Smite season 10 first impressions

Smite season 10 first impressions 

You can find Smite season 10 patch notes here. A brand-new conquest map, some major itemization changes with God changes. The promise is 4 major meta-shifting updates this year, changing the map and more. Last year we only had some very minor changes that did not really shake the meta much. Same promise has been made before so who knows.

The public test server is live and previews the new season. I have only played one conquest game, matchmaking for PTS is disabled due to the low player count. Judging balance is impossible to do at the moment.

The release date is the 24th of January. Outside of some balance changes or delaying certain things from releasing this is the final patch.

The new god is Surtr, a Norse fire giant. Surtr heavily inspires fire giant design, looping into his gameplay design and feel. Norse warrior takes mechanics and attacks from fire giant. Some of the people behind smite have used him in show matches before. Now normal people without access to dev tools can finally play a version of him. The art team has done all the way to animations are top tier.

Does mean a new character will replace him in the fire giant pit. The layout of the pit is different but the same old attacks as before. Would have liked new attacks or changing how that boss works. Balance change here is increasing the health gain, reducing critical strike damage.

  • Fixed an issue where Starter Item upgrades were missing and couldn’t be built in the Console God Builder

Finally, that bug is fixed been around for at least a year.

Conquest changes

With so many changes, won’t be covering all of them.

Overall changes; new map is wider, new camp locations and new camps, leashing changes, longer buff timers and changes to how it works, roaming jungle minions with random spawning and more. Whole map is different, balance changes spread across the whole map. Going to take some time to learn all these changes.  Reducing match length respawn time penalty is going go unnoticed but that a big change.

I have walked around the new map and played just one game. Wider map is only half the story, narrow and taller. Much hard to see around corners as a result. Certain objectives once you commit you have to be sure nobody is coming. Entrances to lanes feel a bit narrower with less vision.  In many ways the map feels alive and colourful. Looks rather good honestly considering the unreal engine is older. Not noticed any performance issues. Learning this map is going to take time. Side lanes have more things to do. Middle lane I got small fear that clear heavy gods are going to be king. New map is overdue, we see how things play around.

Matchmaking changes

Ranked is now cross play between all platforms which is great in theory.

Ranked Modes aren’t the only ones getting matchmaking changes. Normal Queues will be changing back to the Non-Timed queue system. This has 2 primary advantages. The first is the return of Multi-Queue, where players can queue for many modes all at once. This feature is great for regions or times where populations are lower, and helps make sure everyone can play more SMITE. The other advantage is flexibility. The Timed Queue system is very rigid, when the queue pops it does the best it can and fires off the matches. It actually creates more sub-optimal matches with that style. With the change back to Non-Timed queues we expect to do make some heavy adjustments to our matchmaking systems to continually improve the experience across Year 10.

Not sure how I feel about this. Ranked will continue to use the time queue system which is an interesting choice. Given the reasoning given here I’m bit confused as to why. Surely it would mean sub-optimal matches for ranked? Guess we wait and see what happens.

Different shards not just vision which players never used much at all.

Items

Reduction of the total number of item trees and reordering. Seems to be push towards simplification when comes to balance here. Finally understanding that giving everything just leads to bloat and power creep. Hybrid style items here get a huge rework. Underused stuff is being removed loads on the cutting room floor. Some mechanics do find new homes.

Frostbound hammer becomes less frustrating, weaker slow that easier to counter. No longer can you get pinned down forever.

Healing

Healing Reduction Items (Anti-Heal) are often a necessity in SMITE. The passive effect is powerful and applicable in more situations than most players expect. It has always been a challenge getting people to buy them, sometimes even at the pro level. This year we are giving all of these items new and unique passives to make them more interesting to build, but also balancing that with a variety of nerfs to not push these items over the top.

About time we redesign and rework healing, self-sustain and group. These sorts of sticking plasters have been happening for years at this point. Not sure if global anti heal debuff exists still. Healing in smite is heavily linked to damage and power. Lack of items means many healers can’t play other roles. Instead, they become massive lane bullies whole overwhelm players. One or two just straight up cause havoc.

Something needs to be done about the level of healing, scaling, group heals and sustain in general. This would however mean a massive redesign and rebalance across gods. I don’t have much faith that the designers will come to similar conclusion to me anytime soon.

Couple further item changes which I can’t see doing much. Winged blade new passive is within a tiny radius and not helpful. Compared to spectral armour new passive 55 units about basic attack range vs 30. New passive is rather good.

PASSIVE – You take 40% reduced bonus damage from Physical Critical Strikes. When you are hit by a Critical Strike, you and allies within 55 units take an additional 5% reduced bonus damage from Physical Critical Strikes, stacking up to 4 times and lasting for 8s.

This sounds rather good; I don’t think this going be overpowered.

Cloak tree gets some major shifts. Some more new items which are being added. New idea is being added with abyssal stone.

PASSIVE – Successful ability damage to an enemy god applies a debuff that afflicts them with 20% Negative CDR for 4s. This can only occur once every 6s.

Even if you ignore the passive, you still have a good item. Long list of item shifts which impact most classes. Starter items get some changes, war flag could be good. Hunters get some item shifts and changes. My hot take here is like healing heavier handed rebalance and rethink is needed. Creating early, middle and late game hunters with real weaknesses. You could argue that a flaw most classes have but hunters have a huge power jump at certain points. Decreasing base power by 5 but increasing scaling is questionable.

I don’t understand why class bonuses exist but that a thing now. Seems like a blanket change across the board. Most major change here is base magical protections; certain gods have a higher base number compared to others.

God balance 

Ishtar reducing her early game clear, means less pressure good change overall. Achilles gets some help with clearing minion waves; I don’t like this change at all. King Arthur gets minor clear damage increase. Vulcan changes are caused by the fact he no longer crippled in backfire. That pretty much the theme here, fixing past mistakes or addressing issues. Some weird why did you do this change moments in this list, like Fenrir who gets attack speed stim.

Vamana gets a huge shift, no longer can a single relic hard counter him.

COLOSSAL FURY
  • The Healing over time has been removed from this ability
  • Added 30% Physical Lifesteal while Vamana is Colossal
  • Increased Shield from 1% of Max Health per 0.2s to 2% of Max Health per 0.2

Making use of his passive gives you free power, jungle version becomes much worse. No longer having that heal makes diving much harder. Maybe Vamana gets more play with these changes and returns.

In conclusion

Alright that took me a while to review and look over the patch notes. Overall, I’m pretty happy with the changes and look forward to playing season 10. New map is lovely and should shake up the game. Even after one game in PTS, I had fun even if the game was unbalanced as hell. Blackeye is stupidly good at smite. Season 10 is the season of monsters.

The Russian invasion of Ukraine 1 year almost

The Russian invasion of Ukraine 1 year almost

Invasion is ongoing with no sign of ending anytime soon. Taking over a country is no easy task, Ukraine is rather big, and you need a rather large force to do it. An original assault was spread across various fronts. Spreading the attacking forces thin across a huge front line. Normally attacking armies use strikes to weaken the defending forces. A limited number of strikes happened on the same day but nothing on the scale was needed. Modern militaries make heavy use of intel, air support, and cooperation between every single unit. Unprepared and expecting an easy victory Russian forces crossed the border.

Putin was told, it would be easy, Kyiv would fall in days. Therefore, the rest of Ukraine would fall within days and a puppet government could be installed. Deployed men, and equipment got stuck in a traffic jam outside of Kyiv. Heavily armoured units without infantry to provide protection, no fuel or ammo became an easy target.  Sitting ducks as supply trucks and could not refuel or provide ammo. Defenders went for the soft underbelly of the advance, supply lines. The humiliation of the Air force and Navy. The air force was unable to gain control of the sky. Russia’s black sea fleet flagship was sunk by the country without any real navy power. 

Ukraine’s resistance focused on defensive operations around Kyiv in the early days. Resourceful using whatever they could to repel the attackers. Lacking the manpower to overwhelm the attackers across various fronts. Instead, they have adapted and become flexible, attacking valuable targets like supply lines or command posts. Largely an artillery army, using dumb weapons on mass to overwhelm. Both the Air force and Navy acted as artillery unable to gain the upper hand. Artillery is very resource intense, a bunch of trucks are needed to supply missiles and that means you can’t send fuel or food somewhere else.  Slowly the list of targets started to grow, command posts or ammo depots or fuel depots. For months now slowly grinding down the ability to resupply frontlines. Reinforcements happen which weaken and pull resources to someplace else. Starts to become impossible to hold, can’t resupply troops and not enough manpower to defend. Counteroffensive takes place and the retreat of Russian troops happens.  Once a crack appears you apply pressure, leading to some bold and stunning attacks. 

Unable to secure Kyiv, Russian troops regrouped and attacked in the east. Taking as much land as possible and calling it Russia. East and south-east creating a landbridge is all that remains of the Russian landgrab. The best soldiers are killed or wounded, and the best equipment is destroyed or can’t be repaired. Being unable to replace or produce a similar kit is going to be a big problem.  At the same time, the quality of Ukraine’s gear has only improved. NATO standard kit is being provided. Russians have been destroying parts of Ukraine without any care. Completely destroying cities, attacking power plants and more. Forced relocation, stories about what has happened are horrific. 

No sign that is conflict is going to end any time soon. The next phase is against a dug-in Russian army. The Russians have been throwing men at one small city. Unclear who goes on the offensive first, NATO heavy weapons have been requested. 

Maybe I was wrong in calling for NATO troops, weapons appear to be having a major impact. Still wish NATO acted sooner in providing that support.