PonPonWeiWei

PonPonWeiWei



16 Sep

Comment

Originally posted by Kaios-0

Would you say that you guys maybe put a little too much emphasis on thematics over actual gameplay? I feel like many decisions put into god kits have become instantly frustrating but easily avoidable from a design standpoint. Like you said Heimdallr originally had a tremble, which immediately sounds like a terrible idea that should have never been considered. Other examples are Tsukuyomi having a true damage basic attack, Baba Yaga's RNG on her 1, and Persephone's old and new passives.

Like all of those sound cool from a lore and thematic standpoint, but when considering gameplay they all sound like terrible ideas on paper for the playerbase to experience.

Possibly, but it also helps us push to explore territory that can provide unique gameplay. With pure focus on Gameplay it can be easy to not explore more dangerous ideas or just immediately dismiss them; but often you would miss out on the insight of both what options to explore once you commit to an idea but future lessons for gods.

3/4 of your examples I would say show this pretty well works. Pushing how "disorienting" we can make his horn was a relatively low risk exercise on our part that wouldn't break the characters theme if it was not there and had some potential payoff that is could have bolstered his theme some and potentially provided unique gameplay. It was tested as a known higher risk aspect but it was a pretty easy thing to try out, iterate on, and discard if it didn't feel like an add.

Tsukuyomi's Basic Attacks is similar. It had the potential to double down on his theme and reinforce his precise and calculating demeanor and the pointedness of the ab...

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Comment

This is actually neat. Often when working on gods we are more specific to them and may or may not fall into patterns without realizing this so this was a good opportunity to gut check some of the decisions made on those gods. While if I could go back and change some decisions I have made through various gods developments (I think any designer on any game feels similarly, lol); I am unsure if I would change much about these slows.

I was curious to go back and get specific numbers but I know in general SMITE is a pretty slow heavy game. Looking at the total god roster of 116, 89 have a slow to some capacity (76.7%). Removing all of these gives a historical 71.2%. It serves as a reward inside a kit to follow up on further aggression without being so disruptive as to remove control from players and in general creates good fair moments of tension so I am not surprised that this is the case. It is also why Winged Blade has always been (and likely always will be) a really good ite...

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10 Aug

Comment

Originally posted by -Khnum-

Bene has not been nerfed or at least text not updated.

Text is not updated due to how this was implemented. I did hop in this morning into a Custom Conquest to confirm it functions as intended. Local matches (such as Solo Jungle Practice) may not show it working either.


09 Aug

Comment

Originally posted by Nitefelina

We've had this argument before, and I still disagree immensely. I know in Rocket League you start at basically 0. You work your way through bronze and then silver. I feel this because I win my first 5 or so reset matches with ease until I get back into high gold/plat level matchmaking. Eventually you get into gold and that's where most casual players get stuck. Between silver and gold. That game specifically I'm gold/plat and every game feels like my skill level.

Making Smite's MMR start at 0 just means your average player won't be high gold low plat, they'll just be in high silver and low gold. Your new players will be in bronze with the really bad players and your diamond will feel much more like a diamond. Plat will be more of that mixed gold/plat feel vs what we have now with plat/low diamond feeling like a gold/plat setting.

This season I have waltzed up to 1900 MMR and dropped all the way down to 900 MMR and everything in between multiple times. It's 100% ba...

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That system sounds like it takes a different approach; which is fine but it is a tradeoff of being explicitly slower. You could make our system roughly match that by essentially using our confidence metric as a multiplier on MMR. At 0% confidence we assume you are 1500; then multiply by 0 to get you 0. You play and win; your confidence goes to like 10% and your MMR goes to 1600. You functionally have 160 MMR.

This is a common approach with systems like this but again; it is a tradeoff. While it lessens the pull of bringing down the median MMR it isn't actually ignored and it will explicitly take longer to test and validate a players MMR. We tend to find that these types of changes seem more detrimental in a game like SMITE where there is a lot of noise when it comes to measuring player skill. (9 other factors on your team than say a 1v1 for example).

Comment

Originally posted by Michigander555

I don't understand why the point you're raising makes it so that starting players at 0 MMR is a bad idea?

In the short term it would have the effect you want.

In the long term it would not. If every new player started at 0 over time 0 would become the new mid-point.

The tradeoff being made here is mostly that this is the quickest way to place people accurately. You can do things to make it less accurate (artificially set players MMR, force restrictions on who they can play against) but these make the system take longer to find their true MMR, and this extra time further compounds into less accurate matchmaking in the long term. We make some of these compromises (there are soft restrictions in place to prevent new new players from facing veterans) but Matchmaking systems are quite delicate as they rely on assumptions and breaking those assumptions can lead to unexpected behavior and wonkiness in the long run.

Comment

Originally posted by SpookyMarsCasting

I disagree. The whole purpose of the upgraded starters is to be a 6th full item late game. They should be in balance with each other.

The bigger problem here is how much it takes for Ob Shard to be worth picking up. With Coin getting nerfed again it makes the issue even worse.

For what it is worth the general goal for Starter Upgrades internally was to shoot for about 110% the power of other T3s. They ask players to lock themselves into potential build options very early on and we felt it was important for these to always feel like a + so that decision feels good. It's why we recently just announced buffs for basically all the Jungle Starters as they didn't meet that goal.

As for this post; a bit of math.

Let's use Ra's 1 as an example since its numbers are nice :

335 + 100% Magical Power. In the above build we have 725 before we add either Sacrificial or Obsidian Shard. We also have 10% Penetration from Rod Of Tahuti.

Let's assume 3 targets. 100 Magical Prots. 200 Magical Prots. 300 Magical Prots.

Sac 100 : (335 + 840) * (100 / (100 + (100 * .9))) * 1.15 = 711 damage.

Sac 200 : (335 + 840) * (100/ (100 + (200 * .9))) * 1.15 = 482 damage.

Sac 300 : (335 + 840) * (100/ (100 + (300 * .9))) * 1.15 = ...

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06 Aug

Comment

Originally posted by gulyabani666

Idk man I had the issue both in arena bots and jungle practice

Those are 'local' matches. As in they run on your machine and don't connect to a separate server to play.

If you had someone in your party and went into Jungle Practice, or played Conquest Custom, etc; you won't see this issue since those are 'networked' matches.


30 Jul

Comment

Originally posted by ViolletXIII

1 - % defense reduction (example: Void Shield).

2 - Flat defense reduction (example: Stone of Binding).

3 - % Penetration (example: Titans bane).

4 - Flat penetration (Example: Brawler's Beatstick).

EDIT: A little example:

If your target have 200 physical defense:

Void Shield (15% defense reduction) will reduce it to 170 physical defense.

Stone of Binding (+10 defense reduction) will reduce it to 160 physical defense.

Titans Bane (20% penetration) will bypass it to 128 physical defense.

Brawler's Beatstick (+15 penetration) will bypass it to 113 physical defense.

Yep, this is correct! You reduce it first; with % going first and then flat.

Then you calculate your penetration against that reduced amount, % going first and then flat.


25 Jun

Comment

Originally posted by UserSlashMe

They haven't given us specific details about it, but it's generally assumed you'll start at low MS and it will scale, say, 3% per level (0% at level 1, 3% at level 2, 6% at 3, 9% at 4, 12% at 5, 15% at 6, 18% at 7). You'll then have that 18% for the rest of the match.

This is correct. You get none at level 1 then for each level you get 3% until you get 18% at level 7.


24 Jun

Comment

Originally posted by ChrisDoom

Yo Pon, unrelated question, but will the new green buff pause the timer of teammate buffs near by or just stop them from hitting zeros seconds and ending?

It pauses the timer.

Comment

Originally posted by dadnaya

What about basic attacks?

Now when you have obtained enough stacks of War Flag, each of your damaging abilities and Basic Attacks will pulse a strong heal on your allies and provide you with gold.

Each Basic Attack will proc. Gods who might multiproc really quickly often have clauses about when/if Basic Attack items proc.


23 Jun

Comment

Originally posted by Yqb13153

The flag change doesn't specify the usual once per God per ability... Zhong with the war flag is bringing back the days of the healing ult

It is once per target per ability, I'll make sure that is clear in the item description :)

Otherwise incoming Anubis support.

Comment

Originally posted by Probably_Psycho

wonder how it works with Yemoja

Assuming it functions like the reduced CD well in Jungle Practice, it'll give her insane Omi regen

Yep, insane Omi regen.


21 May

Comment

Each ability says its energy gain, and the ult says how much it costs. Can you show me what your descriptions look like because I see them there in game on each ability and how much they give.


15 Apr

Comment

It looks like your minions are attacking the Khepri. Can see damage numbers and you get an assist. Towers detect if you are attacking a god allied to them, which technically you are :D

Similar things happen on Bastet Cats, or even more interestingly an enemy god stepping on an Artemis trap while she is under a tower a mile away.


01 Feb

Comment

Originally posted by ChrisDoom

Hey Pon, is there any talk about adding the ability for console players to see what buffs/debuffs do? Like you mentioned, this global anti-heal debuff is something there is no reference to anywhere else in the game but that’s also true for all jungle buffs and boss buffs with absolutely no way to see what they do on console.

Perhaps make it another tab in the scoreboard screen along with the death recap and top stats?

We do want some ways for console players to be able to see this. I don't have any updates but we are aware that many of our players cannot even see these descriptions that can provide insight into what is happening to you at any given moment.

Comment

Originally posted by shenmoki

not really though. the current description makes it sound like it effects all healing, which it doesn't. and plus "healing taken" could be interpreted as only healing from outside sources.

to me the description should read: Your healing from abilities and lifesteal is reduced by 30%.

of course you could say more than that but i wanted to keep it a similar length to the current one

I updated it just now to Your healing taken from lifesteal and abilities has been reduced by 30%.

It is specifically Healing Taken. For example, if you are in combat with a god and an Aphrodite NOT in combat with a god uses her heal on you, you will be healed for the full amount. This I feel is more clear than "Your healing from abilities and lifesteal is reduced by 30%" to me makes it sound like it is only your healing to yourself being reduced.

We try to keep these short and without numbers just to give players a quick glance at the debuff rather than seeing a wall of text; but for an effect that is so global as this as well as not having an ability to go reference after the fact to see specifics this should have more information.

Also, as someone else pointed the goal is to move it over to the debuff slot so it better appears as something negatively effecting you.


19 Jan

Comment

Originally posted by LegendofSleek

It's only bad design if it doesn't work. It's only lazy if they didn't consider alternatives, and I assure you after watching years of healing metas coming and going: they've tried every "elegant" solution imaginable. If the scalpel fails there's no shame in trying the hammer. There's nothing inherently wrong with the direct approach.

You also have to consider "intended player experience," and "perceived intended experience." If the game wants a player to interact with the game in a certain way, but the player thinks they're supposed to be doing something else entirely: they're going to have a bad time*. A global debuff on healing just better communicates the intended experience. The goal of the change is "out of combat healing is worse," and it reads "out of combat healing is worse. The inverted change you proposed has the same goal of "out of combat healing is worse" but it reads "in combat healing is better," which could cause players to misunderstand the nature of their...

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I can also confirm we did talk about quite a few alternatives. I actually posted this before we revealed the global healing change but I thought it summed up healing in SMITE fairly well. You can also see where our head is at for how we view healing in SMITE. I mostly post it to this thread to show that we do really discuss all this stuff and try to justify why we do what we do and not just implement the path of least resistance. https://www.reddit.com/r/Smite/comments/kdvfnn/t...

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16 Jan

Comment

Hey everyone, a bit late to the thread but I figured it is worth explaining a few things as it does seem like there is a lot of misunderstanding.

Jorms basic attacks don't trigger item effects. Not demonic grip, not telkhines. This is because of the rapid nature of his autos fundamentally breaking these types of effects. Fafnirs dragon breath is the same. I see a lot of people talking about how Fafnirs breath has rules allowing him to use items like this but again he does not. His stim allows him to do some clever things with proccing item effects, but his breath itself does not. I believe this is how their breaths have worked since their release.

This isn't a blanket change to how his basic works, but fixing Deaths Toll and Manikin Scepter to behave like every other item does for Jorm already. The alternative (letting Jorm have these effects) would be to let Jorm have Telkhines and Animosity (4% maximum health damage) as well.


16 Dec

Comment

Originally posted by Xaoyu

When healing is too strong players die less

thats... the point ?

Why would anyone play healer rather than a pure damage dealer if he can't get as much value from his healing as from a potential higher burst damage ?

A dead enemy can't hurt me. So if i can't stay alive thanks to my heal, how can being a healer be as good as just dealing more damage ?

You created the problem by making your playerbase entitled to get kills quite easily : someone is out position he just dies. and everything that would prevent that death is considered as frustrating and game breaking.

The healer role existed in a lot of other moba (multiplayer pvp games in closed map) and people were used to deal with it. It was just part of the culture. "Focus the healer !"

The whole heal-anti heal thing in Smite is an articifical feature. Strong heal abilities are here to give an impression of kits diversity and anti heal is here to nullifie it...

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Yeah, that was the point. I wanted to make it clear what it means for SMITE when we turn the healing knob up across the game.

Taken to its extreme, imagine a god that can ONLY heal. That god existing in that match would have to significantly reduce the kills to be considered even remotely effective.

My major point was to the original poster. He was pushing for healing to be its own identity supported with a slew of items. This turns the the knob up across the game by default. It must result in less kills; there is no other possible outcome to that proposal.

I think there are players who would 100% prefer that type of game. But we have to decide if that is the type of game most players would prefer and we have some historical evidence and we have made choices from the beginning of SMITE that tend to push the game in a different direction. The direction of SMITE has also changed over time as the design team refines and adapts our goals based on player feedba...

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