PonPonWeiWei

PonPonWeiWei



02 Apr

Comment

Originally posted by Head-Lion-4545

Smitebase numbers could be wrong, but if they arent then the only item on this build that lost HP was Ancile and it only lost 50, so Im not sure why it would be a loss of 200. The flash test will show for sure though.

I know full notes are not out yet, but the intent for that was

Ancile - 50 Health off
Runeforged Hammer - 50 Health off
Mystical Mail - 100 Health off

Each of these also had other nerfs (like HPS off Runeforged as well as it losing strength and costing more).

Comment

The numbers there look a little off to me. The health lost should be closer to 200, the Physical Prots lost should be ~35, not 30. Cost of the build has also gone up.

Unsure if SmiteBase had all the number changes, but would be good to double check on the flash test.


28 Mar

Comment

Originally posted by andydufrane101

So thor hitting at a 120 degree cone infront of him wasn't intentional?

Its Full Spin -> Full Spin -> Cone Spin. The change affects the Full Spin sections, and mostly should prevent the cases where two full spin hits happen simultaneously or in some cases people could be inside the spin area and it could miss.


26 Mar

Comment

Originally posted by Zoso_65

I am not fully up-to-date with Smite 2, but from what I have seen matches are usually not lasting very long. The increase in Pen % is of course nice, but the cost increase in pretty drastic. Won't it simply take to long for mages to get their items online? Tanks with hybrid items are running them down pretty effectively.

If objectives aren't being rushed down as quickly, it probably lengthens the game which helps this case.

Just looking at a random sampling of games, ~500GPM is pretty reasonable pace, underestimating a hair. So this delays the item a teamfight if you are teamfighting around every ult cooldown. Napkin math, but feels fair.

It does delay it but if you are identifying that tank pressure is disrupting your play, saving for a tool that will be more strongly countering to that I think is a fair tradeoff.

Our future changes will make this a bit easier, but if we just buffed it without raising the cost it creates a different side of the % Penetration issue.

Comment

Originally posted by pyro745

Can you confirm the %pen amount on Heartseeker? Not sure if it’s still the case, but for a while it said: 10% pen 10% pen

Making it seem like it had 20% total?

That is a UI display bug. Because we 'unified' Physical and Magical Penetration across the board, all these items actually have X% Physical Penetration and X% Magical Penetration.

Our tooltips automatically generate what stats an item has, and for these items we have to override it but we missed that on Heartseeker.

tl;dr Yes, it is only supposed to provide 10% Penetration.

Comment

Originally posted by dank_summers

Thank you the sun beam bow meta has been one of the worst

Im confused about the pen items though, is the current patch still only giving the 15%

No, they will give 25%.

Since Merlin Patch they SAID they give 25%, but were giving 15%. The change means the tooltip is now correct. The note was there just so people didn't think we were nerfing the item by adding ~700 gold to them.

Comment

Originally posted by Constant_Revenue2213

Have you thought about adding more power to the AS items and adding additional passives to the carry starters to make them more viable? I think sharpshooter arrow got a deserved nerf but now it’s less viable than Smite 1’s Ornate Arrow. I’d much rather have Ornate or Diamond than Sharpshooter its current state. Also the lifesteal on Leather to Hunters Cowl is ABYSMALLY USELESS.

There should be some distinguishable benefit to using it vs just getting bumba’s dagger. Especially since Dagger now provides AS. I get it everyone hates when ADC’s are melting everyone but this community has to get over that it takes 20 mins for these characters to get online. It’s ridiculous that every patch is another nerf to adc items.

It's something we have kept an eye on, but so long as people who are building Death's Toll, Leather Cowl, and Ornate succeed (outside of top level player most people build these and succeed, with Ornate being a bit underwhelming) the flexibility is cool.

Warrior's Axe was hit mostly because it led to a lot of play pattern frustration. Trading some stats for stronger jungle control near the lane with Bumba's feels like an interesting tradeoff, and I see why top level values it.

That strategy does become weaker as a whole with this patch, so in theory reasons for doing it are also going down compared to the more standard starters.

Another reason for buffing them would be to just bring up carries as a whole, but as a role they seem to be doing OK. So yeah, we could buff them but the urgency for that doesn't seem super high.

Comment

Hey y'all,

We wanted to respond quickly to the rushing objective meta that has developed. Most of these changes are targeted at addressing that.

Outside of that Arondight was a top performer and while we want to keep the active strong, it was also too good in the stats it provided.

Titan's Bane and Obsidian Shard are part of a larger scale Penetration adjustment we want to do, but felt like getting this in could allow Carries and Mids to have a much more potent tool against being run down by bruisers and tanks; but with a cost indicative of how strong the effect is.

Warrior's Axe is also being adjusted to discourage Carries from starting it while still keeping it viable for the brawlers in the Solo lane.


20 Mar

Comment

Originally posted by Proper-Problem-3807

All good well thank you for passing it on. Side note have you ever seen anything like this? Or am I the only person who has this issue

This is the first I have seen this specific problem personally.

Generally being kicked to lobby is your connection to the server instance dropped. This is often due to instability on the players end; but what is weird is you get kicked nearly instantly and are able to nearly instantly rejoin. Timing out should take longer, and if you were unstable it doesn't look like it.

But thats me speculating, people with a lot more ability to dive into it will be able to figure out more.

Comment

Originally posted by Proper-Problem-3807

I have no clue why it’s happening I play on Xbox and steam deck it’s occurring on both and didn’t happen until the new update when the new hod came out. I have tested it and it occurs with different gods and not just nu wa

I pinged the internal group about it so they can dive into it; but I don't have any immediate suggestions to fix it unfortunately.

Comment

You can send it my way; depending on the bug I might be able to help (or at least make sure we have it documented) but if it is account related I won't really be able to help and a ticket is what you will need to use.

Comment

Originally posted by Outso187

Its still the dame calculation? I don't doubt it, it would make sense but do we have official confirmation it still works the same?

Also, you accidentally put Void Shield on your calculations, instead of Stone.

Yep, order of operations for % Reduction, Flat Reduction, %, Flat should be the same.


14 Mar

Comment

Originally posted by XxDarkSasuke69xX

Is there something missing at the end concerning Mordred's aspect ? It just says nothing, idk if it's a mistake or not.

Changes look pretty good though. I knew that Awilix ult cooldown would get increased eventually when I saw the number in game.

Its a nerf to the aspect damage bonus for repeated god hits. 10 -> 7.

Comment

Originally posted by ShellFlare

Arnt those just nerfs to aphro? It says shift but nothing seems shifted just lowered.

Sorry, it should have said nerf on the list. They are intended to be nerfs.


13 Mar

Comment

Originally posted by Aewon2085

130% strength plus 60% plus any bonuses to basic attack power aka basic attack power or basic attack scaling whatever we want to be calling it

100 strength 0 int the ability is 130 off of strength 0 off int and 0 on basic attack scaling.

I’ve played smite more then enough to understand this which is why I even bring up the fact this ability is outscaling ultimates. Specifically because the current game has infinitely stacking 3K pots, which means it’s totally possible for this basic ability to start rivalling ultimates for damage with a fraction of the cooldown. Then let’s add her passive which is effectively a free strength and a free intelligence item worth of power. Then let’s add the fire giant buff and now your essentially running 10 items now in terms of how much power you’ve gotten via non items

Your Basic Attack is made up of 3 scaling factors.

  1. 100% of your Strength.
  2. 20% of your Int.
  3. 100% of a stat called "Basic Attack Power". This is a stat used to only increase Basic Attack damage.

My goal with this ability is that it does ~a basic attack with some bonus scaling worth of damage. I could (and probably should) alternatively write this ability as

"Deal damage equal to your Basic Attack Damage + 30% Strength Scaling + 40% Int Scaling".

Yes this does mean it scales more than some ultimates, but that is also somewhat true of just Basic Attacks in general.


10 Mar

Comment

Originally posted by ApokalypticKing101

Do you mind also submitting something for the chalice bug that's been around since last patch where swapping the slot while it's empty makes it never refill again?

Looking into it now, forwarded it to the team since it's not something I myself am able to fix.

Comment

We disabled the aspect for now, and I have submitted a fix for it so should be in a hotfix hopefully soon.

Comment

Originally posted by Waxpython

That’s a valid reason to nerf them but how come base stats aren’t adjusted so they’re still viable? Coz it’ll just be like smite 1 no one is going to touch these items for months again and they’re been pretty fun to have in the meta for a while

Because there is also a fix to how the penetration is being calculated, as a bug was found. The nerf isn't as big as it appears, as it hasn't been really at 15% in most situations anyways.

If you were to take an average it was probably closer to 12%, and a 2% shift is probably something it can survive without other adjustments. We also can quickly bring up the stats on this item if we see it tank in stats, but it probably has some room to fall.

It's worth reminding that the complete notes make mention of this, it's always worth being a bit cautious when reacting to non official note sources.

Comment

The general idea is these were some holdovers from the previous rounds of Penetration nerfs. They provide quite a bit of Penetration and are a contributor to bruisers being more potent.

Adjusting Penetration had a few goals, from slightly lowering lethality and assisting pure tanks in being more successful, but when those two goals are accomplished, generally it also means Bruisers tend to benefit the most of any 'role'. The context these items were in before is different than they are now, hence the adjustment here.

Keep in mind these changes are also in concert with other adjustments, some datamined, some not, some not final.


06 Mar

Comment

Originally posted by xBDBRx

I'll also add that Awillix loses her ability to leap on pc after getting knocked up while riding suku. It causes the player to have to dismount and remount. You maintain the move speed and appear on the mount, but can not jump. It could also be that the player has to re-click the button bound to the first ability, but this has been mostly false in my countless spamming of awillix in arena.

We identified 3 cases where this happens this morning. 2 will be in an eventual hotfix (silence, death specifically); the 3rd is more complicated but we have a repro internally which is most of the battle.