PonPonWeiWei

PonPonWeiWei



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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Comment

Originally posted by Sinisterniik

Thank you for responding here. It's always helpful to get insights from designers.

What puzzles me is that Hirez recognizes that healers are strong and then continues to buff them. Ra and Guan both recieved buffs recently (and Aphro/others before that). Caduceus Shield was brought in as yet another way to buff team healing -something that was rare for a solo laner to consider up till now. You also changed the healing mechanic in 7.11 so that there's even more healing across the board. Other than Tsukuyomi, the last several gods ALL have healing in their kits going back to Set/Horus.

So while you seem to recognize that healing is an unfun and difficult to balance mechanic, you continue to both buff existing healing while introducing new ways to heal.

I just dont understand the rationale. Adding the antiheal crit item is nice, but it shouldn't be Anhur's responsibility to apply antiheal to an enemy Hel. Contagion doesn't stack with Pestilence, so there really ...

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We have a few different approaches to balance. In general Warrior healers were not seen as effective and more specifically Guan Yu was not seen as effective. It did not matter that Guan Yu was statistically performing; he was often placed as a very low priority pick across the board.

Ra was in a similar spot until recently, seen as a mid to low tier mage at best. It did not matter that he statistically does well.

We have seen this year that focusing on the perceived strength of the character and how it feels to fight as them and against them in the context of a match is much better than pointing at our spreadsheets and going "We are right, sorry guys".

Gods having healing in their kit is contextual. Healing itself isn't bad; my argument is too much healing is bad. Tsukuyomi's healing is somewhat limited in that he won't find much to Basic Attack for long enough to heal. Set MUST be fighting a god to heal and Horus' heal has very low scaling making it larg...

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Comment

Originally posted by Avernuscion

Well that is interesting. From my perspective I'd have thought being able to tank more in itself among all classes would be somewhat of a feelsbetter as it allows for more reaction and less frustration value as it allows for more counterplay. While games go quicker because players are being deleted, it still from what I'm aware of leaves a sour feeling thing in people's heads that they just got insta-gibbed.

I do however think that healing metas are more frustrating on the visual perception of it being your enemy just instantly stimpacks back to full and I suppose being just helpless to do anything about it? In a sense a heal is a translation of mana to hp over time, whereas if one doesn't have a heal then this mechanic is scrubbed out entirely. If healers also get speed steroids and so on in the case of Shield of Regrowth and Hel's Inspire but also in the proliferation of having items that increase their movement like Doom Orb, Charon's and Relic Dagger, that's also some b...

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I should clarify burst a bit. In general what I mean is that when players dump their kits into each other, someone dies. Since they have to dump multiple abilities even burst comes out over a few seconds. MOBAs should have a higher time to kill than say a game like Counterstrike by default.

When things get TOO bursty (see old Loki, when you feed a He Bo, etc.) it can become frustrating as you often feel like you cannot play a fight.

Some characters will push for faster responses (if you hear Kuku ult you better Aegis) while others will allow for slower fights but the detrimental slowness is when gods can dive each other, dump 1 to 2 rounds of their full kit, and nobody has died yet. Even if it feels fun to someone who enjoys those types of fights it can be difficult to even end a game in that scenario.

Burst does have a distinct disadvantage as if you aren't attuned to reacting to it (new player as you mentioned) you are more susceptible to what feels like...

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Comment

Originally posted by Caesarthepeach

This sounds weird ,but here's one thing I think that helps solve the problem that we have as healing and anti healing itemization. The healing spike from asclepius, or the anti heal spike from things like divine and brawlers make healing just WAY to binary. If your team is scrambling to get anti heal online the match feels terrible, but then suddenly you have cursed ank , divine and brawlers and it just feels like a landslide difference.

Why I bring this up is, the problem with percent pen was very similiar, where the fall and spike in the effectiveness of prots and %pen were just too sudden. Why not try to spread out the anti heal stat amongst some items kind of like what was done with percetage pen, and then introduce new items that have spread out stats that provide % healing bonus as a stat..along with that, I think most "healers" should have their scaling on heals waayyy lowered way down , but you can encourage itemizing specifically into a new tree of healer items t...

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I touched on that a little bit; the per fight feeling of your healing can wildly vary from moment to moment. It isn't even about people knowing if anti-heal exists as Diamond+ Healers have a clear advantage. Ff those players cannot recognize when to buy Anti-heal and apply it regularly then basically no-one can (or healers are not shut out entirely but can feel that way).

Comment

We have spent a lot of time over the years discussing healers, their role in SMITE, and how best to support them. I think you have done a good job outlining some of the variance caused by healers and an approach to resolve that; but I want to provide some more context of our opinions so you can see why we are where we are with healers.

Lotus Crown was an attempt for a more healer focused item. This item when released was incredibly potent creating what you described at the end as a problem state. You could largely flex this as a one off and make your heals provide super utility while still building full damage. There are likely healthier ways to do this but healing has some core truths that we also try to be careful of. These are simply what must occur when healing is strong.

When healing is too strong players die less. When healing is too strong combat can feel less meaningful.

We often bounce between a Tank Meta and a Burst Meta. While somewhere in betwe...

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18 Nov

Comment

Originally posted by GollyWhoKnows

He does use it for one. It's part of his 2. Him striking his opponents with his wings was done to make him more visually unique as a character. Honestly there are several spear/polearm users already so I think it was a good decision.

This is largely accurate. We discussed how impactful he weapon would be and felt in general that if we had these massive wings, the odds of us doing another set to do cool combat stuff with was likely further away. Given how many spear users we have and how explored the weapon style is we opted to play up the wings, weaving in the Spear where it made sense.

Plus as others pointed out Set does use his spear pretty heavily, from his attacks to directing his clones. There is an element of contrasting them as they were a dual god release.


14 Nov

Comment

Originally posted by Krugenn

Wait, is this a common thing for skins too? like 100% of them or what?

Yeah, if the skin has a custom voice pack they have them. The SMITE Wiki has a pretty decent log of voice pack lines that includes these extra lines and who they reference.


13 Nov

Comment

Generally gods/skins have anywhere from like 5-7 references that occur when you slay a specific enemy god (and even then I think they only play some of the time).

For example Tsukuyomi references Amaterasu, Awilix, Cthulhu, Nox, Susano, Xbalanque.