Smite’s movement speed balance

Majority of players undervalue movement speed, misunderstanding the strength. More speed means quicker rotations which opens up more farming opportunities. Allows players potential ganking opportunities. Leaps or dashing allows players to avoid incoming damage if timed correctly. Walking faster allows the same thing, able to dodge incoming attacks. Rather frustrating watching somebody dodge everything just from movement. Haste effect which removed basic attack movement speed penalties caused major balance issues. Changes around general movement speed increases the list goes on. Two types of mobility hard or soft, soft mobility is movement speed, hard is anything that quickly moves you. Weird thing most players value both yet don’t fully understand how much it can shape the game.

Mobility with clear is problematic, designers understand this have made changes in the past around this. Increasing general clear or decreasing clear based on how mobile somebody can be. Recent example was golden blade mercury who could one hit camps. High soft movement speed with high hard mobility causes big problems with high clear. Currently smite has very high clear in general, high jungle clear and lane clear. Combine that with high movement speed you don’t have that much risk. Throw in some hard mobility, things start to power creep. I feel like the game has been creeping towards this for some time now. Limited weakness on various gods which just dominate. Strange thing the game has reached weird state of balance around it. I find it rather frustrating to play against high level players who abuse it. Lower level average player is unaware.

Recent changes have reduced the amount of power from Talaria, traveleers shoes or boots. Reducing the power from 20 to 15, should make minor impacts on the middle of the game. Other item players have been abusing is bumba mask. Couple minor price increases for certain movement speed items.

This that enough I don’t know yet…

Orolrun first impressions

Been playing Orolrun for last two days, on the face of it the kit is rather simple. Line projectile ability charging it up increase the range, attack speed steroid with stacking element. Heal with knock-up plus protections. Opponents are slowed down, you speed up within a giant square.  

Amount of depth hidden away is quite awe inspiring. Enjoying newest magical attack damage carry or ADC. Last ADC physical hunter released smite 2 years ago. Designers wanted to bridge that gap, magical ADC was designed. One of my biggest complaints for the whole class, similar formula is often used. Leading to each class feeling similar with little to no depth. Often creating cookie cutter formula which is boring. Other games have different attack ranges, various buffs which change everything. I be honest not sure what else they do. Even mage attack damage carries are similar to physical carries. Designers have decided to release new mage ADC. Orolrun freatures new effect which slows down time. Apart from that freatures many older mechanics blended together.

I enjoy playing him which is weird normally hate ADC role. Orolrun requires some serious decision making to play well. Stacking ammo mechanics are nothing new, rama freatures this idea. Linking the idea together with some steroid charge is new. Increasing ability ranges is nothing new, Toth can increase his range. Don’t forget the heal with protection buff with small slow and knock back. Result is Orolrun who forces you to think about every decision. Maybe that a result of the current meta over design. Orolrun makes me think of Skadi, need to think about every decision. Need to be aware how each ability can be used when to use it. How best to control your opponents using the ultimate. Looks simple yet loads of depth across the board. 

Difficult to play in the middle lane due lacking lane pressure. Lack pressure is super important at the moment. Weakness of him immobility mixed with very weak lane clear no crowd control no self peel. Together deadly combo which lets any jungle or mid match up walk over you. Carry role the support can help babysit and patch up any weakness. Still have to be careful but much safer.  Hunters can outbox him until the middle game. Magical carries still don’t win against critical strike hunters. 

Do think some balancing is required mainly fixing the damage bugs which exist. Some minor improvements with some minor changes downwards. Been playing around with various builds focused on attack speed. 

First impressions are good who knows what everybody else thinks. 

Smite picked and banned gods season 6

Smite picked and banned gods season 6

Decided to queue more ranked with friends over go solo. Climbing back towards platinum, after couple rough games. I been enjoying the grind even with the bad games. Top bans at the moment, King Arthur solo, Merlin Mid, Bakasura jungle, Pele jungle. First two are certain to be banned away. Sometimes Bakasura or Pele goes past the first ban stage. Certain gods I feel are currently underrated examples include Fenrir in the jungle.

King Arthur requires the jungle to camp solo. Forced to buy anti heal forced to invade the blue. Forced to apply pressure making the lane period difficult. One death is not good enough, couple are required to set him behind. Rise of AA junglers maybe this why people don’t like him. Quite frustrating to play against given his sustain and damage output. Team fights can be annoying dealing with him on the back.

Merlin is one strange ban given how the top pick junglers are the moment counter him. Guessing people don’t want to deal with his constant control and damage. Once any jungler sticks to Merlin he can find it difficult to escape.  Quite unsafe compared to certain mages at the moment. Some respects bit like Zeus and Ah puch together.

Bakasura and pele have great matchups against most mid mages at the moment. Result most people end up banning these two gods.  Pele can be countered by anti heal, bakasura hates any crowd control. Can be difficult to stop the snowball given eat minions. Weird world which Ao kuang not picked often at all.

Top picked jungle

  • Ratatoskr
  • Arachine
  • Pele

Name of the game early pressure, arachine weak team fight forces her to pick people off. Build hybrid on Ratatoskr, pele can go hybird making them excellent team fight gods.

Top picked middle lane

  • Agni
  • Poseidon
  • Raijin

Some early pressure with decent middle and excellent control late game in team fights.

Top picks solo lane

  • Achilles
  • Bellona
  • Vamana

Early pressure and enough control for team fights. Main goal is jumping towards the back line.

Top picked supports

  • Bacchus
  • Kumbhakarna
  • Slyvauns

Once again early pressure enough control later on.

Top picked carries

  • Xbalanque – Often banned from my experience
  • Cernunnos
  • Hachiman

Not highest pressure in lane but most are safe enough.

Loads of pocket good picks which exist but the above are common ones.

Smite mages in season 6

Smite mages in season 6

At the start of season 6 mage, itemization was changed. Certain core items from the past had big changes. Builds started to see more variety, choices made early had big impacts later. Book of thoth rush now became the mana build. Massive magical power builds disappeared with mages forced to make choices. Separate archetypes now exist very clearly burst builds, cooldown, hybrid and attack speed.  Specializing in whatever strength each mage has to offer. Class now has a home within solo or middle lane. At the moment only two bad choices warlock staff, stone of fal. Warlock staff suffers from lacking value taking long time to stack. Stone of fal just outclassed by other options.

Very brief time playing ranked people like to play.

  • Agni
  • Anubis
  • Hera
  • Ra
  • Kukukan
  • Poseidon
  • Scylla
  • Vulcan
  • Zhong Zui

Traditional burst mages which have some self peel. Odd one out is Zhong zui who likes more hybrid style build. I prefer playing Agni, Kukukan, poseidon and Scylla. Merlin is banned most games with Ao kuang. Jungle offers Ao kuang a home, sometimes solo like morrigan.  Style of play centered around burst and pressure. Not played against hunters yet who are difficult to lane against. Only downside is lacking burst from a traditional mage. Zeus lack of mobility means many don’t touch him. Couple hidden gems like Raijinn, who is not bad at the moment. Most top picks don’t have any form of crowd control immunity. Healing focused mages sort of suck, battle mages do okay. Aphrodite gets bullied in solo, need a team around her.  Jungle likes to pressure solo hard at the moment sometimes. Warriors provide so much pressure. Solo mainly about pressure with certain mages not coping to good against it. The morrigan has a surprising good solo match up. Utility offered by the ultimate outclasses most warriors in terms of team fight. Traditional battle mage Zhong zui offers pressure having sustain to cope. Don’t forget carry mages in duo having quite a bad time. Most being unable to provide pressure or be safe enough. Can still get away with it sometimes. Pressure is the name of the game across most lanes at the moment.

Warframe farming prime parts

Warframe farming prime parts

Time is valuable so here how I farm prime parts for ducats and to sell. Farming prime parts for ducats, elite onslaught offers the best returns. Giving you radiant relics, from a giant pool of relics. Higher chance for rare or uncommon parts from radiant. Specific prime parts you want quickest missions with highest drop chance. Generally find focusing on low relic drop tables best. Bounties normally offer one relic not every single one from the pool. Not always the relic you want to farm, which means going with the slower options. Various resources showing the places to farm. Official drop table or 3rd party sites using that data. Relic packs can give you a head start but require massive amounts of time investment.

https://wf.xuerian.net/

AAA game industry

AAA game industry

Video games are big business, biggest source of entertainment spending. Jewel in the entertainment industry crown. Decades video games faced prejudice from executives. Every single major entertainment brand gets a video game tie in these days. Industry has changed over the last decade. Moving towards a service based model, selling the product with services. Cosmetics are now common place. Mobile games pushed the model with free to play games. Practice was picked up in order to push up profits by retail released games.

Downloadable content is common place with months worth of updates promised. Constant updates over months to keep players wallets open. Problem however unclear road maps putting faith something shows up. Studios often promise content, pre ordering future content. Season pass or battle pass acting as content pre ordering. Unclear what content is coming.  Speaking of pre orders something else companies have been pushing. Every game now has different versions offering different content.

Triple A studios have promised giant profits growing year on year. Impossible task to keep growing, profits to keep growing.  Video gaming companies have record revenue, that not good enough. Shareholders are demanding impossible growth on returns to continue.  Only so many customers with limited growth per year. Couple weeks ago major companies began to cut costs during record results. Big triple AAA studios have been aggressive extracting maximum value from every customer.

Turning average buy in from $60 to more $120. Single player games have suffered, online focused content following trends have taken over. Big studios avoid certain genres which not trending. Newest trend at the moment, battle royale focused on player interactions. Before that modern shooters before that crafting games. Best innovation has come from home grown indie titles. Small producers helping to shape or create new markets. Bigger companies focus on what becomes a success. More video games per year are produced competition is high. Don’t forget video games are now fighting for screen time. Media streaming services are fighting video games, who rules the TV.

Competition is driving publishers to create platforms to sell video games. Valves business model is largely video game distribution service, studio stopped producing major titles. PC platform has seen rapid growth in distribution services. Indie titles now have own distribution services. No longer need big publishers. Big budget titles no longer exclusively publish to stream. Valve have taken big freatures from console gaming creating a closed platform. Stream not just distribution service brings together friends under one platform. Even console gaming has seen platforms open up. Cross platform gaming new trend with cross progression.

In the past publishers have used old media video game journalism. Using marketing campaigns, pushing exclusive previews. Big closed door media events have been replaced by social media influences.  Normal people with big enough following becoming free marketing machines. New industry has followed old school media journalism. Getting harder to avoid negative problems. With limited funds many are holding out, waiting for first impressions to come in. 

I started to speak with my wallet, investing into games which value my time. Which offer something and don’t seek to milk my wallet dry. Industry feels like the triple AAA sector is overextend and over producing. 

Smite meta snapshot and top picks patch 6.2

Smite meta snapshot and top picks patch 6.2

Current meta can be described as pressure with burst. Similar to the late season 5, pressure leads to snowballs. Aggressive pressure is valued for duo, jungle and middle. Solo lane about aggressive rotations, less about lane pressure. High pressure supports block invades, helping to keep carries safe. Both damage roles is about safe lane clear and damage. Higher levels of play low mobility mages are super valued. Hybrid items counter burst for the frontline. Designers have said they plan on balancing around diamond plus. Bronze to plat play similar to each other. Ranked is less about picks more how well you can play. Against experienced players, certain gods become weaker.

Here my top picks and pocket picks.  Mainly been playing these gods in ranked and banning these gods.

ADC – Chiron, Cernunnos, Jing wei, Apollo, Medusa

Support – Geb, Cerberus, Bacchus, Fenrir, Kumbhakarna

Middle Ah Puch, Agni, Kukulkan, Poseidon, Raijin

Jungle – Ao kuang, bakasura, Pele, Ratatoskr, Da Ji

Solo – Vamana, Sun Wukong, Xing tian, Zhong zui, Cabrakan

Why is X god not on that list?

I don’t enjoy playing X god at the moment, view that god as over rated. Could be lacking experience with X god due being banned all the time. Obvious examples Merlin and King Arthur, like merlin but so many jungles who pressure him. King Arthur I find difficult to play well.

Grinding my way towards diamond at the moment currently one division below.

Jormungandr – Smite

Jormungandr – Smite

Jormungandr newest guardian in smite, world serpent from Norse mythology. Scale of this god not be underestimated, model is massive. Terms of play style aggressive bruiser guardian who causing back line chaos. Passive is interesting combined with strong area of effect crowd control. Crowd control on offer slow, knock ups and some sort of fear. Briefly played solo lane with some arena, feels like natural fit for solo over support. No sustain within the kit which is one weakness. Don’t think his early game is strong enough for duo lane, more a front line bully. Hard to judge how strong the god going to be. Kit wise knock-ups are super valuable with decent team fight powers. I love the general style, audio is fantastic. Designers have made this snake feel interesting.  Much more than just a monster serpent. Minor things which make require a degree of learning.

First impressions are good nothing like the lane terror that is king Arthur. Completely different beast compared to Merlin late game control mage. Worth the wait I would love to thank whoever worked on him.

Nightwave Wolf of Saturn week 2 tips

Nightwave Wolf of Saturn week 2 tips

Nightwave challenges are time sinks not that difficult. Just require some time investment to complete each one. Rewarded for spending time doing the challenges. Here some general tips to help you complete this weeks challenges. Obvious example Syndicate missions need 10 which takes some time to do.

Deal X damage to kill X enemy, doesn’t need be the dominate element to trigger. Weapon with corrosive heat builds, toxin or electric or heat would count. Other words specific load outs are not required. Warframe powers count towards this challenge.

10 perfect animal captures can be bit random. Stealth frames make this easier, Irava sleep arrows need be direct hits. Need to be patience watching wind direction, plants give you a general idea. Hunt the lower tier animals without a good sense of smell.

Pick up 8 rare mods, random luck involved here. Normally would be time consuming requiring hundreds of mobs to die.  The index located on Neptune, high chance each enemy can drop rare mods.  Loot table contains rare mods, not that bad in terms of time needed.

Kuva challenge without life support requires some way to generate life support. Nerkos with despoil , atlas or hydroid can also generate more loot. Time sink challenge that not difficult to complete. If you do find this hard I recommend you bring a DPS frame. Converting life support to Kuva also stops accidentally life support usage.  Can convert to kuva without fear of the challenge failing. Bring a friend to do both challenges at once.

Complete three waves of elite onslaught any DPS frame is good here. ESO provides a good source for ducats normally can find public squads without much trouble. Saryn is queen in this mode but not required. Can bring a support frame and help any DPS if you want.  Can complete eximus unit challenge here at the same time.

Other challenges like Assassination missions I recommend phroid invasion mission. Honestly just pick whatever boss you enjoy the most.

Warframe wolf of saturn bye alerts

Warframe wolf of saturn bye alerts

Surprise update has hit warframe, no fan fair just global platform release. Patch notes can be found here. Introducing nightwave radio show presented by mystery host Nora night. Replacing the alert system and XP related challenges. Alert system was time based random alerts offering players certain rewards. Certain mods would turn up at 1 am just when you wanted to sleep. Nightwave small bits of lore, tier rewarded, quests which unlock rewards and currency to unlock old alert rewards. Designers have hinted that new stories are coming with new rewards. Rewards are meant to be time limited no idea if they are going to repeat. No confirmed length how long each season is going to last. Old alert UI remains so alerts have not fully disappeared. Various game modes are still linked with this UI. Nightwave progress can be viewed at any time during missions. Welcome change which allows you to check in game. Functions similar to the syndicate reward system. Some key differences battle pass like tiers rewards, can pick what reward you want. Goal behind this system giving players some goals after the star chart. Vets have extra content with some big goals to work towards.

Some minor complaints around the UI elements it has replaced. Update has been quite enjoyable.