Thank you for the insightful response to the internal workings of character creation for smite. I can only imagine the difficulties of trying to predict scale-up from internal testing to mass play. My misunderstanding is this, if the internal team plus pro players tested tsukuyomi, how did they not just absolutely steamroll through? From the games I played with people having far less time on the god at release compared to the multi-week testing (I’d imagine) of the internal team absolutely steamrolled our games. At launch, there was not a single game where the tsukuyomi in my games had less than 20 kills (Clash).
I don’t understand how these instances weren’t naturally replicated in internal testing, and if the statement about preventing over-tuned characters is true, why it wasn’t prevented.
Edit: grammar
He was not steamrolling our tests this much. My guesses for why are:
He was dying a lot. He has no true escape so stepping out of position against a coordinated team tended to get him killed.
We worked together as a team more to counter him or peel him.
I also did forget one major point in the main post.
- We test all new gods at multiple different stages of implementation, and power level (numbers). We had many tests were Tsukuyomi was straight feeding earlier in his development, even with our top junglers like Pon and Khaos playing him, when we tuned him up he started to feel right, but clearly we overdid it and struggled to notice that we overdid it because of our level of coordination in playtests, or because of our memory of earlier iterations of him.