HiRezAjax

HiRezAjax



12 May

Comment

This was a mistake based on some misinterpreted wording and will be reverted.

Unsure exactly when the revert will launch at this time though, keep an eye out for future announcements

Comment

Originally posted by CraptainPoo

Well put, people don’t like change. One of the reasons I love the game is the constant changes, keeps you adapting and experimenting. Sometimes things can be frustrating but hey that’s all part of it.

People do like change, though. A lot of our recent player feedback has been encouraging us to push more and more change, and bigger changes.

The strange thing going on here is taking 1 small negative and focusing excessively on it. This thread barely evens mentions the TTK changes, nor the huge shifts to conquest. They just wanted to be intensely rude about a few small changes they disagree with. So i felt compelled to share some more information on the process.

Comment

Originally posted by KeenKongFIRE

Well, the people i play with and me myself are all awaiting for the next patch with excitement, curious how big the changes in the meta will be, and some of those changes sounds like fun, while others sounds "meh", but you know how is this, the negative voices always make themselves sound louder by shouting stronger

glad to hear it! I hope you have fun out there :)

Comment

"do the devs actually play this game"

Do not say this. Just don't. Its extremely rude.

This has never, in the entire history of angry gamer speak, been correct. We play the game constantly, we have been playing it for years. The current design team with Aggro and Lermy being added is probably the most competitive and high-ingame-hour design team in SMITE's history.

Its fine to disagree with our changes or give feedback about things you think are wrong. But the devs time and dedication to the game is never, ever the reason behind this.

ok now that we've gotten that out of the way...

It was explained on the show, but im happy to restate it now

  • Hybrid Items were previously confirmed to be quite OP on 9.4 and earlier patches.

  • We wanted to nerf those specific high performing hybrid items

  • When working it into the whole process of 9.5 some more things became clear

  • first, if we nerf on...

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10 May

Comment

What you're probably feeling is the shift in our timing.

We now do the patch notes show, PTS, and live launch all much closer together. So then the main things you get in-between are hotfixes, bonus balance, and any special messaging.

Here was the releases in the last 4 week cycle, which i think its pretty average and reasonable.

  • April 19th - 9.4 Jade Emperor Update goes live

  • April 20th - Servers and Online Connectivity blog post goes live

  • April 22nd - 9.4 Hotfix and notes

  • April 26th - 9.4 Bonus Notes are revealed

  • May 3rd - 9.4 Bonus Update Launches

  • May 11th - 9.5 Patch notes show and notes (and its big!)


02 May

Comment

This has only been posted 4-5 times. Im not sure if thats enough to make it clear that the community reallllly wants it. Id need to see at least 5 to 99+ more posts regarding this skin so that we can confirm its actually a popular suggestion. Thanks!

; )


27 Apr

Comment

Been seeing this comment a lot and I think its misleading, so jumping in to share some context.

First off, as was stated in patch notes, we are going to be continuing to look into the specifics of the DR rules and make continued improvements to its clarity and functions. That said, some abilities will be nearly impossible to DR because they are driven by specific scripted animations of specific durations.

Also, by this same logic - 10 of the 17 launch gods also have CCs unaffected by DR - This is certainly less than the window of time OP cited, but its not as huge of a difference as comments like this make it out to be. There are many gods all over the game that have non-DR CC's. So plenty of old gods also benefitted from DR nerfs.

I only cite that number to compare to OP, but I also don't think its a strong way to assess CC in SMITE. Simply counting if a god has any form of non-DR CC and assuming that means they got stronger is extremely narrow view of the...

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23 Mar

Comment

Originally posted by JumperBones

Yeah hearing "casual smite" in any sort of balancing/serious discussion is pretty funny.

i certainly encourage using those sort of sites to inform player discussions, they are often quite close to our internal data

this one is likely off only because of sample size

Comment

Originally posted by BestBrobot

Hey Ajax if you see this. one question I've always wondered in terms of the design team is how do you guys sort out role flex data. That is how do you tell what is like a Mulan or serqet support game vs solo or jungle when looking at data? Is it mainly items, starting role in menu, place on map etc?

we can filter all of our queries by what role people were assigned in the conquest pre-match lobby

so we can compare support serqet vs jungle serqet fairly easily, although sometimes we do run into issues with sample size - many gods show very high performance in random off role selections because only a few players who tend to be very dedicated and experienced play them there.

Comment

Originally posted by NWCJ

I'm not that guy, but have had it happen to me infrequently. Or something similar.

Platform: PC, windows 11

Gamemode: Conquest, Arena

Internet:GCI, Anchorage, 1.7gb hardline with unlimited data.

Session info: computer left on for hours, not usually fresh log in of game. Often when I utilize the play again button off the previous games scorecard. I more typically just get the 0:00 for all queues and have to close game and relog(some of which time it tells me I'm a deserter, and gives me deserter status upon relogging), but occasionally(1 or 2 games a week) it will take me to champ select after queue and all god portraits are black and I can't click them, so I get stuck with deserter again. Really fun, when I am also in charge of choosing bans.. so then I choose no bans, and desert, wasting so much of mine and 9 others time.

Video: I can try and get this, but I am not a streamer/recorder. So will be quite inconvenient to set up. Would account i...

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thanks for the reply i have forwarded this to the team!

Comment

According to our data Serqet has gone up in win%, but only slightly, and has risen in play count significantly. We don't usually take day1 data too seriously though as its a small sample size and getting more matches often has a significant impact on the numbers.

For transparency:

Serqet's performance for Normal Conquest only, level 30+ only

Before Rebalance (9.2 bonus 2 weeks of data)

  • win% - #116

  • playcount - #105

After Rebalance (9.3 1 day of data)

  • win% - #109

  • playcount - #56

(#1 being the best/most played god in the game, #119 being the worst/least popular)

We will continue to run much more detailed data analysis in a few days/weeks and will be open to making further adjustments if necessary.

One of our primary goals for this rebalance was to decrease Serqet's SPL pick priority from #1 in the support role, which is not reflected in thes...

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Comment

Ive been looking into this issue for a while and we are still really struggling to reproduce it. Can you answer these questions for me? Any help is greatly appreciated.

  • any platform/console information? (be specific on base vs pro editions)

  • what game mode was it?

  • any connection information? ISP/Location/Bandwidth/Wifi?

  • any play session information? first game, left console/pc on for hours? logged in for hours or fresh login?

  • any video recording or stream of the issue occurring?

id really like to fix this asap but we have never seen it occur on any employees machines remotely across the country or at the studio.


04 Mar

Post

Hello everyone, TitanAjax here, SMITE's Design Director.

The start of this Season has been... interesting. There have been a lot of concerns and discussions so I wanted to drop by to explain our reasoning on some decisions as well as communicate some action plans.

Some quick notes:

  • Everything in Bold is an official patch note being added to 9.3, and will launch with the main patch
  • Nothing in this writeup will be in Public PTS, and will be added to official patch notes on the website at a later date once we finish PTS testing.

Damage in SMITE

First off, let's talk about how the community is frequently commenting on how there is too much damage in SMITE. We agree with players on this and are working to address it, but we plan to execute things in a different way. We think 9.3 targets this effectively, but we are prepared to do more in the future to continue the process.

The common community suggestion is to ...

Read more External link →

01 Mar


18 Feb

Comment

Originally posted by AdministrativeSky649

That's the problem, I have to stop moving to use relics, that's a kill lol

Replying to OP too just so they get a notification - sorry for the spam - please see my comment here and share any more info you might have. thanks!

https://old.reddit.com/r/Smite/comments/sv80kw/xbox_relics_not_working_properly/hxgavj7/

Comment

Originally posted by JoeBags07

You have to completely stop moving to be able to use relics, play on ps4 same thing very frustrating

I just tested this on my PS5 at home and I was able to use relics on the challenger control scheme (L2 + button) while moving. No issues it worked every time.

I was not however, able to use them while moving and basic attacking, so if i was holding down both L2 and R2 then pressed the relic button, that did not go off. Which isnt the issue described here and I believe is intended. But your specific scenario seems to be different.

Now it could be ps4 or xbox only and ill have the QA help me to test those too.

Is there any more information you could give me about what control scheme you use? what casting type? I very much want to be able to find and fix this issue. thanks!


08 Feb

Comment

Originally posted by Malvodion

It's not just the tooltips that are wrong. I tested the balance changes in game (both in jungle practice and in a custom match) and everything still had the same values as before. (Bastet's ult still doing 420 damage, etc.)

Are we sure the update went live?

if you tested in Solo jprac or customs you wont get the balance, because those are local games and the bonus changes were server side only.

Youll only notice these in networked games, this was intentional due to the hotfixes needed in 9.1


20 Jan

Comment

So i need to write 94 of these, most of which I wasn't even at the company when their subjects were developed?! Thats a near impossible task, unfortunately :(

In reality, this is a pretty modern invention from the team. We noticed that during god spoiler/teaser weeks that players would get pretty wild in their speculations, often leading to some negative feelings between players or toward the god.

So we created this dev blog asset to set more clear expectations by describing the gods design intent more specifically and by showing our thought process. Having this in text form made it easier to share or reference back to compared to only describing it on the patch notes or other videos.

Overall we are thrilled to see how excited the community gets for these blogs. We think they have been a huge success in improving player to dev transparency. They help us get better feedback because people better understand what we were going for. And people tend to just enj...

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10 Jan

Comment

Originally posted by ChrisDoom

Hey, I was wondering if you could clarify something else that was worded weirdly in the patchnotes. Regarding Indra’s Scepter it says, “If no enemies are within 35 units of its owner, the Scepter grants an aura of 25 HP5 to all nearby allies. This effect is tripled for friendly Structures.” Is that saying the buff gives HP5 to structures or is it a typo and supposed to say it gives triple HP5 to gods while standing under a friendly structure?

Also is the scepter doing true damage, or magical or physical? (A lot of the new relics also didn’t specify what type of damage they do too)

yes it heals structures

Physical Damage