Smite Season 5 Conquest update

Smite Season 5 Conquest update

Conquest is getting a big update with season 5. First details appeared during the patch notes for 4.20. The following screenshots which explain the changes. Incomplete information due to the designers not giving us the full picture. Current map was released during season 2, slight path changes with balance changes. Various art changes like the allied tribute. A major update is coming 20% wider, lane changes including jungle, new art and gameplay changes.

Designers have given us the shape, size and entrances to the jungle. Unclear which parts are entrances. A large amount of jungle detail missing. Gameplay may be different compared to what the image shows.

Left side and right side –  Three new jungle entrances in the middle of the lane. Wider more open jungle entrances connecting the towers. Lane appears to be the same size. Two major ways into the jungle start near the tower and one at the middle. Much more open compared to before.

Middle – Fewer jungle entrances connecting across the map.

Designers made a point talking about new jungle paths. Another point is the lane shapes are going to be similar for both sides. Looking forward to learning the new map. Don’t want to make to many wild assumptions. Own personal guess going to take 22 seconds to travel between lanes using tier one boots. Subject to how the jungle paths are designed.

Smite ranked on console still toxic

Decided to play some ranked conquest. Admittedly it on a console, which has a bad reputation. Many PC players joke about console yet average PC player not so great. Making the same basic mistakes. Taking on bad fights and failing to farm. Failing to understand the basics instead blaming others.

Every player makes mistakes including myself. Most mistakes are made regarding early jungle pressure. The vast majority won’t learn how to play from behind. Seeking out easy snowball based wins to climb. Don’t understand how certain fights are just terrible. Taking on aggressive high risk fights the majority of the time.

Hirez claims that ranked provides the most competitive environment. It does not provide that. Ranked is nothing more than a ladder. Games come down to early pressure how you play the jungle. Rewarding risky high snowball focused players. Players can be sloppy just got lucky, keeping bad habits at higher ranks. Some higher rank players do deserve the ratings given to them. Games are not more competitive on average.

Encourages a toxic set of behaviour. Players report each other for no good reason. Rather sad how mode meant to make you better makes you worse. These sorts of players should quit ranked. Understand the frustration but at a certain point maybe the blame is on you.  Sometimes, however, it can be hard to see what went wrong.  Professional players advice is focused on you, not your teammates.
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Missed nothing from avoiding rank almost all season. Expected the matchmaking to improve but quickly dismissed that idea. Hope the matchmaking gets better but I doubt it. All I want is that god skin and loading screen. Right now just getting abuse from players. And blow out games based on early jungle pressure. Yet players ask why not many jump into the ranked ladder. The system not designed to help players grow or improve.

Ranked is nothing more than a public stomping playground with a ladder. Once you discover this, why play ranked to get better if just get abuse.  Hard to get better if the game rewards the worse behaviour possible. All about early snowballs diving people. Similar mistakes are made at lower levels to higher levels. Profesional players even talk about ranked being causals until a higher level.

A common theme is map awareness most players lack it so badly. Forced to babysit people and call missing every single time. Understand heat of the moment lack of map awareness. Map design sort of becomes obvious which direction people path in. Majority of my mistakes are simple basic things. Make assumptions that teamamtes understand what is happening.

Last two ranked games disconnecting players, neith instant lock after I call carry. Before that was a jungle who was unable to play from behind. Looking forward to grinding out 130 wins for a loading frame and skin. Seriously something needs to be done to improve the match performance. Grinding out 150 wins looks next to impossible. I do make mistakes but get more patience. Sometimes underestimate early game minion damage. Making simple mistakes like taking on too much damage early game.

Hope season 5 changes how minions work. Sometimes the AI is bit iffy. Minions die faster giving one side a clear unfair advantage. Larger groups can spawn leading to clear advantage. Often minimal interactions can cause them to target you. Towers suffer from similar problems. Sort of makes sense but can be frustrating.

The distance between lanes makes it too easy gain extra farm. Can sustain off camps provided you pick up bumbas. Farm so safely not risky unless you don’t have a clear advantage. Once you gain jungle pressure turns into the other team punishing your mistakes. Jungle fades into a second lane that rather safe. Game declines to team fighting rather quickly. Middle land often is 3 vs 3 lanes that feel melted into the jungle. What happened in middle lane helps decide the flow of the game. Forcing the other lanes to change playstyle to avoid falling behind.

Smite requires a massive knowledge pool. Vast amounts of items to learn to make that worse. Patches every 2 weeks with changes make it even worse. Majority of players can’t cope unable or unwilling to learn. Don’t blame them game gives you little to no tools. Recommended items are out of date due to the vast changes which can happen. Auto-leveling can be outdated again due to the changes.  Hope honestly that patch changes to slow down and reduction in items. With small set for certain gods. Small universal tree plus branches of specialist items. Would also reduce the number of passives. Decreasing items could lead to better balancing. Certain items have been abused on certain occasions. Which twist the item out of it designed role. A Recent example was a defence item which helped survivable.

Jungle design plus how certain abilities are easy to land is partly to blame. Abilities do too much damage are too easy. Players can’t dodge certain abilities if they are wide massive circles.  Certain aspects just frustrating with little to no downside. Snowballing is serious problem caused by the jungle design. Certain gods are overturned having too much. Decent clear opens up so many options in the jungle. Easy access to jungle farm causes so many problems. Wards are another issue. Players undervalued wards too often. Unwilling to buy wards for whatever reason. Vision is super useful in helping general map awareness.

Honestly, would like to see hunters changed. Early clearing hunters should have lower late game damage. A Late game focused hunter should have worse clear and bad boxing potential. Locking off critical damage from certain hunters. Steroid based hunters just too powerful in certain respects. Build paths should be more costly given the free farm. Season 5 could see big changes but honestly feel certain hunters are overturned.

Various things which need be addressed. Sometimes it was your fault, other times it bit less clear. I do enjoy smite but at times just frustrating to play ranked. Feels like rank is meanless a exercise in patience with other players. Just viewing ranked as a ladder over competitive matchmaking.

Game fails to teach you how to play. Way too much knowledge required. Every player makes mistakes high risky snowball plays are rewarded. Ranked is toxic environment with a ladder. Grinding out 150 wins for a reward is not worth it. A vast sum of knowledge is required due items. The jungle is a second lane with easy access to a farm. Snowballing is a serious problem as a result once gain jungle pressure too easy to keep it. Certain classes are overturned with hunters being an obvious example.  Hi Rez has added a vast sum of knowledge in items. Jungle is the second lane with easy access to the farm. Snowballing is a serious problem. Ranked is one big giant with little pay off given how toxic people can be.

I do like smite but the title has issues like every other game.

Smite Ranked Thoughts

Why is ranked so Toxic?

Four months ago decided to stop playing ranked smite.  Playstation community was rather toxic. Seen more toxic messages from smite compared almost decade of playstation.  Personally suffered from insults.  Tonight was given four over couple hours.  Dozens messaging other players to report each other. Messages including ‘report for feeding’.   Inconvenience truth players have bad games. Reporting players for bad games, terrible attitude to hold. Behaviour like this means should not be playing ranked.  That attitude is setting you up to fail.

Decided to change my attitude, avoid any negative remarks.  Going to try be less toxic.  Avoiding anything which could be taken in negative way.

 

Experience with the community, toxic waste dump.  Threats of reporting players, over poor performance.   Telling people to uninstall, within low level ranked matches.  Players unwilling to give advice or take it.  Blaming others for any mistakes. We all have bad games, oh the horror.  Poor performance does happen, deal with it.  Learn how to play from behind.   Many players don’t learn how to do this.  Sometimes not your fault if your team not carrying any weight.  Team game after all can’t win without your team.

Negative reaction does not help.  How many times at school did teacher shout at you.  Did being shouted at improved your grades.  Shouting at your team does not help them improve.  No saint when comes to online gaming. Negative thoughts is going to have major impact.  Behaviour changes, decision making changes.  Have degree of respect treat others how you would like to be. Reporting them does not improve the matchmaking.  Deal with the cards in front of you. Learning how to deal with difference problems.

Wards

Any player can only carry three wards, placing just two. Four main routes into the fire giant one player can’t cover every inch. Need wards message should auto buy wards.  Every role should be picking up wards. No excuses as potions fall off hard late game.

Smite Hunter Builds Season 3

Hunters follow 6 core build designs.  Certain early game items help smooth the power curve.  Builds listed are final don’t include the early game items.  Disclaimer don’t normally play hunters, build order is useful to understand.

Build Name 1st 2nd 3rd 4th 5th 6th
Caster build Transcendence Warrior Tabi Jotunn’s Wrath Brawlers beat stick Titan’s bane The Crusher
Double stack Devourer’s Gauntlet Ninja tabi Transcendence ASI Titan’s bane Malice
Ability hybird Transcendence Warrior Tabi ASI Titan’s bane  Qin sais Malice
Ninja tabi Jotunn’s Wrath Titan’s bane Malice
Shifter’s shield Soul eater
Transcendence Warrior Tabi ASI Titan’s Qin sais Masamune
Everything Devourer’s Gauntlet Warrior Tabi ASI Titan’s bane Qin sais Malice
Ninja tabi Titan’s bane Qin sais Malice
Warrior Tabi The executioner Qin sais Malice
Ninja tabi The executioner Qin sais Malice
Power/pen Devourer’s Gauntlet Warrior ASI Brawler’s Beatstick, Qin sais Titan’s Bane
Ninja Tabi
Critical damage Devourer’s Gauntlet Warrior Tabi ASI The executioner Wind demon Deathbringer
Ninja Tabi The executioner Malice Deathbringer
Titan’s bane Wind demon
Wind demon Malice

Smite how to build every god archetypes

Smite’s god pool has various gods which share similar traits.  Gods can have different playstyles want various different statistics.  Broken down each class into various archetypes. Far easier to remember compared to remembering builds which change all the time compared to archetypes.  More useful compared situational items builds.

Not going to cover Guardians or hunters due being easier to understand.


Assassins

Bruiser/basic attack

  • Arachne
  • Nemesis

Statistics needed attack speed, protections, health, cooldown and penetration.


All in basic attack

  • Kali
  • Bakasura

Statistics needed attack speed, penetration and super glue.


Ability – Warrior assassins love to use abilities to kill you. 

  • Fenrir
  • Hun Batz – Normally build one critical strike item due his passive.
  • Ratatoskr
  • Susano
  • Thanatos – Given free penetration on scent of death 35 flat penetration.  Total flat penetration is 50.
  • Thor

Statistics needed protections, health, cooldown and penetration.  Cooldown one key core statistic demanded from ability based assassins.  Main statistics priority cooldown plus penetration.  Statistics normally build cooldown, protections/health, penetration.


Hybrid

Awilix wants to be built like ability based assassin and little bit of attack speed.


Single target ability  

Kill one target and leave that pretty much what these gods do.

  • Loki
  • Bastet

Statistics needed power plus penetration love cooldown.

  • Serqet
  • Ne Zha

Statistics needed power plus penetration love cooldown.   Defense items plus one critical strike is good.

  • Mercury

Statistics needed power plus critical strike.


Mages

Traditional – Magical based gods ranged based with powerful abilities.

  • Agni
  • ISIS
  • Janus
  • Kukulkan
  • Nox
  • Poseidon
  • Ra
  • Scylla
  • Vulcan
  • Zeus

Statistics required magical power, penetration main priorities.  Cooldown is useful but gain less magical damage compared to other items.  Health/mana helpful for survivability.


Burst mage  – Want you dead quickly and fast using abilities.

  • Ah Punch
  • Anubis
  • Ao Kuang
  • He Bo
  • Nu Wa
  • Raijin

Statistics required magical power, penetration main priorities.  Cooldown is useful but gain less magical damage compared to other items.  Health/mana helpful for survivability.

 


Basic attack – Powerful abilities with powerful basic attacks.

  • Chronos
  • Freya
  • Sol

Statistics required magical power, penetration main priorities plus attack speed.  Cooldown is useful but gain less magical damage compared to other items.  Health/mana helpful for survivability.


Warrior/healer – Often have short range magical abilities like to be towards the front of any action. Often suffering from poor scaling.  Abilities often have high base damage.

  • Aphrodite
  • Chang’e
  • Hades
  • Hel
  • Zhong Kui

Statistics needed protections, health, cooldown and penetration. Focus should be on cooldown/defense items plus penetration.  Depending on the god certain ones want cooldown sooner over later.  Health/mana with protections can out trade many burst mages helps with survivability.


Warriors

Basic attack – These warriors love to fight with basic attacks.  Following warriors fall into this group.

  • Erlang shen
  • Bellona
  • Hercules
  • Osiris
  • Ravana
  • Vamana

Statistics needed attack speed,  protections, health and power.  Cooldown is always nice to have on any god can be built last.  Main statistics priority protections/health followed by attack speed when playing these gods.


Ability based 

Warriors in this group love to hit you with abilities following fall into this group.

  • Amatresau
  • Chaac
  • Guan Yu
  • Sun wukong
  • Tyr

Statistics needed protections, health, cooldown and penetration.  Cooldown one key core statistic demanded from ability based warriors.  Main statistics priority cooldown plus penetration.  Statistics normally build cooldown, protections/health, penetration.


Hybrid based

Within this group can be built hybrid building ability based or basic attack based.

  • Amatresau
  • Bellona
  • Hercules
  • Ravana
  • Sun wukong
  • Vamana

Statistics want mix of the above picking whatever you feel is required.

 

Ranked Smite thoughts

Recently been playing more when comes to competitive video games.  Platform of choice being smite playstation 4.   Never been into any competitive sports but always had a competitive edge.  Love getting into the mind of my opponent understanding what they are doing and why. Like many gamers enjoy the competition which games can provide.   End of the day games are meant to be fun and can be competitive.

Smite competitive matchmaking has been pretty iffy from easy games to super unbalanced nonsense.   Rather frustrating because pretty much forced carry games due how random it can be.  Worse still negative poor matchups can force you to make bad choices.  Experience so far has been rather frustrating just how bad some of my teammates can.  Makes ladder climbing one hell of a climb.

Not sure what else to add 🙁

My smite god pool

Assassins

  1. Awilix
  2. Fenrir
  3. Hun Batz
  4. Ne Zha
  5. Nemesis
  6. THor

Hunters

  1. Anhur
  2. Apollo
  3. Chiron
  4. Hou Yi
  5. Jing wei
  6. Ullr
  7. Xbalanque

Mage

  1. Chronos
  2. Hades
  3. Isis
  4. Janus
  5. Poseidon
  6. Ra
  7. Raijin
  8. Scylia
  9. Sol
  10. Vulcan

Warrior

  1. Bellona
  2. Odin
  3. Osiris
  4. Ravana
  5. Sun Wukong
  6. Tyr
  7. Vamana

Support god pool

  1. Ares
  2. Athena
  3. GEB
  4. Guan Yu
  5. Kumbhakarna
  6. Sobek
  7. Sylvanus
  8. Khepri

My experience with ranked smite on PS4

Only played 8 games of ranked conquest on PS4.  Broken down the divisions with ELO according to smiteguru.  Sample size is small but noticed small worrying trend which hints towards small player base.  General experience has been okay however average player appears take the game pretty serious.  Willing to admit made this mistake however given advice to players tried to make call outs.

So far ranked has been mixed bag with matchmaking failing to see why I should play it. Noticed that kept making some simple timing mistakes.  Communication is massive in smite without it can be impossible to judge when to do something.  Matchmaking appears to be work mainly on ELO over divisions.  Some toxic members within the community make me not want to play it thank you hate mail message.

Wards – Unicorns

Still don’t understand why players see these items as worthless.  Can count on my hand how many times seen people use them in ranked.  Only seen one or two players buy wards over course of game.

 

Breakdown of each match.

 

Game 1 – Victory

My team

Bronze 6 ELO 1,334

Qualifying

Silver 5 ELO 1,306

Bronze 3 ELO 1,298

Qualifying

Other team

Bronze 2 ELO 1,351

Silver 6 ELO 1,332

Silver 5 ELO 1,459

Bronze 1 ELO 1,292

Qualifying

 

Game 2 – Defeat

 

My team

Qualifying ELO 1,561

Gold 6 ELO 1,578

Silver 6 ELO 1,390

Silver 3 ELO 1, 4,68

Silver 3 ELO 1,471

Other team

Silver 3 ELO 1,409

Gold 5 ELO 1,527

Gold 3 ELO 1,652

Silver 6 ELO 1,447

Qualifying

 

Game 3 – Victory

Invited to party easy ish win even with strange team comp.

My team

Gold 5 – ELO 1,539

Qualifying ELO 1,481

Qualifying ELO 1,499

Qualifying ELO 1,650

Silver 6 ELO 1,535

Other team

Silver 3 – ELO 1,423

Silver 6 – ELO 1,328

Gold 5 – ELO 1,539

Qualifying

Qualifying ELO 1,529

 

Game 4 – Defeat

My team

Qualifying ELO 1,600

Silver 6 ELO 1,292

Qualifying ELO 1,456

Gold 2 ELO 1,646

Qualifying ELO 1,370

Other team

Silver 5 ELO 1,345

Silver 2 ELO 1,495

Bronze 2 ELO 1,470

Gold 5 ELO 1,456

Silver 1 ELO 1,556

 

Game 5 – Victory

My team

Qualifying ELO 1,543

Bronze 3 ELO 1,264

Gold 1 ELO 1,729

Silver 2 ELO 1,306

Gold 6 ELO 1,649

Other team

Silver 2  ELO 1,566

Silver 2 ELO 1,398

Qualifying ELO 1.433

Bronze 1 ELO 1,407

Bronze 1 ELO 1,543

 

Game 6 – Defeat

My team

Qualifying ELO 1,522

Gold 5 ELO 1,441

Qualifying ELO 1,570

Silver 5 ELO 1,398

Bronze 2 ELO 1,397

Other team

Gold 6 ELO 1,648

Silver 6 ELO 1,275

Silver 2 ELO 1,289

Bronze 3 ELO 1,360

Qualifying ELO 1,672

 

Game 7 – Defeat

And hate mail saying get good noob which is always useful.

My team

Qualifying ELO 1,488

Qualifying ELO 1,940

Gold 1 ELO 1,787

Gold 2 ELO 1,759

Silver 5 ELO 1,348

Other team

Gold 1 ELO 1,798

Silver 3 ELO 1,798

Silver 1 ELO 1,648

Silver 3 ELO 1,518

Gold 5 ELO 1,737

 

Game 8 – Result defeat

14 kills to 39 kills

Sort of obvious we could not win yet vote to surrender would not pass.

My team

Qualifying ELO 1,453

Qualifying ELO 1,550

Qualifying ELO 1,345

Qualifying ELO 1,435

Silver 3 ELO 1, 535

Other team

Gold 1 ELO 1,688

Qualifying ELO 1,137

Bronze 2 ELO 1,300

Gold 5 ELO 1,623

Gold 2 ELO 1,749

Smite inefficient builds – Janus

Key to better play within smite is understanding even the smallest mistakes.  Building inefficiently can cost you the game without you noticing.   Building items at the wrong time can reduce your power tie up gold in items not pulling weight.  Art to building gods within smite which takes time to master.  Playing as Janus last night had the following matchup Apollo, Janus and Bellona against Ah puch, arachne and Skadi.   Two physical gods and one magical god.

Ah Puch –  Great burst damage with good clear at any stage.

Arachne – Great at boxing with poor clear

Skadi – Great at boxing with poor clear.

Knowing that information helped shape the final build choices before starting the game. Scoreboard shows you opponents builds should shape your build.  Arachne started to build costly crits and Skadi went with standard hunter start.  SKadi turned out to be non issue but still going to be looking at the build.  Let’s review my opponents builds and see what happened.

Arachne

  • Deathbringer – 1st item
  • Stonecutter
  • Warrior boots
  • Malice
  • Bloodforge
  • ASI

Ah puch

  • Reforced shoes
  • Chronos pendant
  • Bancroft’s Talon
  • Breastplate of Valor
  • Spirit robe
  • Warlock slash – Last item

Janus – #1

  • Boots of magi
  • Breastplate of Valor
  • Chronos pendant – Inefficient
  • Void Stone – Inefficient
  • Rod of tahuti
  • Bancroft’s Talon

Only penetration coming from boots is inefficient, opponents building magical protections would make me worthless.  Chronos pendant does not give me enough power to make it worth it.   Void stone suffers from the same issue and Ah Puch not doing enough damage make it worth it.  Final items late game power can be traded around or switched for others.   Overall inefficient on two items could built better against that matchup.

Two builds could have followed….

Hard carry mage #2 – 657 magical power, 33% penetration,  -20% CDR, protections physical 135, magical 30.

  • Boots of magi
  • Breastplate of Valor
  • Book of Thoth
  • Obsidian shard
  • Rod of Tahuti
  • Soul reaver

Balanced #3 – 511 magical power, 33% penetration, 30% CDR, protections physical 175, magical 70.

  • Boots of magi
  • Breastplate of Valor
  • Book of Thoth
  • Obsidian shard
  • Spirit robe
  • Rod of Tahuti or winged blade

Comparing builds 

#1

Magical power – 481

Penetration flat 10

Protections

  • Physical 135
  • Magical 80

Cooldown -40%

#2

Magical powe 634

33% penetration

-20% CDR

Protections

  • Physical 135
  • Magical 30

#3

Magical power 511

33% penetration

-30% CDR

Protections

  • Physical 175
  • Magical 70

Build #1 had 153 less power compared to #2, 30 less power compared to #3.   Gained more magical protections, 10% reduction on cool down.  Less penetration reducing the damage output even further. Trade off is not worth it given the current matchup.

Conclusion

Original build was inefficient lost out on 30 damage and 33% penetration.  Inefficient when comparing the other options on the table and matchup.  Series of small mistake but damage adds up over time.  Other builds are far more efficient.

On that note why not end with some music