HiRezAjax

HiRezAjax



28 Dec

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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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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/


18 Dec

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Originally posted by TehOtherFrost

I think gamer terminology has blended a lot over the years since I've seen the two different definitions and they can both have an argument for the correct usage.

Choice A: "The minimum threshold of skill needed to be effective with a god." The lower the floor the easier it is to use. This is a player-centric definition and was popularized by League of Legends. It's somewhat vague as skill needed to be "effective" is not easy to quantify. In this example Discorida passive has the lowest possible skill floor because you just get it with no effort from the player at all. Poseidon passive would have a higher skill floor and takes more skill to manage. But then this raises questions as to "what is effective play?" Neith is one of the easiest Hunters to play but at what point does she become effective??

Choice B: "The lowest effectiveness a God can have." "The higher the skill floor the more effective a character is at the start." This was the original term and is chara...

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great answer, frost! i think the most important thing would be to try to quantify this - we can discuss all day but what really "defines" skill floor to me is how you measure it

so either

  • how low MMR / low lvl can a player be and still achieve 50% winrate on a god?
  • the god with the lowest MMR / Lvl players hitting 50% would have the lowest skill floor

Or

  • for each god - across all players - how do they perform on their first time playing the god
  • so we assume everyone is equally bad at the god when theyve never tried - and the god with the highest winrate across all players in this category would have the lowest skill floor.

You could certainly apply other definitions to it, you dont NEED data - maybe this concept is better used as a form of measuring player experience/feeling instead of as a hard stat?

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yes, behind his Sake Bottle is his Coin Purse where he keeps his monies. thats it... nothing else to see here...


17 Dec

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Personally im pretty happy with the lighting, this map was just insanely bright which made a lot of abilities and targeters hard to see, and caused eye strain.

It seems like its been a surprisingly controversial launch tho, so we will keep an eye on it. No changes planned atm tho.

However, this is the first ive heard of this jungle fog issue, and we will 100% go take a look and fix/remove that - thanks!


16 Dec

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Originally posted by Avernuscion

Anyone curious as to why:

Ajax basically said he wouldn't include split push or burst Loki and this likely is what made ProfLoki tilt. But Ajax also stated this was the goal to remove those elements from Loki at the start of his rekit. Ajax from what I'm aware of, also spoke to ProfLoki etc regarding his rekit to accommodate players like him at the start of Loki being addressed. But the facts must be said: Loki is now more popular than ever and is in most people's matches, being hailed as a unanimous success with more of a bruiser playstyle. But rather than actually coming along with all those new players to Loki or adapting towards Loki's new changes, ProfLoki quits.

I get people are invested in mains. I've been invested in a few that have been rekit before. But the thing is metas come and go, items change. Nothing is really set in stone regarding characters. There's always the opportunity to well, play some other character and latch onto that as well? Out of 106 o...

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Obviously not my intent to upset anyone, just saw a good opportunity for a mean girls joke...

Whether or not I personally agree with his feedback, his post sparked some Olympian discussion and we are certainly still open to adjusting Loki, likely by continuing to move him more toward a jungler without breaking our goals of the rework.

Seems like the rework has been very successful by most metrics, and we do not plan on reverting him (which was my point of the joke) but that also doesnt mean hes "perfect" yet either.

Its going to take time though, we arent going to rush Loki adjustments until we see more data especially once the new S8 map launches.

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Stop trying to make split push and instant burst Loki happen. Its not going to happen.

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Originally posted by PonPonWeiWei

We have spent a lot of time over the years discussing healers, their role in SMITE, and how best to support them. I think you have done a good job outlining some of the variance caused by healers and an approach to resolve that; but I want to provide some more context of our opinions so you can see why we are where we are with healers.

Lotus Crown was an attempt for a more healer focused item. This item when released was incredibly potent creating what you described at the end as a problem state. You could largely flex this as a one off and make your heals provide super utility while still building full damage. There are likely healthier ways to do this but healing has some core truths that we also try to be careful of. These are simply what must occur when healing is strong.

When healing is too strong players die less. When healing is too strong combat can feel less meaningful.

We often bounce between a Tank Meta and a Burst Meta. While somewhere in betwe...

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Thanks, Pon! Nicely said!

I'm afk for a bit with the little guy, and Pon probably said it better than i ever could anyway.

Happy to see the community starting such deep discussions! And we have already been thinking/working on this topic already - i love when design + community align.

We will discuss more with olympians and pros and ill be back in this thread later if needed.

There are a lot of different ways to adjust healers, and we will be clear with our goals and our processes when we present anything on this to you all in the form of patch notes.


15 Dec

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Originally posted by njl4515

Do you have an ETA for the fix? I'm a Ymir main and this was what I was excited about.

likely wont go in until 8.1 - but keep an eye out for any hotfix notes in case we are able to get it in sooner.

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This is a known bug, this change did not go live. Sorry about that :(


07 Dec

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Originally posted by Leenol

Yeah (unless you have a puch of course) that's why the healers are banned every game lol.. I remember when yemoja was available for a while after she came out. Now that was op!

im my experience Ra tends to make it through bans - this is may be more of a tryhard comp than a troll comp - but I DARE you to find something more satisfying than multiple Ra snipes on the same unsuspecting enemy!

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5 Ra's (or 4 Ra and 1 CC heavy tank)

always try to coordinate your snipes at the same time and same target to just ERASE people

plus healers = win


04 Dec


02 Dec

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Originally posted by MettatonExFabulous

By the statement about character animations I was only referring to the characters during the special emotes. I realize there is animation work for Dragon Priestess' dragon and Med-Tec's bot, though the center character doesn't do anything new during them. But in the case of Angelic Archon it only looks like added effects like those used in her abilities and not model animations like, say, Dreadful Doll has.

I won't pretend I know everything about it though, as I said I'd have only liked her model to be different, but I know it's not possible at this point.

On the topic of ambient effects though, like those for Yemoja, I'd like to ask if the bug with Eternal Tormentor Zeus is known and if it will be fixed in the near future? The rune ring behind him is missing most of the time.

can you be more specific or show any video/images of this zeus bug?

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Originally posted by nazzyc

That's not "hera's 1", that's "a knockup".

Ya any knockup or knockback on a target that fenrir is channeling on should create this effect

It also really fun to use brutalize on dashing gods and go for a ride!

Fenrir is a good dog.

edit: wait do other knockbacks just cancel brutalize and only this one launches him?! investigating....

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Originally posted by MettatonExFabulous

I'm still befuddled that is a special emote. Like we've seen special emotes that don't include any new character animation before (Dragon Priestess, Med-Tec, etc.) but this is just ridiculous. Edit: Animations as in the character models moving in a specific way during the special emote.

But even with that emote on, the skin doesn't live up to the artwork, she just looks so cartoony with that outfit and the afro making her head look so big.

"dont include any new character animation" is incorrect - all of those skins required large amounts of animation work across the entire animation set.

Adding these extra wings to Yemoja full-time would also require her entire animation set to be adjusted to accommodate them and make sure they move naturally.

The team did a lot of updating to this skin in PTS to get it in the best possible state we could based on player feedback - but doing that much animation this late after the release would cause massive problems in our scheduled plans, so id say its extremely unlikely.


20 Nov

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Baba Yaga says hi


17 Nov

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So at first I was a little offended by this post, because I disagree that SMITE lacks depth and I disagree with the idea that SMITE has failed to introduce any new depth.

But it did get me talking with the design team and led us to some very interesting conclusions. I'd lead off by saying that this concept, like many in game design, is very subjective and has lots of exceptions to rules. Just because OP might think the game lacks depth, doesnt mean they are wrong, but myself or a majority of players might still disagree with them.

The concept of depth vs breadth is a core tenet of game design, and is usually defined as such:

  • Breadth: the sheer number of mechanics, items, characters, levels, systems, etc - its what you have in your game

  • Depth: the variety of experiences and moments that can some from your breadth of features - its how your game plays

Id also like us to remove the term "complexity" from our vocab - t...

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