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…