Home » Smite Patch 4.13: Will this patch and its map changes end the early game meta?
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Smite Patch 4.13: Will this patch and its map changes end the early game meta?

Publish Date: July 18, 2017



Smite patch 4.13 will undoubtedly affect Smite. Are these map changes the right way to go about mediating the power of early game comps and their snowball effect?  That is the purpose of these map changes, as Hi-Rez stated, saying that there is “a feeling that games are too heavily weighted towards the early game”.

They are probably not wrong; Anyone who has spent any time on Reddit over Season 4 can attest to the community’s attitude towards this. Hi-Rez’s approach is two-fold. Firstly, they are reducing the ability to snowball with significant XP reductions to neutral camps and objectives. Secondly, they are increasing the health and functionality of some of the structures.

Neutral XP

Smite patch 4.13This is the better of the two changes as far as I am concerned. The large amount of neutral XP on the map currently is one of the prevailing factors for the early game meta that has been prevalent throughout Season 4. Lane dominance has been strong as a result, and even small camps can make a substantial difference when added to a lead repeatedly. After any sort of pick or won team fight, there was usually so much XP left on the map through these minor objectives that the punishment for a death was just too steep.

Another change that has been made was a reduction in XP for the Gold Fury. This seems like a good change to me, as early Gold Furies can quite quickly snowball a lead completely out of control. Hi-Rez has made it clear in the patch notes that they recognized “XP gain is what allows a team to secure early leads (through Levels) and Gold is what allows teams to close out games (by being an item ahead)”. With this in mind, the large reduction in XP from the Gold Fury changes the nature of the objective itself, for the better in my eyes.

With this in mind, the large reduction in XP from the Gold Fury changes the nature of the objective itself, for the better in my eyes. No longer will the Gold Fury make a particularly large impact in the early game as 200-300 gold per person is not really going to affect your team’s ability to fight. The value of the Gold Fury is going to be cumulative, we are going to start to see it make an impact when a few have been picked up and we are dealing with a possible 600-900 gold advantage per person, or in conjunction with other objectives. It will become the sort of objective that enhances your mid to late game rather than snowballing an early game. I think this will be a good change.

Structures

The structure changes I am less thrilled about. I will start with the ones I do think are good though.

Firstly, I am quite a big fan of the respawn changes to Phoenixes. Having Phoenixes respawn at 5 percent health was less than ideal. It handcuffed teams to their bases and allowed for completely uncontestable objectives and periods of time where it was just impossible to fight, making for dull lulls in the game and a late game snowball of a sense. Also, it was far too simple for teams to just group near them at respawn and tap them then pull back with very little risk. I also like the fact they can now regen to 70 percent health. I think it is a nice middle ground between still having a defendable objective while also being penalized for losing it in the first place.

What I am less happy about though is the health increases of the structures. In particular, Phoenixes are being too heavily buffed. A 50 percent health buff seems too drastic to me. I also don’t think it helps deal with the snowball meta. I fear this will just promote turtling and make uncoordinated games far harder to close out. We have all been there: your team has Fire Giant, you’re sieging a Phoenix, you’re wondering how much TP you’re gonna get for this win, then you have people engaging before the wave gets there and an ADC who seems to hate structure damage.

The Phoenix is already a powerful structure, especially when it is not approached correctly, which I hate to say is a large amount of the time by a large amount of the player base. I don’t really see much siege potential at all without a Fire Giant. What I fear is that this does not create better games but merely drags out a game, not in a fun manner either. Nobody likes it when one team is clearly dominant but just can’t end and you spend 20 minutes having small periods of action but it’s mainly wave clearing, waiting for the Fire Giant to respawn and praying to God that your ADC stops pushing halfway up lanes with no wards by himself.

Conclusion

Overall, these are good changes to the Smite map. However, I much prefer the XP changes over the structure HP changes. At first, the numbers may not be perfect. As Hi-Rez acknowledged in the patch notes, they have to walk a tight rope between making things impactful in the early game but not having one mistake end a game. You want the early game to mean something because if it doesn’t that is just as bad as it meaning everything. It is a hard balance to find, as Season 4 has proven. While I doubt most of this will be perfect at release and numbers will need tweaking, I feel like it’s moving in the right direction.


Feature image courtesy of smitegame.com.

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