We disabled the aspect for now, and I have submitted a fix for it so should be in a hotfix hopefully soon.
We disabled the aspect for now, and I have submitted a fix for it so should be in a hotfix hopefully soon.
New classic skins don't appear to be in the classic skin chest.
I'm unable to sell my Tier 2 after leaving the fountian
This should be fixed!
This should be fixed! Apologies for the inconvenience.
New classic skins don't appear to be in the classic skin chest.
I'm unable to sell my Tier 2 after leaving the fountian
That’s a valid reason to nerf them but how come base stats aren’t adjusted so they’re still viable? Coz it’ll just be like smite 1 no one is going to touch these items for months again and they’re been pretty fun to have in the meta for a while
Because there is also a fix to how the penetration is being calculated, as a bug was found. The nerf isn't as big as it appears, as it hasn't been really at 15% in most situations anyways.
If you were to take an average it was probably closer to 12%, and a 2% shift is probably something it can survive without other adjustments. We also can quickly bring up the stats on this item if we see it tank in stats, but it probably has some room to fall.
It's worth reminding that the complete notes make mention of this, it's always worth being a bit cautious when reacting to non official note sources.
The general idea is these were some holdovers from the previous rounds of Penetration nerfs. They provide quite a bit of Penetration and are a contributor to bruisers being more potent.
Adjusting Penetration had a few goals, from slightly lowering lethality and assisting pure tanks in being more successful, but when those two goals are accomplished, generally it also means Bruisers tend to benefit the most of any 'role'. The context these items were in before is different than they are now, hence the adjustment here.
Keep in mind these changes are also in concert with other adjustments, some datamined, some not, some not final.
I'll also add that Awillix loses her ability to leap on pc after getting knocked up while riding suku. It causes the player to have to dismount and remount. You maintain the move speed and appear on the mount, but can not jump. It could also be that the player has to re-click the button bound to the first ability, but this has been mostly false in my countless spamming of awillix in arena.
We identified 3 cases where this happens this morning. 2 will be in an eventual hotfix (silence, death specifically); the 3rd is more complicated but we have a repro internally which is most of the battle.
Interesting. Not sure why it feels so off then? Could it be a hit registration issue?
Edit: thank you for looking into this though.
Edit 2: I was unable to play today due to the xbox issue earlier. Is it possible this was accidentally fixed in the hotfix today?
Unlikely, as I looked at the history of the file and I did the most recent change which didn't fix this.
We DID a lot of feels adjustments to it, so maybe some of the weirdness you felt was that which is now fixed.
Goated thank you so much!
Just as an update, it IS hitting the extra range as far as I can tell. (Normal Basic Attacks are 1.92m, Awilix is set to 2.56m, which should correspond to the 12 vs. 16 she has in Smite 1).
The tooltip however is incorrect, the tooltip was stating the wrong amount.
I'll check on this before I leave and submit a fix for it. May take a day or so but should be an easy fix.
I understand why you all might feel like this, but I really did consider staying at Hi-Rez and would have been happy to stay here for as long as possible. It was for my own personal reasons that I decided to try something new.
I have seen what SMITE 2 has planned for this year and there is some really cool stuff, and I do believe this game can thrive for years to come.
I also wanna thank the r/SMITE community specifically for continually showing so much passion. Community feedback has always been, and still is, a super important part of our planning process, and we can always count on reddit to provide some... strong... opinions. Thank you to each of you who take the time to post, comment, or even just lurk here.
What is the Thor aspect scaling with?
Also, are you not supposed to be able to cancel channeled abilities for hydra/poly procs anymore?
Max HP.
It was specifically he could cast his A01 but cancel it so quickly it didn't take the cooldown/cost. You can still cancel it to get poly/hydras, but it should now go on cooldown properly.
The information below is from last week's patch. OB5 releases next week.
External link →There will be one tomorrow morning :)
I'll take your word for it regarding the price increase but there is no need to pretend or be deceptive on my part. With or without chests I'm literally stating a fact regarding purchasing power and I don't know how many more times I can explain this to people in this sub.
Example: Joki costs 400 gems in Smite 1.
a) In Smite 2 I get 400 legacy gems. Joki costs 1600 gems in Smite 2. It's 4x more expensive. I lost 75% of my purchasing power.
b) I bought the founder pack for $30. In Smite 2 I get 800 legacy gems. Joki costs 1600 gems in Smite 2. It's 2x more expensive. I lost 50% of my purchasing power.
Getting the same amount of gems doesn't mean you kept your purchasing power if things also cost more in that currency. We can discuss whether all legacy skins should cost the same or not but at this point I can't have this conversation again. I'll simply check back when the game is out of beta or whatever the next big milestone is.
Like I said, I'm not speaking about pricing, I'm just correcting what is obvious misinformation. I don't wanna get into pricing cause all sides of the argument have valid points and it's been beaten to death in this sub already.
This is such a frustrating predicament because it's genuinely not something we can blame the devs for, and it's certainly not something we can expect of them to upkeep with their current numbers, but it's just impossible not to be disappointed at the new pace.
Taking 3 years to bring all old gods back is insane and will have a HUGE impact on the playerbase long term. I'm sure people don't mind waiting for their gods to come for a few months, but an average Joe just won't stick with the game if their favorite part of it is gone for years.
Genuinely screw Stew and any of the other higher ups who mismanaged the situation to this point. All they had to do was not waste an insane amount of money on stupid sh*t that didn't bring them any returns and instead keep your developers around so that your game can actually feel like Smite by the end of 2025.
Read moreLast thing that rubbed me the wrong way was doubling the legacy skin prices from 800 to 1600 and putting them in 800 legacy gem chests. Apparently their excuse is that the skins were on discount until a chest system was added. That's funny, weren't we supposed to keep our purchasing power with legacy gems?
By that logic their "keep your purchasing power with legacy gems" promise falls short and that's the only reason I bought the founder pack. I'm expected to pay 1600 legacy gems for a skin that costed 400 gems in Smite 1. Even if I paid $30 for the founder pack (which I did) then I still lost half of my purchasing power because I only got 800 legacy gems from purchasing the 400 gem skin, and they are charging me 1600 legacy gems for it in Smite 2.
I would only keep 25% of my purchasing power and get charged 4x for the same skin if I didn't pay a whooping $30 for the founders pack to double my legacy gems first. That's on me for expecting Hİ-Rez to actually keep a p...
Not to be that guy but what they are saying is genuinely true. When the original pricing came out this issue was raised and it was clearly stated they will keep the prices as they are, BUT until there's discounted ways to get them (e.g chests), the skins themselves would be on a discount.
Not commenting on whether or not the pricing is fair, but it doesn't help if we pretend as if they were somehow lying to us for the past 4 months or so when they were explicitly clear about what the pricing will be and there was no issues within the community about it.
I'm actually super curious how that happens? Like in simple terms because I don't understand dev stuff at all
Basically the build pushed to epic had the wrong file path, so the launcher was trying to launch something that wasn't there. It happened because of a change that was made on Epic's side that wasn't noticed while the hotfix was being pushed to release.
Not their fault at all, has more to do with the speed at which we're hotfixing (and this is simplifying a lot) but think of it like you're entering a username and password to login somewhere. Then one day the username and password fields swap positions - so you fail to log in. Not the worst thing to fix once it's caught, but basically it had a cascading problem that caused the epic launcher to try and launch the wrong thing.
In general, unless we did something artificial, this is partially the nature of matches where in theory teams have roughly even skill.
You can try something like this yourself by flipping 100 coins (or just use a online tool) and in just the few times I tried this just now I had a 4 tails streak, a 5 heads streak, and a 3 -> 3 -> 3 flip flop within my first 10 flips.
Actual win and loss streaks are going to happen unless we intentionally intervened to counter it and after a loss intentionally tried to make your next match a win to make it feel less like streaks happen.
There is a second note to your feedback which is perceived quality of the match, and while ideally each match feels engaging such that win or lose you had fun, feeling like you got 3 matches back to back with teammates who are not on the same page as you is going to stick out. Better quality matchmaking should in theory help but even still, people have their off days. Yesterday in a test I ...
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