Want to say it was around april.
Yeah, that was well before the map change, as well as a number of other major changes.
Pretty sure that was before they added branching item paths, and I *think* that was before they started revamping certain gods. And of course there's been a bunch of new ones added since. Also fairly certain that was before the ARAM mode was added.
Casters arent stupidly powerful anymore either. Though there was a period where junglers had a bit too much of an advantage too, I *think* that's been dealt with now.
Yeah, map is redone, ARAM was added (and revamped), tiered items and tiered actives were added, several gods redone and jungling was nerfed, but still viable.
Anyways, when it comes to gods (champions) in Smite, they pretty much very strongly adhere to their class. Mages are basically bursty, high damage type characters with some range. They are squishy as balls and if you dodge/counter their abilities they are basically useless. Often highly susceptible to CC and have trouble with high magical protection tanks. Some are more leaned against midlane (good minion clear and sustain) while others are more assassin-like (high burst damage, good mobility and limited CC).
Assassins are most often melee type physical fighters (there are a few exceptions). They excel at ganks, do absolutely absurd damage and often have very high sustainable DPS, compared to mages who basically drop a nuke on your face but have pretty poor followups. Assassins are just as squishy as mages, and tend to have an absolutely HORRIBLE early game with limited minion clear, low damage and very poor sustain/survivability. They are essentially snowball characters that, once they get rolling, they become a huge threat to the enemy team. Often focused in team fights.
Bruisers are something inbetween a tank and an assassin. Not as absurdly damage-focused as assassins, but often have self heals and self-protection abilities to provide better staying power in a lane.
Tanks are...well, tanks. Focusing either on enabling ganks and supporting team fights with disruption, peel or CC. Extremely high survivability.
So, as much as I rave on and on about how a certain god is "easy to play", "stupidly overpowered" etc, that's mostly just frustration speaking. Every god have counters and gods are primarily balanced for Conquest (classic MOBA) gameplay, not 1v1 or Arena. Some gods, like Freya, absolutely DESTROY people in 1v1, leading to most people thinking she's overpowered as hell.