In regard to the Devourer’s Gauntlet change in 4.15, Why do you buff items that are on the edge of meta, yet ignore items that are clearly bad, like Soul Eater, Blackthorn Hammer, or War Flag? (From r/smite)
There a few reasons why we might be buffing certain items even though much more obvious buff candidates exist. Generally it is one of our goals to address items that no one purchases but we also make many balance changes to specifically adjust certain classes. Patch 4.15 is an example of class specific changes.
There is no logical connection between specifically targeted items and obviously weak items. Two items cannot be directly compared unless they share the same design goal. Devourer’s Gauntlet is a Hunter item, and although these suggestions include physical power, they have completely different design goals and would be used by completely different gods. In 4.15 We specifically want to buff hunters and diversify their starting builds and we specifically want to nerf warrior itemization. With this goal in mind, buffing Blackthorn instead of Devo’s wouldn’t accomplish either of our goals. It would only create more unknowns and make it harder to see if our currently proposed changes were successful.
Also, the obvious item might not be such an obvious buff candidate. Plenty of times in SMITE we have seen new items sit in the item shop, untouched by players, for a long time… only to be discovered later that they have extremely strong potential. They also might be working in a different game mode or situation that players aren’t considering. War Flag has more applications in casual modes than it does in Conquest.
Obviously weak items usually have bigger issues. Simple buffs to stats are not enough to fix some items. If an item like this goes a long time without being touched, we probably have bigger plans for that item. This is the case for Soul Eater.
Finally, bringing something totally new into the meta can have very large and unpredictable consequences. We want to be more calculated with these changes and not force players to adapt to multiple big changes at once.















