Smite 10.4 balance problem and feedback

Smite 10.4 balance problem and feedback

I disagree with the current balance and design philosophy of Smite. I’m frustrated with the current state of the game and the reasoning behind balance changes. The MOBA genre has three core pillars: mechanics, decisions, and game knowledge. With over 100 playable gods, professional players don’t practise every interaction. Decisions based on the game state matter, such as when to go for the gold fury. Mechanics include using abilities and moving around the map.

Currently, damage, mobility, and ease of use are at the heart of current balance woes. They are born from the design philosophy being followed.

Damage is just too easy to apply instantly, making it harder to dodge incoming bursts. On top of this, clear has been power crept across the board.

What’s more, in my mind, there are way more hard and soft mobility options. Deities that lack mobility have been given soft options or newer designs with it in mind. This has caused an imbalance with certain more traditional gods’ weaknesses gradually being removed. 1/3 of gods should have hard mobility skills, 1/3 should have soft mobility mainly and the remaining should have none. Rock paper scissors approach I admit may not work for a game with so many moving parts.

It’s much harder to dodge abilities now, making it feel less like a fighting game. There are far fewer skill shots and way more setup options built into kits that require less effort to land. That’s just how I feel currently about the game.

Combined together, these have indirectly created a burst-heavy meta – a race to the bottom in terms of skill and power creep with bloat. Small balance changes that don’t undo or properly address underlying constant creep are not just affecting gods but specific items.

Currently, items are over-tuned and typically lead to power creep. You can gain certain caps without much conscious effort. Leading to item trees filled with numbers and increasing game knowledge. Pretty much every item right now has at least 3 stats or more. A severe problem at the moment is the power curve for everything is out of wack and needs toning back.

Purposed item trees

Aggressive

Attack speed

Power / Mana

Penetration

Movement speed

Defensive 

Cooldown / Mana

Health / HP5

Protections

Crowd control

Utility

Life steal

Anti heal

Healing boost

Passives

Room to expand and add more if you wanted to expand certain playstyles. Possibly help the PC-centric UI work better on the console.

The design philosophy for standard kits should be moved back to basics. Early, middle and late archetypes should serve as the basis for balance. Gods should traditionally have a series of strengths and weaknesses. Soft counters by specific items have really been a clear priority over hard counters. Therefore should be considered and crafting soft weaknesses. A super mobile god, for example, should naturally lack immunity to crowd control, gently forcing the talented player to pick their successful fights wisely and carefully. You could indeed make it because they have lower health pools.

Early gods have high base damage, excellent clear, likely poor scaling 5% and lower than average health late.

Middle gods have mid-base damage, good clear, good scaling 50% and middle health value.

Late gods have awful clear, poor base damage, high scaling 200% or more and higher than average health late.

A balance idea could properly adjust basic attack damage based on these archetypes. Chronos, for an excellent example, gets higher basic attack scaling but lower base numbers. Opposite end Neith starts off stronger and falls off much harder.  This would have added the benefit of naturally tweaking critical strikes.  Pressure gets balanced with less late-game damage.

Ah Muzen Cab and Izanami both could be classed as early. Loads of levers you can pull within my vague archetypes. Don’t have to follow an inflexible path just use it as a guide.

I clearly have a different vision and idea of what the game should look like compared to the designers.

Smite pro league season 10 rosters

Smite pro league season 10 rosters

Smite pro league season 10 starts March 2023. 8 teams are taking part.

Team name followed with roles carry, support, mid, jungle, solo and coach.

Camelot Kings: Jarcorr, Genetics, BigManTingz, CaptainTwig, Variety, Biggy

Season 9 championship team

Atlantis Leviathans: Zapman, Ronngyu, Sheento, Adapting, Fineokay, sLainy.

Jade Dragons: Vote, PolarBearMike, Dardez, Lasbra, Nika, Cherryo

Highland Ravens: Barraccuda, Hurriwind, Venenu, Screammmmmm, Haddix, Masked

Styx Ferrymen: CycloneSpin, Aror, Paul, Cyno, Baskin, Realzx

Oni Warriors: Netriod, AwesomeJake408, Pegon, Panitom, SoloOrTroll, Oxiledeon

Eldritch Hounds: VaporishCoast, Quig, BennyQ, Oathh, Duck3y, ElChuckles

Gilded Gladiators: Stuart, Inbowned, Snoopy, Kyrmi, ScaryD, Ksier

Best team? Tossup between Camelot, Atlantis. However, Jade, Highland, Styx could reach 1st seed.

Worse team? Gilded performance during play ins was rather bad. Making a long list of mistakes but did show mental strength to come back against the odds.

Which team do I plan on supporting this year? Hounds who I have decided to call the Mighty ducks. Atlantis and Styx both getting support from me this year.

Smite pro league rosters season 10

Smite pro league rosters season 10

Ranking the rosters

  1. Kings
  2. Jade
  3. Oni
  4. Styx
  5. Leviathans
  6. Ravens

Really difficult to rank the rosters, we don’t know so much and won’t know how the team environment looks. What is clear all teams seem to value thinking about the game. Two more rosters are left and need to win play ins before they can join the league.

Camelot kings

The world championship roster stays together, last season approached the map in a focused farm manner. How the roster approaches the next season is worth keeping an eye on. Helped define how the play the map and played it better than anybody else. Not the best players in the world but they certainly are some of the best minds in the game. CaptainTwig and Genetics are both thinkers. Genetics is a mechanical monster. Two main sources of damage are mechanical machines, Jarcorr and BigManTingz. Variety rounds out the team, in the past, helped defined the meta.

Coach biggy helps keep the show on the road

Atlantis Leviathans

After the success of Kings Zapman needed some brains. Picking Adapting and Fineokay, certainly adds some brains to the team. A big question mark is over how flexible Adapting can be. Fineokay is one of the bigger brains in solo, a strong player at every stage. Slainy is more brain!

A trio of Zapman, Ronngyu, and Sheento are strong together anyway.

How Adapting plays with Ronngyu and Sheento will make or break this team. Fineokay is going to be key to success for him. Normally he creates space for the team. In the past, he has complained about being locked into certain picks. Flexibility in drafting along with picks and bans helped create success for the Kings. Selection of players who think about the game and consider how it fits together. Leadership here from everybody, they like to talk in the game too.

Jade dragons

Oni warriors were reborn with two new players. PBM and Lasbra give this team much-needed brains with leadership. PBM likes to play the game fast and loose, an aggressive player who likes to fight. The question is how much he shapes the direction. Active support player who plays off other players. Can he fit into this team? During his interview, he stated this year going to be a different style of play.

Lasbra is well at times night and day, depending on who is on his team.

Vote, Darez are talented players. Nika at times has shown his skill but follows the pack. He can be a thinker at times.

Unsure if the core of this team is the problem but it lacked leadership now it has it.

Styx Ferrymen

Thinkers with mechanical skilled monsters, this team is a collection of talent. Therefore this group is rather nasty, shaping the meta and pushing it.

Cyno does weird stuff and constantly pushes what is viable. Aror with Cyclonespin is both great minds together. Paul is just the mid version of Adapting, a mechanical god that is one step ahead. Baskin and Cyclonespin are both considered two of the best smite players in the world. New coach Realz provides a social edge to this already game-knowledge-heavy team. I don’t expect this roster to pop off early but get better.

Highland ravens

Barra ranked league of extraordinary gentlemen. Just Barra and Ven remain together with a new supp, solo and mid required. Hurri is the support, bringing a brain, shot calling and draft knowledge. Not the best support often has found it difficult to make an impact. Scream is a hot or cold jungle that gets added. Hard to say if that is a downgrade or not here. Mask is the new solo for this team. Lack of leadership shot calling and draft knowledge hurt this team in the past. High hopes that this team has what the bolts lacked.

Oni Warriors 

On paper, this roster is full of creativity and flexibility, unconventional with huge amounts of unpredictability. Something dangerous about a roster like this, they know each other and know the game. The question is who leads this roster and in what direction they go.  Jake plays bruiser-style support but is unconventional. Throw in Pegon and SOT, and see the game in creative new ways. Panitom follows the curve of the meta, and Netrioid is similar. This team is young and full of talent.

Jake plays similarly to the joker full of chaos and creating huge problems.

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.

Fortnite

Fortnite

Fortnite averaging of 80 million active players per month. Estimated around 3.24 billion monthly gamers, industry chasing 250 million high spenders. What many free-to-play games have done is convert more into paying customers. One of the biggest games in the world. Borrowing from existing games and doing giant cross-overs. Global music events have taken place, movies had done tie ins.

Games have come and gone, with millions of players per month. Clones of the trend have melted away, leaving only four big titles. The big four are Fortnite, Apex legends, PUBG and Warzone.

PUBG one of the originals has been steady and never found the same success. Spinning off from DayZ which has a long history between the two games. Epic Games Fortnite was a different game, save the world was the original but battle royale components were more successful. Apex legend’s spin-off from Titanfall launched much later, and little to no marketing was done.  EA was surprised just how well the game did on launch and had little to do with it. Gaming franchise call of duty has Warzone, which helped save the call of duty series. Free-to-play warzone helps drive sales for the base game.

Fortnite makes me remember what I love about video games. Understanding is not a serious game at all. After being asked for weeks, I decided to try no build mode. Changes how the game is played and the base game is rather fun. Smooth combat mixed with a visual style that is unique. Everything feels slower compared to what I remember. I suck at the game at the moment but overall, quite fun after all this time.

Efforts to recreate the Fortnite have failed, only call of duty found success. The future is unclear what happens next, Microsoft owns Warzone now. No clear trend in the gaming world at the moment.

The only thing I know is Fortnite is fun, I should play it more.

Smite 9.5 small changes big shifts

Smite 9.5 small changes big shifts

Smite like any video is a sandbox that designers set the rules and craft mechanics. Bunch of systems are interlinked one small change can create ripples. Live service games are always changing, require balancing revising past bits of content. 

Pre 9.5 smite was in a bad balance state, balance choices around map design, gods and items was wacky. Top 20 gods over last 5 years had been twisting the balance out of shape, last 3 years being the worse.  In many ways the game had become power creeped not in a good way. Designers was doing minor changes after knee jerk changes, design choices years in the making was causing serious problems. Last patch was the start of undoing some balance changes made in the past.

After 9.5 we saw mainly changes to map design and balance. Two biggest changes camps and minions became slower to clear. Decreasing the amount of gold / xp on the map with some timer changes. Structures like towers became more deadly, dealing more damage with higher hit points.  Everything on the map became more threating early on, don’t really feel it later on. Global health with protection increases for everybody, about 15% on average. Some minor item changes reverting past buffs bringing everything down.

Carry – Minor changes to the game have caused huge benefits for the role. Most gods are safe picks with good clear, mobility and not much in terms of weakness. Slower clear times make more hunters viable, much harder to snowball in duo. Less burst makes everything feel safer, can play more aggressively. 

Supp – Aggressive picks have dominated for very long period of time. Less value now in aggressive picks can’t snowball as easy. Slower early game has allowed more choices to appear. Reducing the threat of the supp but still room to act like a traditional god. 

Middle – Give with one hand take with another. Mage burst has been reduced with extra health reducing burst due item changes. Second spawn of damage camp is way harder to solo, leading to most mages finding it hard to clear quickly. Slower early game has made snowballing way harder. Role feels weaker given the strength of basic attack in general. Power curve has changed but role purpose remains the same. 

Jungle – Extra health has reduced ability burst, increased clear times of camps have created an imbalance. Basic attack just feels better, feels stronger does more against mages can box carry better. Golden blade means clear times can be pushed back up once online. 

Solo – Guardians slowly pushed out of the lane, but Artio dominated at higher levels. Most likely some space for guardians to exist. Warriors acting like traditional frontline zone extender, playing setup not really a threat or bully. Hybrid bully role is now much weaker, high risk high reward playstyle. Indirect changes with huge number of items getting reverting back to older numbers. 

Clear goal was slowing down the early game, reducing the power curve making it feel less punishing early on. Aim was clearly towards the normal players, comments about it in the patch notes. Focus was squarely on reducing snowball by increasing clear times and map complaints. This approach did have some serious consequences, highlight balance issues that need to be addressed. Normally takes a while to understand but becoming clear just days later. 

Smite has three main issues

  • God
  • Map
  • Items

Gods have too much clear, mobility and high ease of use.  Been serious dumbing down when comes to skill ceilings and floors. Can just run at people and it works too well. Just have damage focused archetypes, healers need a support archetype. Flexible picks need some archetype allows them into different roles. Gods have been picked due the snowball or cheese power offer very little else. Right now, we have jack of all trade’s warriors with not much else variety. Early game gods don’t exist, middle or late don’t exist too. Early archetypes should have high base damage but crap scaling. Middle archetypes should have okay base damage with okay scaling. Late archetypes should have awful base damage but high scaling like 500%. Slower general clear times has hurt ability-based playstyles, basic attack focused has suffered much less. Fixing this imbalance make it basic attack gods move towards being middle and late style archetypes. Could even change basic attack scaling for certain gods making them weaker. That would require some reworking of certain pub stomp gods. 

Map has couple problems pre patch it was clear times, amount of gold / xp and rotations. Rotations have been core issue due how map layout is designed. Travel time between lanes is 15 seconds, camps are easy to access within the jungle. Before 9.5 designers had smart idea of increasing jungle farm with gold / XP. Result was snowball mess something that happened so many times in the past I lost count. Jungle role needs to make choices between farming or attacking, needs be trade off. Death ball group up around camps needs come with trade off. Should not be able to clear lane, clear jungle camps not miss a single bit of lane gold. Changing how jungle map is played and layout would refresh the game. 

Items have too much, with certain trees causing huge balance issues. Once again, we don’t really have early or hybrid items, fine line of balance is off. Universal item trees need be simple stats but should have special archetype trees for certain classes and roles. Too much across too many items leading to power creep and huge issues. 

I do think 9.5 heading in the right direction but loads more that needs to be done. Would love to see huge changes to God balance reworking reducing the W key nature of certain kits. Appears the designers want to focus on items and map over core god design. Maybe that the right way of doing it but I’m having more fun compared last couple of patches. I don’t think hunters are over powered just feel the design of each hunter is too strong with little to no weakness. 

Warframe Tier list 2022

Warframe Tier list 2022

Broken up war frames into archetypes, should make any tier list easier to create.  Each frame can be seen as a tool, support, DPS, tanks, crowd control and farmer frames. Many frames have similar uses with loads of overlap. Brief description of each archetype. 

  • Support – Frames which offer buff and debuffs, various bonuses which benefit the squad. 
  • DPS – Damage focused frames who kit or parts focus on it. 
  • Tanks – Frames which offer some survival tools allows them to absorb damage. 
  • Crowd control – Focus on controlling enemies
  • Farmer – Make it easier to frame resources or increase the odds

Rating system what does each tier mean. 

S completely broken, A great, B good, C niche, D rework is required

Ideally you want everything in A or B, C some minor changes and D needs big changes. Meta can shift making things in C still good just not used. Minor changes could be required for C, mix of changes between big and small needed for D. Some frames straight up need reworks. 

Minor rework

  • Equinox
  • Trinity 
  • Inaros
  • Loki
  • Limbo
  • Volt

Full rework

  • Atlas
  • Chroma
  • Hydroid
  • Frost
  • Limbo
  • Nyx
  • Yareli
  • Valkyr

Support frames

  • S
  • A – Rhino, Protea, Octivia, Wisp
  • B – Harrow, Oberon, Xaku
  • C – Trinity
  • D – Valkyr

DPS

  • S
  • A – Gara, Ember, Mesa, Octavia, Saryn, Mag, Garuda, Protea, Titania
  • B – Ash, Baruuk, Larvos, Ivara
  • C – Excalibur, Equinox, Nyx, Yareli, Volt
  • D – Atlas, Hydroid

Crowd control

  • S
  • A – Nova, Octavia, Vauban, Limbo
  • B – Ivara
  • C – Frost, Loki
  • D – Nyx

Tanks

  • S
  • A – Gauss, Nezha, Wukong, Zephyr, Hildryn, Revenant
  • B – Atlas, Rhino, Oberon, Harrow, Mirage, Larvos, Ivara, Nidus, Grendel
  • C – Chroma, Inaros, Loki, Volt
  • D – Frost, Valkyr

Farmer frames

  • S
  • A – Nekros, Khora
  • B – Xaku
  • C – Limbo
  • D – Atlas, Hydroid

 

Smite pro league SWC

Smite pro league SWC

Atlantis leviathan homegrown Latin American team, finally won the SWC.  Squad that been together for years before entering the pro league together. Each player showing off they worthy of the top league. Stand out players in my mind are Jarcorrr / Ronngyu who have been masters in control. Coach for this team Oxiledeon notepad warrior.

Team stuck together after an impressive first season in the pro league. At the key moments the team would choke or find the pressure of big games to much.  That only half the story, Zapman never was part of the original line up. We don’t have full story but bad team environment in two teams caused a roster swap mid-season. Zapman ended up on leviathans’ team full of promise. Two different teams, two roster swaps three titles in a row for him. Looks like Zapman made the right choice. Respect has to be given to whole squad for turning things around. No idea how much of an impact Zapman had on this team. Often so much we don’t know about team the environment. Viewers don’t get to see the drafting or planning or practise just brief bits of gameplay. The team was finally able to click and play dominating sets of smite. Not the best players in every role but best team overall. 

As for Zapman thank you for providing us average players with knowledge to get better. Thanks for the funny moments in ranked too.

Tartarus Titans rocky start to the year made me doubt this team. Credit is due they worked past that rough spot was able to pull it together. Team was unable make a take any games off leviathans. CycloneSpin is somebody Zapman has admitted is scary to play against. Rest of the roster is stacked when you look at the records behind each player. 

Every single player in the league has earned that spot. Viewers like to make jokes about players being washed up or should retire. Been fun watching the league this year, any banter or shit talking has been small.

Due the timing of the event was only able to catch bits of it. Pro games are different game, but are things you can learn. Also, the healing meta here to stay annoying I know.

End of Season 8 smite is unfun but playable

End of Season 8 smite is unfun but playable

Card games have various deck types, aggro, control and mid-range. Most video games have similar playstyles, smite you often see the above. Aggressive starts lead to snowballs which overwhelm teams. Control seeks to slow the game down but counter any threat reducing risk. Mid-range mixes the two styles together, control the early game and aggressive in the mid game.

Most starter items are aggressive or defensive, do offer some control if you want it.  Each one having different upgrade paths. Always a trade off with pros and cons to each one. Consistency is what makes warrior axe so powerful, other starters like it.

Carry – Death toll, leather cowl, bluestone and glided arrow for magical carries.

Support – Benvolence / Sentinel’s gift and war flag (Very risky option)

Mid – Sands of time, conduit gem

Jungle – Bumba, Eye and Manikin.

Solo – Warrior, warding, tainted, more aggressive options include death toll, bluestone, vampiric.

Moving towards the end of season 8 what are each roles building?

Carry role is building critical strike focused burst build.  Supports are building aura items with team buffs and cooldown. Mid is countering burst heavy jungle by using book of the dead. Jungle is building cooldown, focus on burst. Solo cooldown with some burst. Notice small trend here cooldown, allowing full rotation of somebody kit sometimes even 2 or 3 during each fight. Which has created rather weird yet unbalanced but oddly balanced meta sort of fun but not on receiving end meta. Most powerful roles come to the lobby skill, higher levels of player support, jungle and solo are kings. Lower levels of play damage rules the lobby.

Mana shield mid build is symptom, of far bigger problem, within the balance of smite. Core of the problem is way too much damage and kill potential caused by bloated kits and numbers. Current itemization has caused power curves to accelerate. Rotation of abilities now pretty much kills anybody without extra protections. Add into the mix bloating of kits, faster camp clear times due weaker camps and high mobility gods.

At times smite can feel rather unfun, tanks deal damage but die in same time as before. However, glass cannon damage roles get melted. Reason why healing and shield builds are so good they counter burst. Choice needs to be made do want to fix these problems or keep the same in this state. Undoing some of the changes would require dozens of changes. Not just one thing that needs adjusting loads of tiny connecting things. One solution would be increasing health pools but I don’t think that would be wise.

Needs to be major rebalancing of every role and itemization. We gotten here due to over tuning problems caused by the last couple of patches by increasing the dial.

Physical jungles right now at level 2 have the power to kill mid in one rotation of skills. Nothing new in many respects but does not feel fun to play against it. Most jungles can perform that task that is huge balance issue on display. No longer have early or late game but everything is early. Can still have that chance but at the moment feels way to easy to pull off.

I feel like damage needs to be toned down across the board. Damage kill focused supports should be high risk high reward idea. Supports can do damage and building full tank be a threat.  Understand the community prefers damage on tanks because without it hard / impossible to do anything. I would like there to be some trade off which balances it out.

Fixing the current issues won’t be easy, need to understand what causing the problems and what the problem to fix. Don’t think catch all solution like global anti heal reduction works.

End of the day I still play smite, so must find it still fun to enjoy. Community is not happy with current state of the game, honest discussion needs to happen. Season 9 is around the corner we see what changes.

Mass effect – Still good?

Video game industry has ignored single player titles. Converting games into a service, heavy focus on microtransactions. Very few big budget single player titles that exist. Indie titles however have taken up the mantle filling the gap in the market. Can be hard to find something in the sea of titles. I have recently rediscovered single player games, been playing mass effect series. I should have played this game years ago. Now realised that I should play more genres. Certain genres just have all but disappeared outside of indie releases.

Describe this game as an action RPG, fixed story but can go along many paths. I do have some criticism with the writing but the scale story wise is massive. Some characters can be hollow lacking any depth. Aliens feel different to each other, reflection of human worse or best traits. Effort has been taken in crafting characters; world building is outstanding. At times characters can feel bit wooden but still something to draws you in.

Actions you take have consequences sometimes not always clear what going to happen. The experience is liner yet highly flexible within the rules created by the designers. Appears to be massive amount of replay value going on here not just in terms of challenge. At times the game can be dumb, things standing still as you damage it. Unclear if any challenge can be found. Combat wise the game is rather simple, yet rewarding accurate well-placed headshots.  Not a huge fan of the here better number upgrade but does the job. Still don’t have a clue what half of them do. Simple UI fails to give you information on weapon stats. Vague numbers don’t mean that much and no reference point to look it up. Controls just work but the stamina system is annoying. UI for the first title is rather dated, do wish the remaster did improve it.

Bioware have created world full of different species. Looking forward to completing all three games. Already spent decent amount of time just taking in the world. At times the game can suffer from poor mechanics things just not working. Rather sad that in recent years poor working practises and unsuccessful games have spawned from Bioware. The studio has shown itself to be rather talented, but poorly run with abusive practises. High risk industry can understand the desire to cover any costs making games is costly. At some point need to remember games are about fun.

Most of the things I dislike are minor complaints.  Overall, I enjoyed the experience.