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23 May


22 May


21 May


20 May

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Hello u/GodOfSeasalt, thanks for your submission, but we've had to remove it for the following reason(s):


RULE 9 - Meme Monday

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19 May


18 May

Comment

Originally posted by stopeverythingpls

I hope this is noticed. The TTK changes for creeps makes the game a drag early. I’ll just be talking about early because late game is actually enjoyable, getting there is another story. Carry struggles to clear waves, as does solo. By the time one wave is cleared, the next one is already there, so then you can’t get xp, back, etc. The objective buffs were great imo, but camps and minions take too long to clear if you aren’t the jungle.

We felt that buffing minion health was important to make sure the early game was still interesting.

If minions die very fast AND everyone is harder to kill - then you get much more in-lane stalemates.

The slower minion clear gives more opportunities for pvp combat, and puts more pressure on HP and Mana management - which is a key factor in skell expression in mobas.

We might tone this down a little but in general we think it was necessary to pair with the god TTK changes.

Comment

Originally posted by North-Traffic3780

Hey /u/AFKInSolo I will comment here because I want Ajax to see that there are people that support this patch, not just complaints. Actually, there is another post with a poll about opinions on the patch, and it seems that the "I liked it" has like twice the votes than "I hate it". And all the complaints I saw were about warriors and solo lane.

So, let's go to my opinion. In the episode of the backliners podcast before this one, they compliment BaRRa on his performance on the masters seeding and he says that the truth is his frontline is playing very well and it is easy to do good as a backliner in this scenario. For me, this patch makes Smite a real team game again. In the last metas it didn't matter if your backline was better or worse, because as an mage or adc, if the enemy frontline wanted you dead and you had no peel, they would just blink on you and delete you. Now, the backline has a chance to play and make a difference.

Also, I th...

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We aren't really that concerned about "what a moba is supposed to be" but i understand why people are using that term - its a strong reference point to explain what theyre feeling in the game and why the like it.

Often in SMITE history we prided ourselves on being a bit different from the other mobas, and having more combat, more action. However, over time that seemed to push itself too far - and thats why we walked it back. SMITE is still less about farming and laning and other mobas.

Our real main goal was to deliver what SMITE players want, and deliver things that will get them excited to log in and play every day. We saw some great metrics yesterday so I think it was overall a good design - but not necessarily because its more like other mobas.

Comment

Originally posted by Graitom

I played around 16 games now and I don't agree with his comment about gods being unkillable AT ALL. People still get early game kills, games still ends with roughly the same amount of kills as before (albeit a bit longer game). I love this change. But definitely take your time on working out the "problem" with warriors. Thanks, appreciate your work.

<3 still checking the data but in general "kill count" seems to have come down but by a pretty small amount

Overall seeing a lot of positive feedback from 9.5 - we do owe Warriors/Solo some love though

thanks!

Comment

Originally posted by EntrepreneurMuch2730

Warriors should not have to default into being a second f**king support because some silver kid thinks they are oppressive because he refuses to build any pen when at high ranks warriors have been getting blown up and shit on every update with absolutely no love from you developers and now your planning on gutting their solo lane identity too, this is absolute garbage

lol this here is what reddit is all about

ill also go ahead and explain some more - "casual" here is not a perfect description of who within the SMITE community was pushing for changes like this.

We saw lots of feedback about - Warriors are OP, Hybrid items are OP, and Kills are too easy to get - from our top streamers and many players who clearly play at well above a silver level.

Generally the GM and SCC/SPL were less interested in these changes though.

So yea, a lot more people than this hypothetical noob youve invented wanted these changes. and i JUST said we will be looking for ways to bring back warrior strength, so you can relax :)

Comment

Originally posted by throwawayformature

Don't you guys think buffing another class is going to introduce more problems than it is going to fix, simply by virtue of continuing the trend of upwards power creep? Because then the guardians are going to need a buff. And then the assassins. And then it goes back around to the mages and hunters.

And if you buff their items to the high heavens to undo what you've done, y'all know other classes will just use them as well?

No, because we just changed everything by such a huge amount.

We just made everyone 40% tankier, so wouldnt it be pretty safe to make one class deal 5-10% more damage if they clearly are the ones who need it the most from player data and feedback?

Even after that buff we are still extremely far away from where we were before. We are seeing pretty much 100% of the negative comments on 9.5 coming from warrior mains (and a small % who just dont want the game to be slower at all) So its pretty clear that warriors/solo need a buff more than other classes after 9.5

We certainly have to be careful about what items we buff to make sure we dont buff the wrong class, and we have to be cognizant of how classes compare against eachother. But the whole point of this thread is to communicate the idea that "warriors need some buffs to even compete with other classes"

Comment

Originally posted by heqra

since I see you are seeing these, let me start of by saying Im a MASSIVE fan of yalls work. the last patches before 9.5 are brilliant, and im almost always blown away at the quality of changes in comparison to other developers I play the games of.

but this was not it. this last patch has made every game feel like a slog, everyone feels bar unkillable, requiring an immense amount of cc and multiple dps around to finish anyone with a jump off. every game has been adc's running rampant, healing for their hp and dealing mage damage with each auto. I love high damage adcs, I have no problem with this, but the fact that tanks now can not dive and kill these people is incredibly unhealthy.

this game has made tanks that actually feel good, in comparison to the normal more khepri-esque tanks we see in gaming (I love him dont get me wrong) but the cerbs and kuzenbos, the achilles and gilgameshes, nothing feels as good or smooth. I dont want to see them go, its the most ive ...

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Ive seen this kind of opinion a few times, and I dont want to invalidate it outright - but i think its intensely more rare than the opposite case.

Most people seemed very pleased with their gameplay session yesterday. Id say its extremely unlikely that we revert to where we were before. If any revert occurs, it will be slight.

Comment

Originally posted by CrSavage13

/u/HiRezAjax

You guys went from the one extreme to the other. From nemean being op > to this patch

And don't forget guardians as they're also impacted by ttk changes and the item nerfs cthulhu, cerb, ares bacchus

We havent forgotten. EVERYONE got changed this update. and we are going to be looking at every class and role for future balance.

By most data and feedback guardians look fine though. Still strong, even with less ability to kill squishies in the early game (which is exactly what a huge portion of smite players wanted)