ghbwyv0/


27 Dec


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