Smite - [Console] Patch Day Discussion/Bug Report Megathread- "Divine Light" 4.12 |
- [Console] Patch Day Discussion/Bug Report Megathread- "Divine Light" 4.12
- 12 July 2017 - Patch 4.13 - "Mid-Season"
- Allied Tribute on Conquest Map
- HiRez seriously dropped the ball with how they handled the T5 vote this year.
- Made a Bingo board for me and my friend for todays patch notes
- What I would like to see from chests
- What we got of Artio from the stream
- Smite 4.13 PTS Datamining – 2 Deities and New Adventure
- Bullying has gone too far
- Why did Raijin get nerfed?
- Dear HiRez: how do you expect me to continue buying content, when the state of Smite on Xbox is worse than it's even been.
- T5 Winner Announcement and Discussion Megathread.
- Trend with the T5 skins
- Can bestowed kills be an accolade for Ganesha in post game lobby.
- I'M A MONSTER!
- Nike Ult should not go on cooldown if she does not get the shield / slow off
- How I Think Next Year's Odyssey Skin Should be Handled - A Smite Fan's Opinion
- "Avoid Me" Reputation players on Xbox
- When they removed the T screen, wasn't their reasoning behind it so teams couldn't look at the graphs and strategically notice gold/XP changes?
- Spacestation Gaming AMA!! (video this weekend)
- 4.13 Patch Notes - Spoils! (Mid Season Patch)
- What if Swift Wing cost 500G?
- The loading card for Demonic Pact is completely black.
- Summer of Smite 2017 Website is Live!
- Why on earth did they nerf Raijin
- Alien Freya coming to 4.13!
- Are you me?
| [Console] Patch Day Discussion/Bug Report Megathread- "Divine Light" 4.12 Posted: 12 Jul 2017 08:49 AM PDT PATCH NOTES FOUND HERESkins
Trial of King Hercules
God Changes
PATCH NOTES FOUND HERE[link] [comments] | ||||||||||||||||||||||||
| 12 July 2017 - Patch 4.13 - "Mid-Season" Posted: 12 Jul 2017 11:56 AM PDT Patch notes will be live on Twitch and Youtube. READ THEM HERESkins, VPs, etc.Summer of Smite 2017"It's time for another summer road trip through the Battleground of the Gods! We'll be releasing new Summer of SMITE content over the next several patches. Every time you buy a Skin, you'll get to pick your favorite souvenir from our in-game shop. Then complete two specific Quests to unlock your bonus item forever! There are seven keepsakes to claim, plus an ultimate reward only available when you collect all eight Skins: one honey of a Limited Skin, only available during Summer of SMITE 2017!"
Project Olympus
Graphical Engine Updates
Prestige Levels
Wisdom Tab Updates
Triumphant Chests
Misc
Maps - BalanceConquest "During the first half of the season, we a multitude of strategies develop on the Conquest map. Initially, it began with heavy early pressure, but organized competitive play teams have developed different methods of pushing games further and further towards the mid and late game. However, these coordinated strategies are less effective in un-organized play (Casual and Ranked) and have left a feeling that games are too heavily weighted towards the early game. XP gain is what allows a team to secure early leads (through Levels) and Gold is what allows teams to close out games (by being an item ahead). Jungle Monsters that are split with the whole team are seeing a reduction in total XP, while the Gold Fury is seeing a significant reduction in global XP provided. Teams who are able to secure the jungle effectively will still gain a lead, but the lead will be less significant. Additionally, we are increasing the health of the Tier 2 Tower and Phoenix while also increasing the health defeated Phoenixes respawn at. Teams who draft towards the late game will feel better able to defend against early sieges and potentially turn the fight as their strength comes online. Since these are large changes to the pacing of Conquest we will be watching closely to see how teams and players adapt towards mid and late game strategies."
Siege *"The Siege mode is due for some updates. Console players and lower end PC players often had frame rate issues. We have improved this by doing a large visual pass on Siege, mostly affecting the foliage on the map. Some balance and bug fixes will accompany the optimization updates. The mode often leads to very 1-sided games where teams snowball and win very quickly. The Wild Juggernaut will be tougher to kill in the late game and Controlled Juggernauts will give a reward to the entire team who slays them."*
Clash
Joust
"Both Clash and Joust had moments where players would finish their build well ahead of hitting Level 20 or the other way around. We are adjusting each mode slightly to bring the curve of Levels and items more into line." NEW ItemsHastened Fatalis "Season 4 has been a wild ride when it comes to Hastened Fatalis. Fatalis was buffed to help the Gods that needed the item, like Basic Attack Assassins and Mage ADCs. However, Hunters took the item and dominated with it, forcing multiple nerfs. Rather than reducing it back to its previous status (and therefore having the same problems), we are splitting the Hastened Fatalis effect (now called Haste) onto a melee-only Katana (Hastened Katana) and Magical Power Ring (Hastened Ring). Hunter's who wish to go fast will still have a new option (Atalanta's Bow), but will no longer have access to the Haste effect."
Hastened Katana "Because this item is now Melee only we are able to adjust the stats and Gold to better reflect what a Basic Attack Assassin may desire. This additional control we have over item balance in the future also extends to Hastened Ring."
Hastened Ring "Unlike Hastened Katana, Hastened Ring will only provide Haste for a short window and on a Cooldown. This 4 second window should allow Freya, Sol, and Chronos players to make use of their main stim, but should reduce the frustration that can occur when this effect was being applied permanently. The bonus Magical Power will however help them make up the difference through their Mage Abilities while the effect is on Cooldown."
Hunter's Bow
Atalanta's Bow "The raw chasing and juking power of Fatalis was what made it so valuable to Hunter's. While not as potent, this cheaper alternative will allow Hunters to still benefit from reduced Movement Speed Penalty (through increased Movement Speed) as long as they are continually damaging targets."
Toxic Blade "Anti-heal applied through Basic Attacks is a strong passive effect, but while it was on Witchblade it was a bit awkward. Toxic Blade takes the passive from Witchblade and pairs it with stats that are more desirable to Hunter's and Basic Attack Assassins/Warriors who need to limit the amount of healing an enemy team is outputting."
Shaman's Ring (Redesign) "Shaman's Ring is receiving a new passive that introduces one of our main new features, Evolving Items. While Rangda's Mask, Lono's Mask, and Rage have has passives that give a bonus once fully stacked, they didn't have any treatment to show off that a player had successfully completing it. Now as players complete the stacks, the item will change in icon and in the case of Shaman's Ring receives a completely new passive. After dealing the required damage, this item provides a new passive that allows the wearer of Shaman's Ring to deal more damage to targets they recently damaged. This style of passive could be strong on Mages with a high amount of regular poke such as Vulcan, Thoth, or Agni."
Relics - Balance"Relics and Relic Upgrades are seeing a change going into Mid-Season. Previously, some Relics received Cooldown reductions while some received new effects. We are shifting nearly all Relics (with the exception of Aegis Amulet and Purification Beads) to gain a new effect when upgrades while we leave their Cooldowns at the same base length." Aegis Amulet
Blink Rune
Bracer Of Undoing "Bracer Of Undoing has seen a rise in play with its last round of changes, becoming a popular pick. While anti-heal is a strong counter, having access to the Cooldown Reduction in its base form gave it a bit more utility than it should have. Players will now need to invest in the upgrade to gain access to this additional utility."
Cursed Ankh Upgrade - Decreased Healing Reduction from 65% to 50%. - Increased Cooldown from 100s to 120s. - New Effect - Enemies afflicted by Cursed Ankh have their Mana costs increased by 20% and have the Cooldowns of Abilities fired while afflicted increased by 2s. Heavenly Wings "Heavenly Wings and Horrific Emblem were often tied together, with one countering the other creating a tricky balance problem. We removed the Slow Immunity from Heavenly Wings to embrace this countering, but it ended up with both feeling lackluster and seeing little play. We are re-adding the Slow Immunity to Heavenly Wings to give players a way to stop heavy slow comps while adding an additional effect to Horrific Emblem that will still allow it to be useful, even if the slow it cleansed by Heavenly Wings."
Horrific Emblem Upgrade
Magic Shell "Magic Shell and Meditation were always a Math problem for players. Did Shell mitigate more than Meditation could heal? The answer often dictate what support players picked up. Shell and Meditation are receiving new effects that will better define the difference between these two actives. Shell will now provide a short duration Shield, allowing well times usages to mitigate a heavy amount of Damage (or allow a skilled enemy to wait out the duration). It's upgrade will also counter Basic Attack Gods by providing block stacks, giving teams a counter to an out of control Hunter. Meditation will provide a flat heal that can be used at any stage of the fight and be effective, while it's upgrade encourages teams to use their Abilities rapidly to escape or engage their enemies."
Meditation Cloak Upgrade
Phantom Veil "With the redesign of Magic Shell we had the open space to pair the "Ghostwalk" effect with a buff that compliments its use cases much better: damage mitigation. Phantom Veil will now be even better at keeping your teammates alive if they become trapped by player made walls."
Shield Of Thorns Upgrade
Sundering Spear "Sundering Spear has been a hot topic during the first half of the Season. Starting out as a weak Relic, teams quickly began realizing the strength it could have leading to heavy usage. As a Relic is was good at both engaging onto the enemy team while being able to secure kills that may have otherwise gotten away. We are changing the way it deals damage to encourage using it at the start of a fight by having it deal a percentage of the targets current health, removing the ability for this relic to kill an enemy on its own. Additionally, the ability to shred a target is on the upgrade only. Players who want this strength will need to invest to obtain it."
Teleport Glyph "Teleport Glyph has long been a staple of the solo lane. Warriors could effectively farm Levels and Gold above the rest of the players and be anywhere at a moment's notice. We are toning down this strength by only allowing players to Teleport to towers with the base Relic. This will limit the solo lanes ability to rotate unless the invest the Gold into the upgrade (or into other options like Movement Speed)."
Items - BalanceRangda's Mask "Rangda's Mask was a high risk/reward item that was a bit too risky. We are reducing the stacks required to reach its maximum strength while allowing a more gradual increase in strength until it reaches maximum stacks. Players who want to heavily focus on early game pressure and kills may find the reward to be worth the risk."
Frostbound Hammer "Frostbound Hammer on Hunters has been a point of frustration for many players. We are reducing the strength of this effect on Ranged Basic Attacks to allow players more opportunity to play around slows from a distance."
Rage "Rage stats are remaining the same, but it is receiving the Evolve treatment, similar to the new effect of Shaman's Ring. Lono's Mask and Rangda's Mask are also receiving this treatment."
Lono's Mask
Bumba's Mask "Bumba's Mask is an item that we have been watching closely. While some teams value building this item on more than just the Jungler, we have seen other strategies compete and don't want to restrict this item unless it truly becomes a must buy in too many roles. In our Conquest changes, we increased the overall amount of Health (and therefor Healing) in the Jungle, so we are bringing this down a bit to accommodate for the Health increase of the minis."
Bancroft's Talon "Bancroft's is a current staple for Mages, given its raw power and ease of building due to Tiny Trinket's price. We are increasing the cost of Bancroft's and reducing the base Lifesteal this item provides. While it will still be strong, Mages may find other build strategies no longer overshadowed by Bancroft's Talon."
Dynasty Plate Helm "Dynasty Plate Helm was an incredibly cost efficient item, allowing for a large spike in both offensive and defensive power. A small reduction in its offensive and defensive abilities will keep it from being a must buy and help separate the early game and late game Mage builds."
Celestial Legion Helm "Celestial Legion Helm is receiving a new identity as a cheap anti-physical item for Mages. This item will quickly gain stacks of Physical Protection as long as the owner doesn't take Physical damage from enemy gods. However, in extended or frequent engagements this item will lose effectiveness, making this a strong choice to deal with burst but a less ideal choice when dealing with sustained damage and long fights."
Vampiric Shroud "Vampiric Shroud has always been a defensive and sustain oriented starter, but didn't offer enough to justify it over Sands of Time or other starting choices. It is being re-designed to provide a small amount of Physical Protection and the ability to restore more health without requiring last hits on minions. Mages or Guardians who often find themselves dealing with Minion or Physical damage in the early stages of the game can pick this up and be more effective in those situations."
Ancient Blade
Adventurers Blade
Cursed Blade
Witchblade "With Toxic Blade now providing Basic Attack characters with anti-heal, Witchblade is being refocused as a more offensive boxing item. With stats like Attack Speed and Lifesteal to help Basic Attacks be more effective and an aura that reduces nearby enemies ability to box with Basic Attacks, players can pick this up and look for favorable one-on-one scenarios."
Winged Blade - Removed 10% Attack Speed. Relic Dagger "Relic Dagger is seeing a slight shift in power. Players can now rely on a Flat reduction of Cooldown for their Relics, while also seeing a bit more Health to make up for the loss of Attack Speed. Guardians and Warriors who often did not have value for the Attack Speed may find the extra tankiness and utility worthwhile, depending on their Relic choices."
Demonic Grip
Telkhine's Ring "Telkhine's Ring and Shaman's Ring are no longer Attack Speed oriented items, and so their passives have been adjusted to apply to more Mages in general. Telkhine's Ring new passive allows low Cooldown or combo Mages to stack up a large amount of Power, either increasing their damage as a fight becomes extended or allowing for their finishing ultimate to have a large impact. With extra Movement Speed it will also help Mages/Guardians find the right positioning to get this extra damage off."
Enchanted Ring
Emerald Ring
Druid Stone
Ward Stone
Void Stone "Void Stone (and it's Tier 2 Ward Stone) now provide bonus Health and less Magical Power. Aggressive Guardians who want to better enable their Mages will find this item more desirable due to the flat health having synergy with their high defenses. In this Patch, we also paired Health with 2 other Magical Protection items, even when their Physical "Counterparts" do not. In general, Magical Protection is a more niche stat due to standard team compositions as well as damage sources on the map. Because of this these items need the additional bump to feel impactful."
Genji's Guard "Similar to Void Stone, the added Health increases this item's ability to serve a defensive role. Additionally, we are increasing the MP5 and Passive to make sure the utility provided by this item feels impactful."
Oni Hunter's Garb "Oni Hunter's Garb had a powerful effect, but lacked the raw stats and strength for it to make it into players builds. The additional health and passive adjustments help this item feel impactful when it needs to be."
Gods - Balance"Ao Kuang's old Passive was a bit clunky when it came to generating Stacks (such as it not following out-of-combat rules) and didn't help Ao Kuang in fights that went longer than his initial opening. His new Passive rewards successful executes that will give him additional potency throughout the rest of the game and in extended fights. His base stats have also been adjusted to allow Ao Kuang to have a bit more staying power when it comes to his Mana pool."
"Bakasura is seeing targeted changes to help him feel like chore oriented in the jungle (by needing to eat minions on cooldown, or he risks not having enough minions for his ultimate) while also giving him access to his more utility based ultimate more often. By being able to get 2 Stacks of Minions by eating a large monster, Bakasura can prioritize ganking and invading more effectively rather than needing to be by a Minion every time Eat Minion comes up. Additionally, with extra Minions comes bonus utility when it comes to taking objectives or pushing towers (as well as additional confusion when he ults, which also now happens more often)."
Bellona "Bellona has become a very popular pick this Season, with a win-rate in competitive to back up this popularity. We are focusing on bringing her early clear and fighting potential to a more counterable level. With a base power reduction, Bellona will need to invest more time into clearing a Minion wave. This change more drastically affects her Hammer Basic Attacks since the first and last hit increase Damage by 1.5x. In addition, we are reducing the frequency she can Bludgeon early on. Gods that can Silence or Disrupt this Ability will see a better reward for doing so as Bellona will not be able to get the Ability again before their interrupt comes off Cooldown for the first few waves." "It is also worth noting that Osiris is not receiving an adjustment this patch. While he was THE popular pick in competitive alongside Bellona, he did not have the same record as Bellona did while also having poor performance across other levels of play. Osiris is often a pro-favorite, but even after his recent buffs he still struggles outside of the competitive scene. We will continue to watch him closely before making any specific adjustments."
"Chiron is receiving a nice bump to his utility, clear, and overall Ability flow. Training Exercise now applies the Mark for Masterful Shot to targets hit, allowing for a better clear path for the teacher while also increasing his mid and late game poke potential."
"Chronos' old Passive was entirely an extension of his Accelerate Ability. All of that functionality of the old Passive has now been moved to Accelerate leaving a place for a new Passive. Time Lord gives Chronos additional Magic Power as the game continues on. Not only does this further solidify his identity as a Late Game God, but the pressures of time will be felt by the enemy team."
"Funeral Rites often felt limited as a single death could completely wipe away the Aura. These Stacks are no longer lost on death and Isis players will now receive a reward for successfully reaching maximum Stacks."
"Kuzenbo is receiving feel good updates and bonus utility effects that should help his performance. NeNe Kappa now Slows targets who are hit by the initial throw, rewarding Kuzenbo players for their accuracy. Sumo Slam is seeing a Cooldown reduction along with a more responsive turn. Finally, Watery Grave will no longer knock targets so far outward. These changes cause the God to provide his team with more controlled disruption more often."
"Ne Zha has long had an interaction where players could beads while under the effect of Wind Fire Wheels, effectively losing their Purification Beads Cooldown before rising into the air. This largely came down to a discrepancy between his visual animation and the animation he plays. Now, players will have a window of opportunity to use Purification Beads (or allies can use effects like Geb Shield) after they have initially been hit to escape their fate. Additionally, there is now protection while on the way up so players should no longer be able to fire a Purification Beads that will no longer help them."
"As stated in the 4.11 notes, we are making adjustments to Nemesis to make her feel less frustrating to fight while opening her playstyle up to more than just using her ultimate. Divine Judgement's protection shred has been reduced to allow defenses to still have some impact while Slice and Dice no longer Slows for 50% at max rank. Players will feel less helpless when afflicted by both effects and should allow for teammates to better assist their debuffed ally. To make up for this, Swift Vengeace and Slice and Dice are seeing Damage increases. This should help Nemesis feel more impactful with stronger pressure against squishy targets with increased Jungle clear. She will still be valued for her unique Ultimate's ability to shred, but will not be as meta reliant as she once was."
"Clay Soldiers is receiving a massive update that has been requested for some time. Nu Wa players can now mark targets for their Clay Soldiers to pursue allowing Nu Wa players to have confidence when committing to their burst combo. If the Nu Wa player does not want to mark a target they have that option still available to them."
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| Allied Tribute on Conquest Map Posted: 12 Jul 2017 04:05 PM PDT | ||||||||||||||||||||||||
| HiRez seriously dropped the ball with how they handled the T5 vote this year. Posted: 12 Jul 2017 03:10 PM PDT I'm going to first say that I don't care that Ullr won, I don't care much about the vote and I didn't expect anything I play to win this year. But how they handled it this year was HORRIBLE. They barely explained the skins at all, making Medusa and Jing look like 4 different colored versions of one skin while Ullr got an actual proper concept showing it changing. Pretty much anyone could see that Ullr was going to win from the first moment the vote was up, because his skin was the only one HiRez put any effort into showing. Edit - I also forgot to add that they didn't even have concepts for Skadi and Hou Yi, the other winners. It's not just how shitty the vote was, it's also that HiRez employees (PrettyHair) advertised on Twitter to vote for Ullr, which although is NOT against the rules, it is damn unprofessional. Edit - This is unprofessional because he advertised as a HiRez Employee using his affiliated Twitter. If he had posted it on a personal twitter that wasn't an official HiRez one, it would have been fine. It's nice that Ullr won but is it really a win when the other concepts sucked in presentation and didn't stand a chance? It's like beating two kids with broken legs at an 100 yard dash. Late Edit - Shlappz also has a detailed post below, in the comments. [link] [comments] | ||||||||||||||||||||||||
| Made a Bingo board for me and my friend for todays patch notes Posted: 12 Jul 2017 06:54 AM PDT | ||||||||||||||||||||||||
| What I would like to see from chests Posted: 12 Jul 2017 09:07 AM PDT | ||||||||||||||||||||||||
| What we got of Artio from the stream Posted: 12 Jul 2017 02:01 PM PDT | ||||||||||||||||||||||||
| Smite 4.13 PTS Datamining – 2 Deities and New Adventure Posted: 12 Jul 2017 05:41 PM PDT | ||||||||||||||||||||||||
| Posted: 12 Jul 2017 01:47 PM PDT | ||||||||||||||||||||||||
| Posted: 12 Jul 2017 07:55 PM PDT I don't see how HiRez thinks it's justifiable to: remove the damage that comes from his passive buff his 1 by 40+60% damage buff his 2 by 55 base damage but lower the scaling by 5% AND make it a DoT instead of a burst damage, but give it a slow Make it easier to interrupt his 3 (While I agree this is a thing that should have been done anyway, still a nerf) And then nerf his ult by slowing down the speed of his ult by a noticeable amount, and reducing the damage his taunt and fear shots do by an additional 20%, oh but it's ok it lasts 2.5s longer. Can someone tell me how this is meant to buff one of the most under performing gods in Smite? [link] [comments] | ||||||||||||||||||||||||
| Posted: 12 Jul 2017 01:29 PM PDT I've been playing Smite on Xbox since beta, and I absolutely love this game. It's one of my most played games to date. Since season 4 though, the game has been nearly unplayable. The lag spikes are horrible and so consistent. I've played the game on PS4 with no issue, but on Xbox it's in bad shape. Is this a known issue that's going to be addressed at some point? I want to continue supporting the game, but can't bring myself to do it when the servers are so abysmal. [link] [comments] | ||||||||||||||||||||||||
| T5 Winner Announcement and Discussion Megathread. Posted: 12 Jul 2017 01:22 PM PDT | ||||||||||||||||||||||||
| Posted: 12 Jul 2017 06:53 PM PDT First T5 - Archon Thanatos - Theme: Angelic Second T5 - Ragnarock Force X Thor - Theme: Mecha Third T5 - Demonic Pact Anubis - Theme: Demonic Fourth T5 - "Elemental Ullr" - Theme: Elements of nature The 1st and 3rd skins had opposite themes, angelic versus demonic and now the 2nd and fourth have continued this trend with elements/nature versus mecha/technology. [link] [comments] | ||||||||||||||||||||||||
| Can bestowed kills be an accolade for Ganesha in post game lobby. Posted: 12 Jul 2017 10:46 AM PDT I wanna see how much I get when the game is done. They could also put a number in his passive icon. [link] [comments] | ||||||||||||||||||||||||
| Posted: 12 Jul 2017 02:18 AM PDT | ||||||||||||||||||||||||
| Nike Ult should not go on cooldown if she does not get the shield / slow off Posted: 12 Jul 2017 08:53 AM PDT Currently at Nike rank 5 and something infuriating I found while playing her is that Sentinel of Zeus can go on cooldown if you die during that short windup. I understand it gives CC immunity for half a second but I fully believe that half a second is not long enough to warrant it going on cooldown. Thoughts? [link] [comments] | ||||||||||||||||||||||||
| How I Think Next Year's Odyssey Skin Should be Handled - A Smite Fan's Opinion Posted: 12 Jul 2017 06:35 PM PDT So I've noted that alot of people were disappointed with this year's Odyssey skin contest. That's why I've taken the liberty to create what I think are the correct steps to next year's Odyssey skin contest! 1: Class The classes would be limited to the ones that do not have a T5 yet (That means that next year would be either Warriors or Guardians). 2: Specific Gods Much like this year after the class it would be narrowed down to 5 gods (with each person being able to vote for 5 gods in a survey). 3: Submissions Rather than using the Smite Forums, HiRez should create an Odyssey Megathread on the Reddit much like last year which would then be advertised in the game via the launcher page and in-game update page. 4: Concept Vote Like with the Community Skin Contest (Which gave us Fallen Lord Chronos), HiRez would present 5 concepts (1 for each god) submitted by fans (specifically by the fans, none of that "let's make our own based off the submissions" crap). Each one would have to have an explanation of why it's a T5, how it changes during the game and how it changes the model and abilities. 5: Winning Concept After about a week (3 days was a little short for voting) the winner would be announced. How does this sound? Better? Worse? [link] [comments] | ||||||||||||||||||||||||
| "Avoid Me" Reputation players on Xbox Posted: 12 Jul 2017 03:26 PM PDT I know this kind of post has been submitted several times, but I just need to rant. I was just playing a game of Assault where I was originally given Khepri and my teammate, who was given Skadi, requested that I switch. So I did. Then that player re-rolled Khepri and got Kumbha. They requested to switch with me again. I figured that they just wanted me to re-roll or something when I originally had Khepri so I went to accept the trade again, but the time ran out and we couldn't trade (he requested it with about 2 seconds left so noticing it and then holding down the accept took too long). Once we were in game he spammed "You Rock" and then left when the game started. He then came back and spammed the VGS until we eventually surrendered. I was sure to report him after the game and I checked his reputation and of course it was "Avoid Me." Like it is 9/10 times. The thing that frustrated me the most was that my team was actually playing fairly well but the lack of a 5th made it nearly impossible. Him coming back, feeding and spamming the VGS made it unbearable. I've been running into a lot of "Avoid Me" players lately and it's crazy how one person is actually ok with ruining other people's time. I get frustrated at Smite all the time when things don't go my way, but I'd never stoop so low as to ruin my teammates' time playing. It's just ridiculous and immature. But everyone is different I guess, and I'll try not to waste too much time trying to figure out what those players are thinking. I would love for there to be a way where the lower reputation players only played with each other. Nothing grinds my gears more than losing because of this and I hate a game that I love so much get ruined because of people like this. By far the worst part. Rant over. Sorry for the 100000th time this kind of post has been submitted. Now back to Smite lol. TLDR: I'll never understand "Avoid Me" reputation players that are ok with ruining everyone's time. They should be made to play with only each other if possible. I'm sure there are flaws in this concept though. [link] [comments] | ||||||||||||||||||||||||
| Posted: 12 Jul 2017 05:18 PM PDT Then why did they add a global noise when gold fury and fire giant are slain? [link] [comments] | ||||||||||||||||||||||||
| Spacestation Gaming AMA!! (video this weekend) Posted: 12 Jul 2017 01:26 PM PDT Here is your chance to ask the Spacestation Gaming team ANYTHING you want! Why does Vetium waste so much money on shoes? Why isn't goobis top pick? His damage is insane!! Does Andi really need glasses or is it to hide his true identidy? Comment your questions down below! YouTube video coming this weekend! [link] [comments] | ||||||||||||||||||||||||
| 4.13 Patch Notes - Spoils! (Mid Season Patch) Posted: 12 Jul 2017 06:03 AM PDT Patch Notes will happen at 3PM EDT (9PM CEST). Watch on Twitch and YouTubeAs always: Please refrain from sharing any leaked content which doesn't come from the official Smite social media, HiRez employees or related officials. It goes against the purpose of this thread and it can cause problems. Thank you.Fenrir's Law: Datamining is always in flux, never final and often doesn't tell the truth. For the sake of avoiding misinformation, especially since it can't predict release dates: Datamining will not be included, except when said content is spoiled. Complete Patch Notes and PTS Infos for 4.13 "Mid Season" are here!The Good Stuff - Newest first!
Early Teasers - Content which hasn't been fully revealed yet or is up for speculation.This is the so-called "mid season" patch, which typically includes a vast array of balance changes and more often than not gameplay changes on the Conquest map. Hinduman mentioned on the previous patch show that this one will probably take a long time. Shows like this can easily take around 90 minutes, so be prepared for that. -BALANCE CHANGES & IMPROVEMENTS-
-SKINS AND STUFF-
Miscellaneous Info and other (unconfirmed) spoils for future patches
JUST IN CASE YOU MISSED IT: PATCH NOTES ARE ONE HOUR EARLIER THAN USUAL THIS TIME! 3PM EDT / 9PM CEST.
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| Posted: 12 Jul 2017 10:54 AM PDT Then you could buy it like you do a mask and still get a starter and 4 pots. Could be useful on solo laners and maybe even ADCs to get back to lane without burning TP. Might have to nerf the speed or stats a little bit for the price drop but right now it's completely irrelevant and needs changes. [link] [comments] | ||||||||||||||||||||||||
| The loading card for Demonic Pact is completely black. Posted: 12 Jul 2017 08:52 PM PDT | ||||||||||||||||||||||||
| Summer of Smite 2017 Website is Live! Posted: 12 Jul 2017 01:23 PM PDT | ||||||||||||||||||||||||
| Why on earth did they nerf Raijin Posted: 12 Jul 2017 06:56 PM PDT Can anybody see any of these changes as an actual overall buff? His 1 is still a below average ability, which is now even worse for clearing with the removal of his passive bonus power and it still gets blocked by gods which means you just stand in the wave and trade poke for 100% lane advantage early. While they made his 2 a bit stronger, his 3 lost all of it's damage immunity frames which makes him way easier to kill. To top it all off they nerfed the damage on the CC drums and slowed down the projectile. So after being a bottom tier mage for months and months, what they give him is lower mana costs, less damage overall with the removal of his passive and an even weaker ult. [link] [comments] | ||||||||||||||||||||||||
| Posted: 12 Jul 2017 09:24 AM PDT | ||||||||||||||||||||||||
| Posted: 12 Jul 2017 02:32 AM PDT No matter how much I despise some of the things about Smite, it's still my favorite game. I've been playing since the middle of Season 2. I play it everyday for hours, I try to keep up with the current events, I check this reddit daily as well. I've never invested so much time (and money) into a free to play game in my life. I look forward to seeing smite grow tbh, especially the integrated voice chat as well as the optimization of the game. [link] [comments] |
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