HiRezAjax

HiRezAjax



19 Aug

Comment

Not quitting or leaving! Just very proud of Clumzy's work and making sure his title and compensation match his responsibility and skill!

I am still the Design Director on SMITE and will be doing a lot of the same things as always.

Clumzy will now manage his own team of designers, mostly focusing on balance, gods, and other in-game designs. Clumzy will still report to me.

So: the Lead Game Designer (Clumzy), Lead UI Designer, Systems Designers, and Event Designers will be who report to me.

I understand how this is confusing as people often misinterpret my job title in the first place, and SMITE Design has never had this structure before.

Over time my promotions have led me to spend more time working on different problems with more teams, and that gives me less time to work with all of our designers individually. Clumzy has stepped up and been a mentor and feedback source for those designers, so this promotion is quite fitting for him and wor...

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18 Aug

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Originally posted by Swinepits

I mean I doubt it they wouldve asked Samdadude, Rexsi, probably Twig+ Paul and I guess Trelli if he counts. I dont see most of those guys saying no starters. But it definitely needed some changes so as long as they work off this then it could be a improvement. But it 100% needs duel specific god balance changes like the nonconq ones but for duel specifically currently Bakasura one of the best duel characters traditionally takes 10% less damage and has 10% less ult cdr in his best game mode so that needed fixing.

we actually did ask them


13 Jul

Comment

Originally posted by ChrisDoom

The likelihood of getting an official response here is pretty low. That’s not the purpose of the Reddit. But I recommend following Ajax and others and just looking at their comment history like once a week to see the people they have responded to about problems. Just because they haven’t responded to you specifically doesn’t mean they haven’t acknowledged the problem.

It was acknowledged in this post too in the first point of the middle section but it seems a lot of people missed that.

https://smitegame.com/news/smite-server-connectivity-update/


18 Jun

Comment

Originally posted by wedontbuildL

I’m guessing Cerberus was that one in 7 years god?

DANG SOMEONE GOT IT ALREADY! yep thats the only god I can recall that changed class during development. As in, after the kit was designed, but before the initial launch. +1 respect point to you!

Comment

Originally posted by OrangeInnards

defensive builds are more effective on him than they probably should be for an assassin.

As an aside, I would not be surprised if that's because Hirez started designing him as a Warrior and changed him to an Assassin pretty late in the process when they realized that Arthur is already a thing. His entire kit feels and plays like a Warrior. Half of his passive is Warrior themed. His base damage hits like a Warrior's.

Walks and sounds and looks like a duck.

Ah yes this reddit comment comes up a lot. Ive been looking for an opportunity to jump in and share some insight on this exact type of justification.

So, to get right to the point, this did not happen on Lancelot and pretty much has never happened in SMITE history ever. We do not "design" gods as another class and then change course.

Gods are often planned out over 12 months in advance and adhering to the class rotation is very important. Its not a very practical option to change classes mid development. This could throw off classes for gods down the timeline who are also being worked on and have their own specific goals.

It also generally isn't how the game design process works. We always start with the specific class, visual themes, and gameplay themes clearly defined before we start any kit ideation. We work through multiple kit pitch rounds using documentation and presentations, then we move to a prototype. The key thing about the god design process tha...

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11 Jun

Comment

Originally posted by geoprizmboy

That's totally fair. Thanks for the answer. I certainly don't envy you. Designing a game seems very difficult and no one is ever gonna be happy. There's a reason all of us have been playing this game for 5+ years though!

haha much appreciated.

im working hard to help this community understand why this solution works better than they think. People seem to be mostly against it because it feels too good to be true. Something so simple shouldn't just work like that!? But it has worked quite well!

We prob should buff cupid hearts, and fix this Sun Wukong issue since he literally cannot be in combat and heal in his cloud at the same time (he is the only god with this situation) - but besides that I've seen no compelling points on why we should get rid of brawling.

Comment

Originally posted by geoprizmboy

Honest question, is having a global status effect active at all times a bad game design? With this, every god in this game is debuffed until they fight. I think that's why people view it as lazy or a Band-Aid fix. I realize Smite is different but are there other games where you are debuffed off the jump like this? Is this a common thing? It just feels kind of weird, it feels hard to explain to new players I play with WHY it's necessary to globally debuff every character instead of just tweaking the numbers across the board on healing. I get that it's easier, but is it actually better?

its not. SMITE has tons of global effects, many of them even less visible. Base protections globally nerf everyone's damage from the numbers they see on their ability screen. Lowest level player on conquest gets bonus XP. Everyone gets their movement speed reduced when strafing or backpedaling or basic attacking (except medusa) - there are many examples.

If we aim to nerf every single out of combat heal, this is the correct way to do it.

Reddit seems to think it would be better to specifically put "this ability is 40% less effective if you have not dealt/received damage within 3s" on every single healing ability - then tweak some down to 30% and others up to 50% - which I understand, that's a fair assessment, its a more precise way of doing it. But we can control the heal already by the base amount and applying the same reduction for combat is arguably more fair and better balance than allowing some specific gods to heal more out of combat than others.

Comment

Originally posted by Ki11matic

Because if there were more antiheal items then it would increase diversity cuz as of now, the only real viable antiheal item for mages is divine ruin, so if you need antiheal that’s the only item you’re buying if you’re not trolling and throwing and there’s no diversity to that

Edit: Also hunters are another great example, for many they don’t have abilities to apply brawlers to many targets so that’s not a viable option to build then and it lowers the diversity again

i dont think im going to be able to convince you here, but I disagree.

the commenter above was suggesting that we make more UNIQUE types of anti-heal items - to counter only specific types of healing - ex: an anti lifesteal and an item and a different anti healing item.

That in no way improves build diversity, it gives you theoretically more options, but if self sustain is even slightly strong both become mandatory then limiting your flex build slots

more items doesn't mean more diversity.

mayyyyyybe just making a bunch of different items that all have a passive like divine ruin could have an effect like your suggesting, but its still not really build diversity, its just a few options within the same mandatory slot

Comment

Originally posted by jsdjhndsm

remove global debuff and then make healers have 2 seperate numbers for heals. For example, make hels 3 heal herself for 180+ 30% scaling and make allies take a total of 125+15% scaling.

The numbers can obviously be adjusted, but the self surivability of healers should remain, while nerfing the healing they do to allies all together.

They can then rebuff the healing of gods like aphrodite for themselves, or even buff the offensive capabilities of them too.

Keep healing as a primarily selfish tool and make it much weaker for allies.

Just copied and pasted a response, what do you think of this idea? Is it something you have thought about before?

why is this better than nerfing out of combat healing? if your numbers were slightly lower you would have just pitched exactly brawling, with the only difference that the healer themself gets a slight bonus.

As I've mentioned in multiple other comments, this rule came from the fact that many gods could regenerate their own HP too much, from lifesteal, self heals, and group heals. This pitch does not solve the problems we are currently solving with brawling.

Comment

Originally posted by Ki11matic

I don’t like that your reasoning here is ppl don’t buy antiheal items…. Ok well then they deserve to be healed against? I’m not seeing the problem. If you choose not to buy beads against ares, that’s the same thing, it’s your fault for not making the correct build choice

Edit: furthermore isn’t the whole reason that you removed boots was to increase build diversity? And now you’re almost acting like you’re against build diversity. Most gods have a small list of meta items that if you don’t build atleast 3 or 4 of them, you’re not performing

thats just a small part of my response. but how is forcing people to buy 2-3 different types of anti heal items encouraging build diversity? it does the exact opposite and makes more mandatory items.


10 Jun

Comment

Originally posted by azghost01

I feel like the brawling debuff is a good choice as a balance however wouldn’t it seem better to exclude ultimate abilities from that debuff to allow it more usability in the earlier parts of the game and makes ultimates like sun wukong’s more consistent? At this moment there are very few ultimates that don’t require you to do damage to heal and most of the other ultimates that do heal are from a passive, lifesteal, or other ability. This change would apply on 6 gods I believe-

Sun wukong ult

Vamana ult

Isis ult

Shiva ult

Erlang ult

Terra ult

Removing ultimate ability healing from the brawling debuff makes these abilities more consistent to use. There can be an argument on how the ultimate healing can be too effective but in my opinion, you would be using an ultimate ability for that sustain and 4 of those ultimate abilities are huge team fight ultimates in combat. The only one that i can see this change effecting too much is ...

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all of those abilities we would still encourage you to stay in combat and we see it as a good thing that you cant just run away to heal out of combat with them. The only exception is SWK because he is literally removed from combat from his ability and only heals himself.

Comment

Originally posted by The_Manglererer

Why not rework healing abilities, Or the problematic healing characters who define the meta when healing is strong?

eventually we might. but people tend to want healing, and in any possible way we rework them we still want to reduce out-of-combat healing more than in-combat healing.

The main point I'm trying to get across in this thread is:

  • Brawling is good - its good because in ANY possible world of how healing works in SMITE, its almost always going to be desired for out-of-combat healing to be weaker.
Comment

Originally posted by Avernuscion

Why not have antiheal effects apply to specific subtypes of healing? I understand the reason for it being healers running riot but I didn't see lifesteal being a problem before as it was kept under control by Brawlers + Divine (unless you ran a full power assassin/warrior and got deleted in a protracted fight)

Brawlers could be defined as ability healing, then Pestilence can be defined as lifesteal healing, nerfing Devos etc as seen fit (or adding more antiheal between these two heal types). Ankh could just be a debuff that affects both and HP5 is untouched. Things like Vamana ult would be affected by Ankh and Brawlers but to kill a hunter would require Pestilence and the solo laner to go in with their team, etc. I'd imagine something like this would make the tank feel like the tank, and as auras don't stack it could work. While ability hunters would require Brawlers to deal with

While the Aphrodite/Ra/Hel stuff might be a problem still I'd probably be OK with a DR ...

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Well its hard to answer this question because there are a lot of matters of opinion across the scenario.

You said you didn't see lifesteal as a problem. We did see lifesteal as a problem.

Your pitch suggests adding complexity and specific modifiers for situations that you think should be handled differently. We think they should be handled the same way, so that's why we implemented a solution that handles them the same way.

Your pitch is much harder to understand and apply strategically, in my opinion. But pretty much the whole reddit community who dislikes brawling is in favor of more complexity because they think its necessary to nerf only specific types of healing more than others. We think that we needed to nerf all types of healing in similar ways, specifically decreasing it substantially when not fighting enemy gods.

Introducing more unique counter items is generally not a good thing. People already have a low purchase rate on anti-heal, so w...

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Comment

Originally posted by FindingThoth

Why do you intend to nerf all healings? Wasn’t the whole goal of the Brawlers effect to affect only abilities that could heal more than one at a time while out of combat?

it absolutely was not the goal. We specifically did intend to nerf all healing in SMITE. Not just group healers.

Comment

Originally posted by MagicFighter

But why does someone like Cupid, Tyr, etc need to be nerfed along with it when it was Hel/Aphro or an Asi-Hunter full healing off a buff camp. Cupid Hearts barely do anything now.

because healing is really strong, even in small amounts. We have a lot of data to back this up. Cupid was essentially sleeper OP most of his entire career, even when he wasn't considered meta he was top win%. This is true for many gods with even small amounts of small healing, Chiron is another example that comes to mind.

They still heal the full amount in combat, to discourage players from sitting under tower and waiting to pick up more hearts.

Comment

Agreed this is a strange counterintuitive example, but I feel like the comments are using this as a platform to remove the entire system. We will be looking into some ways to prevent this type of specific scenario with SWK, but we are still very happy with the brawling system as a whole.

Brawling is a better solution for healing for 2 specific reasons - in combat vs out of combat rules and applying to all healing

We want to have rules attached to ALL healing for in combat and out of combat. So, even if we were to implement something more specific to each healing god/item and lifesteal - we would be redundantly stating that things have decreased out of combat healing everywhere. Which just feels messier and achieves the same effect.

We also do intend to nerf all healing, this includes lifesteal and smaller self heals, not just group healing. So again brawling is a nice solution for applying game wide, as we would want it to anyway.

Comment

Apologies for skipping over this on the update show. It's been discussed and tested a lot internally but we should have gone over it in more detail.

Historically in SMITE, when you use a CC cleanse while standing in a persistent CC area, you will remain immune to that CC until you leave the area or the effect fades, even if your god is no longer CC immune.

This has led to many bug reports over the years including clips rising high up on r/smite like one that showed a Thor using his full ability combo from inside a Nox silence. We felt that this was indeed a bug and should be fixed. It was not an easy fix so we finally just got it ready for this next update 9.6.

It will have some significant impacts on specific character matchups, and it does nerf gods with very short cleanses like Geb or C...

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01 Jun

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Originally posted by LrdCheesterBear

Ajax stated they're up from 27 min avg to 29 min avg. I don't recall if that was all game modes averaged or just Conq. Either way, my matches are over 40% longer on average. Again, it's anecdotal, but I'm curious what everyone else is seeing.


31 May