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18 May

Comment

Originally posted by AFKInSolo

Don’t get me wrong, this is 100% a rant post and I kinda understood that this was a casual-focused patch from the get-go. Just extremely frustrating from a competitive point of view to hear somebody on the design team seem to misunderstand what warriors physically need to do to stay relevant.

Not saying that there’s any clear-cut solutions or that I don’t understand what you guys are trying to do on the design team, I really respect what you guys do and like I said before I was enjoying the new patch even with its issues, it’s entirely just that hearing that on the podcast really threw me for a loop and made me extremely concerned that rather than an oversight it was an intentional decision to force a change in solo’s identity

Aggro is not misunderstanding warriors. He is just questioning the class/role and discussing if there are any other possibilities.

I think we can both agree that in the infinite possibility world of game development - surely there are other ways that warrior or solo might be played, right? And by played i mean - viable and impactful.

Those ways might be too much change, or not enjoyable to current solo/warrior mains, or too hard to achieve via dev resources - but they surely exist right? All he was saying is that he wants to stay open minded and see if any of those options exist.

You are exactly the type of player he is asking to give it a chance. Try some new things. See what we can learn together.

Its clear that a lot of people have no interest in that, though. And Thats ok. Im not here to validate your concerns about a designers comments - but I am here to reassure all SMITE players on how we plan to handle the entire situation with Solo Laners a...

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Comment

We will absolutely be working to adjust warriors and solo lane as soon as possible. There are a lot of factors that are combining into this situation, so we always want to gather more data and feedback before we act.

We dont even have a full day of data yet, and we expect to see some interesting decisions from teams in the masters LAN, but we are prepared to buff warriors and their solo lane ability as soon as possible. Even with this feedback in PTS and the closed SPL testing phases - we did not want to act too quickly on it for the following reason:

casual vs competitive player perception.

Casual players perceive Warriors to be simply OP in every way, this is an extremely common sentiment and one that has been common for years. Casual warriors can 1v5 teams by being tanky and dealing high damage at the same time, this can occur in any game mode.

Competitive players see Warriors as jack-of-all-trades - meaning they can do a little of everything but...

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17 May

Post
New Slipknot Event!


Slipknot is here to put on a show in SMITE! 🔥

Slipknot legends Corey Taylor, Sid Wilson, Craig Jones, Michael Pfaff, clown, Jay Weinberg, Mick Thomson, Jim Root, & Alessandro Venturella are joining the Battleground of the Gods!

New Conquest Update - Knight's Keep


Welcome to the Knight's Keep!

Obelisks will now have medieval themed visuals for the structure and the offerings, and will be filled up for a reward in a similar manner as before. However, offerings now will drop only from Lost Knights who spawn within Mist across the map, and the reward will be a siege weapon instead of Indra’s Scepter.

There is also a signif... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

16 May

Comment

Originally posted by Reia_Varactyl

I appreciate your feedback and I will continue to be skeptical of the debuff, but I do have one request if it has to stay. Is there any way to make it take longer for the debuff to reapply? I really don't think that players should be able to be debuffed by a Brawler's Beatstick/Divine Ruin while also being debuffed by the global antiheal. It feels really bad and it seems really inconsistent.

We can discuss it!

Comment

Originally posted by FindingThoth

Ajax, speaking of Brawlers effect, why being attacked by pets do not remove the effect?

pets arent gods

Comment

It wouldn't be that large of a surprise... we did specifically write in the 9.5 patch notes that these changes might buff healers.

The brawling rule was never intended to take all healers out of the meta, its intended to decrease out-of-combat healing which creates less interesting gameplay and is often a big complaint point for when healers do become meta.

We know that a group of people in this community aren't very keen on the brawling rule and how it was implemented, but the more we look at the more successful we think it was.

Brawling makes sure that high sustain gods need to fight against other gods to get the most out of their sustain. When we implemented brawling we also were very mindful of the various types of healing, and brawling was in fact intended to nerf all of them. Self healer and Lifestealers are also very powerful archetypes in SMITE history, even though they generally draw less rage to them than group healers.

The brawling rule n...

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15 May

Comment

Originally posted by SofaKinng

When you say elevation I assume you just mean as a delta from 0, with 0 being ground level. The reason I ask is because the various gods that go underground for their leaps (Hades, Scylla, Izanami) can be pulled by her ult as well. How do "banish" style knockups work? Like Heim, Kumba, and Ne Zha ults? Are those actually just banishes that look like knockups?

Well the ability mentions leaps. Which includes those underground travel abilities.

What awilix is really looking for is any sort of "leap" state or "rising" or "falling" states.

She cannot pull from banishes. All three of those ults are banishes.

Freya banish does drop enemies from the banish so there actually is a short fall that awilix can pull from

Comment

Well this is from 2018 and was clearly in response to some sort of context.

Knockbacks and knockups are the same type of cc and thus the same type of immunity but the direction and momentum applied can be different.

We tend to use knockback for hits that apply mostly horizontal movement. And knockup for mostly vertical.

Generally we tried to use knockback as the default term but then people complain that's it's inaccurate because many are used to knockup or the ability knocks more vertically.

I'd agree that the immunity text could be more consistent and all should say "knockback" because it is in fact the same immunity.

As for other interactions and applications it tends to use the one that's most accurate or relevant. For example. Awilix pull only cares about elevation. It does not care how the enemy gods got there (as long as they aren't cc immune)


14 May


13 May

Post

What's up Divine Deities!

PTS for the Slipknot Update is LIVE! You can find the full Update Notes here.

Be sure to post any bugs or issues found from PTS in this thread, and please leave any feedback you have about any of the latest balance changes around Time to Kill, the Knight's Keep Conquest Update or Classic Conquest! You can also try out the amazing new Slipkont skins, and everything else 9.5 has to offer!

If you would like to participate in the PTS click here to find out how.

That's not all though! PTS is available on Xbox now and PlayStation as well! You can g...

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