can you send me the match ID so i can report this issue? You are right, it should not happen and is not intended to happen.
can you send me the match ID so i can report this issue? You are right, it should not happen and is not intended to happen.
Nightwalker Anubis
PRIMORDIAL ONSLAUGHT - Increased Base Damage from 60/70/80/90/100 to 80/90/90/100/100
Ugh, I hate it when they do this, what's wrong with 80/85/90/95/100?
this was done because she gains additional shots on each repeated number, so the total damage does increase each rank still
Firing Ares chains feels great to me.
Chains aren't terrible, but I sure wouldn't call them "great". Here's an example from a Mast video: https://youtu.be/OvsxhHGFMzw?t=892
Last frame before the ability targeter disappears: https://i.imgur.com/cZWwQ8N.png
From here, it looks like the chain should more or less go until it reaches the brick right outside the towerline.Where the ability actually ended: https://i.imgur.com/3OsKasz.png
Here we can see the chain actually ended up further right than intended.I'm not gonna pretend I knows the ins and outs of any of this stuff but maybe a quick fix could be simply making the ability targeter disappear a little earlier? To me, if the ability targeter is still visible, then ability should still be able to be aimed.
hmm now this actually looks like a bug - ive not experienced it though so it might be some specific bugged state ares can get into or perhaps related to connectivity
Read moreI understand exactly where you're coming from, but your idea pitch here is based on the current items in Smite and how healing works in kits. This could be changed with effort.
For example you could create a new series of hybrid items that have the healing stat on them combined with traditional stats, as well as editing current items to have the same approach. Healing within God's kits would also need to be changed to exclusively work with the healing stat beyond their base healing. Obviously the approach here will need to be well thought out and will likely take a series of balancing efforts, but I truly believe a healthy level of balance could be achieved.
Let's take lotus crown for example, and Aphrodite:
Why lotus crown? Well it's already an exclusive healing item because of the passive.
- +30 Magical Power
- +60 Physical Protection
- +20 MP5PASSIVE: Any god affected by your ability heals - gains 20 increased P...
I appreciate you using some real examples and numbers, i think this helps illustrate the concept a lot better than hypothetical descriptions.
But this doesnt change my thoughts or my key 2 points
we dont want a class specialized on high amount of healing
doing all these changes vs just nerfing specific healers healing or damage has almost the exact same effect. The only downside is the direct nerf option doesnt allow players to opt into high healing strats (see rule #1 though, so this isnt actually a downside)
I don't think it's wise to dismiss this so quickly, if healing gets its own stat and hybrid itemization you can always keep it in check. Meanwhile with this "not brawling" system I've seen people withdraw trading hits with the enemy in the mid game because "they'll get healed more afterwards" (and they were right). As of now it is absolutely counterintuitive and tedious.
This situation doesn't occur if you hit the god with anti-heal effects though.... right?
Read moreThank you so much for taking the time to respond to my post, I'm honestly a little star-struck. And thank you very much for letting us all know what your current thoughts and plans are moving forward with this situation. I'm not sure how much valuable insight I have, since I'm just some random person who plays this game.
I make this suggestion because I have seen a lot of discussion about it, and while healing is strong I really love healers, and I know a lot of other people do too. The answer to this right now in the short tern is just nerfing healing a lot, but to be honest I'm more attached to providing a lot of healing than dealing a lot of damage when I play these characters. So I wanted to look for a kind of solution where that could still exist. It's interesting to me when you say that high healing with low damage and defense shouldn't exist. To me it seems like it already exists on characters, in addition to one of those other things already. So I'm not sure why th...
Gonna keep this one shorter even though there is a lot here but my main counterpoints
I think the type of support you have described will be inherently unviable in SMITE. You need a tank/frontliner. We have overwhelming data to support that. If you are playing a healer+buffer support who is still squishy, you will likely have a higher chance to lose the game (unless you counteract that with intensley strong buffs/heals, stronger than we have seen before)
The other types of game you are comparing this too arent relevant to SMITE - LoL and Dota should be the most high priority comparisons. LoL does tend to have supports that rely less on being pure tanks - but nearly all the top tier supports in the game right now are tanks (via op.gg stats) - and they have actively made changes to reduce/mitigate healing in the past, and generally see high healing as a complaint. Dota focuses on more extremes between characters and more blurred lines in meta and role...
As part of this post you mentioned that you don't want to add items which few gods use. Why is this? I personally like it when certain items are only built on a select few characters.
Its not terrible for the game, we just generally try to avoid it. It essentially wastes the potential of an item and it creates confusion or mistake scenarios for players like buying golden blade on a god who specifically doesnt need it.
Read moreI definitely see what you're saying, but I think approaching it from a different perspective could also be helpful:
You're right, this isn't HotS, this is Smite. In Smite, we have items, and that's a huge deal. Items are what allow Hades to be played in the solo lane, they allow flexibility in play style. Yes, we could rebalance Aphro to be a dedicated healer, and yes making 6-8 new items would be a herculean effort, but I think it's worth considering the payoff there: Suddenly, builds and counter builds become more important. Aphro building damage or healing completely changes the dynamic of playing against her as well as the best way to counter-build her.
It also has the benefit of not removing old play styles of Aphro. If you play Aphro because you like her damage kit and the healing is a nice bonus, then build her damage with maybe 1-2 healing items like you've always done and your Aphro experience will be mostly the same. If you want to play a dedicated healer...
I think you are overestimating the value of the build diversity and counter building.
Aphro will still heal enough to merit needed anti heal even if she is going full power in the new hypothetical system.
Full healing Aphro will either be similar to Aphro now but with less damage (same effect as dmg nerf) or too much healing to the point where it feels uncounterable or frustrating.
I just don't see the payoff the same way you do it seems. Maybe we won't change each others mind today and thats ok. We still have healing changes planned so we can see how those go and get feedback over time.
Id like to clarify that im not overly concerned about "the amount of work" - we can plan the time for it. Im concerned that results are far less fun than they sound, and lead to actually more unhealthy/dangerous playstyles rather than improved ones.
Ares is one of my most played gods and I do not understand what this post is saying. Firing Ares chains feels great to me. I dont think this is a bug? but more of an intended effect of this unique ability?
My guess is that changing this might have a big negative effect on muscle memory of Ares players, so im not too keen on this idea unless we can find a more specific break-case.
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I don't think id say that - we could plan it for 9.1 or something and make it happen if we really wanted to.
But i dont think its the best design option nor do i think its the best value for our players for us to invest in.
Sorry for asking holes into you here on reddit, but I'm curious if you think that ALL types of healing are still problematic right now. In my experience, people have issues with healing, when it comes in the form of magical abilities.
On physical healers like Horus and Guan it feels like a solid +1, an addition to their kit as you outlined in your post.
I was wondering if someone like Aphro can ever be a "+1 with healing" god without a rework. There's her 3 which has almost all the weight of her kit: Healing and dealing damage. Then there's her 1 which does almost nothing except enable her to heal her target.
in 8.1 A lot of the top winningest gods and top pick/banned gods (so OP via perception or reality) - have high amounts of self healing or team healing
you can confirm this yourself on sites like casualsmite.com
Can I just say I absolutely love when you have detailed responses to posts like this. It's great insight into your thought process. Smite really has such an amazing dev team and it's a huge reason why I play the game.
<3
Read moreLike lifesteal and pen why not add a heal cap for all gods so either hp % or a flat max heal some other way, thereby limiting hp healed overall but not affecting mage dmg and item bonuses. But making it appropriate so that tank healed aren't at a disadvantage. There should be a heal coefficient so damage is unaffected but healing is capped.
You could also change healing entirely and had a sort of diminishing returns to healing so constant spam healing like yemoja, aphro guan and hel cause less healing over time similar to mass spammable CC. This can be altered so it's only Aoe healing affected and any personal healing is unchanged.
Another thing to add is unless you go the new anti healer starter item, your less likely to fight at the start since you will end up increasing their healing if you attack them by removing the brawling debuff of 30%, the original antiheal items like brawlers, divine ruin got pretty badly nerfed at 30% antiheal. People just don't go antih...
i like all of these options more than the "create a new stat and rebalance healers entirely" concept
You know, I've got to disagree with the base assumptions here. Coming from a game like heroes of the storm, where healer is it's own specific role, having primary healers to play against is not itself a boring role to play or frustrating to play against. Some people really enjoy characters like that, and as long as the healer isn't also dishing out incredible damage or reaching tank levels of survivability, it's really not a problem to play against. They become a dive target, someone you prioritize to win a team fight, and they can change the dynamic of a team fight as well, turning it into a longer term conflict of thirty seconds to a minute of straight combat rather than fifteen seconds tops and done.
I'm not saying dedicated healer builds are definitely the way to go, but ponpon's basis for being conceptually opposed to the idea is definitely flawed
Conceptually, across different games. I agree with you.
But this isnt HoTS, This is SMITE. And we dont need to worry about the concept when we have the evidence and gameplay right in front of us.
How would it feel to play against an Aphrodite with MORE healing than she has now?
Why can't we just nerf specific aspects of her damage, healing, and survivability as a way to balance her as a healer? If we just decrease her damage to make her focused toward being a healer - couldnt that create the exact success situation you described without having to rebalance 6-8 gods and create 6-8 new items?
My post today has the goal of getting people to think more about the specific gameplay changes and applications of ideas like this.
damn AJ you beat me to it, I was just looking for the other thread.
Edit: Would you consider the global "not brawling" debuff introduced in 8.1 a success? judging by your post, you're still not happy with healing..
Yes id say it was - its just a much more specific success.
It weakens a specific strategy of healing between fights while the enemy team has to back.
We clearly need to do more to address healing as a whole though, and maybe we were too careful in 8.1 and should have just nerfed it heavily in one-go, but theres a lot of advantages to taking it step by step.
So we saw almost this exact same pitch a few months ago and ponpon wrote a solid and strong response here: https://old.reddit.com/r/Smite/comments/kdvfnn/the_problem_with_healers_in_smite_is_the_lack_of/gfz82cq/
The TLDR of pons comment is:
Healing should not be the sole identity of any character or play style. That level of healing is innately frustrating and likely to create unhealthy gameplay, even if it is a "unique" playstyle.
So, instead we consider how to make...
I had a similar issue yesterday around 10 PM - 12 PM CST.
Thank you for reaching out!
we are pretty sure we fixed the issue that was causing this to happen sporadically across yesterday and the day before. But if you see it any more grab the match ID and let me know!
Did this happen within the last few hours? Can you provide me some match IDs if so?
I do hope you bring back the ability to write a summary for reports. It is certainly missed on PS4.
That is fixed for 8.2 and i believe noted in patch notes already?