With the launch of 24/7 this video is spiking is views and comments and I just want to put out there that this was made 3 months ago and the game is very different now than it was in this first alpha test, my views on the game are also very different. A lot (but not all) of these concerns have been put to rest since I made this video.
So glad you mentioned the auto animations. Thought I was going crazy because they seemed so laggy/ out of sync. I think they need to increase the tower damage done to gods. The amount of tower diving my friends and I did was silly.
@@RogerT-kt3zd I want to assume you’re a bot based off your weird response to my comment about tower damaged and animations… game still has at least a year (if not more) before official 1.0 release. If you think it will flop, don’t play it?
An easy fix for the item menu for console players is letting players create their own "Auto Build" that buys items for them. Create your own preset builds in another menu, and then enable the auto-build so you don't have to navigate the menu.
I assume that will be coming as a feature in the future. I've also suggested to them that we should have a build preset code system where you can import a code from someone's video or a website to instantly import their build preset to the game.
Imo, it was a problem in Smite in general, of items having too much stuff tacked on, but I still feel that we should have at least a few "all-rounder" items.
@@aro480_ I always thought the philosophy of items was that when you have more stats on it the more generic it becomes. Low stat items get passives and actives while high stat items don't or at least less effective abilities
@@TicuTK Well, at least that how it should be, especially with a fresh start and little to no power creep. Problems arise when you consider "how do we value passives?". If the item has terrible stats, but a good passive, should it be cheap or expensive? Then we get into the components, where the build path is horrid, but the item itself is strong. And so on and so forth, etc.
I'm glad that some people have seen the issue I've been saying since the Smite 2 announcement, that the free Beads is going to be an issue. I kind of figured that gods that relay on CC are going to be much weaker since everyone has Beads and that gods that need to be CCed are going to be harder to knock out. I honestly don't like the item system or the lack of classes. It is a neat idea but without any restriction we aren't going to get really interesting niche items or effects because some gods would heavily abuse certain effects for items. Supports are going to struggle and be so far behind every game because there would be zero ways to let build items to help them out gold-wise. The only way to really fix this is to put it on the role you pick. That's going to lead to major issues like the ADC picking the Support role for the bonus gold while still playing ADC. Its going to be a real mess without any restrictions. Do note that the lack of effective life steal is because there is no item restriction, you can't put a strong life steal effect because Hunters and specific Mages will abuse them. As a whole I do think there are a lot of good changes and I do like that they are trying new things, I just don't think that some of the changes are positive for the game.
I'm not a fan of a lot of the big changes: the new power system, new tier 1 item system, and the new active ability items are all systems that I don't like from League of Legends, and Smite decided to mimic them. I think Smite is a game for people who don't like LOL.
funny considering smite has been copying league for years. even old game modes like domination and joust were ripped from leagues domination game mode and twisted treeline map. smite was for casual players who didnt want to have to worry about their build path and just wanted to oonga boonga the entire match
League is the more popular game for a reason. They have the best systems for a moba, period. You could make arguments for dota 2, but thats another discussion. Point is, smite should just straight up cooy league but be 3rd person. Itd be a win
Starter items were one of my favourite changes to smite and I think they should reconsider adding them. I really enjoyed the level 20 power spike which is now missing. Also I’m not a fan of having blink on an item it’s too crucial to the flow of the game.
I agree honestly, it feels alot like there's no structure to build on and your kinda just thrown in to have no clear specific path you'd like to build or go
The only two things I have issued with are the item menu and the camera. It might be easy for PC users, but it's not friendly for console players, especially when the text board is so cramped and you can't really get the full description of the item. Also I believe that the camera is a little bit too close to it and I can't really have a great field of view. Also, I think they need to give the controller more freedom keybinding. The only concern I have is I hope they do not follow the path of League of Legends because it's so close to each other the only difference if they keep going for from this is the camera and what's the point of playing it. I hope they can update the UI of the screen because it looks so Bland and so boring nothing mythical
Seriously, it hinders a lot of gods who nromally roll the early game like Fenrir. I dont recall any Fenrir landing an ult that didnt get beads in my two dozen played games
Keeping track of beads/relics cooldowns is a basic thing in other mobas, sometimes you bait them out and leave the person alone if you can't fully kill them. Then they either sit under tower or you comeback and kill them.
Unfortunately due to work i only managed to play 2 matches of Smite 2 in this alpha test, both as Loki. the vanish reset on a kill feels amazing and jungling in general felt really nice, overall hopefuly for the game and did enjoy the 2 matches i got to play.
Here is breakdown of the console issues 1. the store needs more fliping pages rather than scrolling lists 2. the interact button needs to go as it is it should always be on a button combo not a single button. 3. the actives are currently relegated to pushing down a stick and then a button when you could have at least the first four actives on single buttons this would fix the active problems on console. you could just allow button mapping for actives 1-6 and the interact button and include button combos in the options for binds but you would lose new players with the current button maping.
I take it you didn't even look at the settings. I mean you can already remap those actives to single buttons. As for no. 2 you can also remap that to a double button press, but for some reason it's bugged and only jumps. I hard agree with no. 1 though. Flipping pages is just better for consoles. Either that or let us move a curser around like a mouse.
It's comforting to read other people's comments. I was bummed there is no 4K option! Like why not?! I play Smite in 4K and I hope this is just something about the Alpha that it only went up to 1440p. As for the gameplay, I like many others it sounds like, felt like the way abilities and autos worked felt confusing/sluggish/clunky. Right now playing Smite feels more smooth and clear than playing Smite 2. I assume this is something they will fix longterm? My only other complaints are the absence of Blink without buying a particular item and the absence of the Health Chalice. I hope they fix both of these before the Beta release also. Right now, I'd play Smite over Smite 2 if they were both available.
I think the problem with beads on every god can be solved through starter items. The starter items for each role can either come with an active beads or blink proc depending on the role, perhaps giving jungle the option of either depending on playstyle. I think the team beads item is great for tanks who still really want beads, that way they don't miss out on that option. Blink doesn't have to be tied to a bad stat item this way too and that type of balancing can be reserved for other "relics."
PS5 player here! The item system I think is great pretty much the standard for MOBAs. The actives are easy to use I think it came out great. People that complain probably don't play many MOBAs. I like the teleports it makes for quicker games I found my games going for less the 25 mins on average. People that don't like them I feel like don't know how to place wards and not over commit.
honestly, first gold fury bonus in specific should always be possible for both teams to get, movement speed out of fountain will almost always lead to snowballing
@@denislaver1195Yes, he’s responding to inter essentially saying that gold fury kill effects should be locked to 1 of each per game instead of per team
Graphic and UI updates feel much better, Item System is much more interesting, and god tweaks/reworks are more cohesive. And this is just Alpha Weekend 1.
The actives on console are perfectly fine it’s the store that’s bad, it was clearly made for pc and I’m sure they’ll change it to be different like smite 1 for console. They probably just didn’t have the time to implement an easy to use console store.
Another overwatch situation...I don't understand why companies insist on reselling us things we already purchased. I think it's sleezy and disrepectful especially to long-term players.
It was hard to tell but if warhorn is neutral upon spawning, i'd prefer it if they got rid of the weird capture mechanic where you could have it 99% captured just for someone to swoop in while you go do your backs. i almost never capture warhorn unless i do it right after a kill. honestly a better feature would be to have warhorn proc immediately upon capture sort of like a juggernaut but make the horn harder to claim. 15-30 seconds that you can work on over it's lifetime with each timer belonging to it's respective team. the enemy team could get 80% complete with it but then i could force them off it and start claiming it on my own. fight over contesting it but then the enemy ganks the solo laners trade and then the jungle picks up where the solo laner left off with 80% completion. totem promoted aggressive play where you had to outdamage the enemy on totem or force the enemy to back off with your built up pressure. current warhorn is a terrible babysitting job where the second you go away the rats reset your horn progression just to once again have you recapture and put it on another timer... then they just do it again the second you go for anything else. I should not have to sit on warhorn for 30 seconds to secure the equivalent of a ranged brute.
One problem I had is animations are a lot slower for certain abilities compared to Smite 1. I think more reactable abilities is great for Smite 2, but it felt clunky when I tried chaining abilities & autos, only to miss because the timing was a lot slower than the Smite 1 version. Made auto-cancel feel slow and unrewarding at times. That needs to be tweaked to feel smoother, and also the SFX were really dull. Smite 1 abilities have unique sounds, especially in a team fight, so you know what's being cast. Everything just gets melded together, or sounds super general in Smite 2 so it's hard to know when a Zeus ult is casted unless you're paying a lot of attention. The new graphics are great but there's so much visual noise that it's hard to get clarity on what's being casted. I disagree that games are slow paced. Play a low-level match on conquest and it drags on for AGES because people focus on random fights or pushing lane without getting any obj. This is what happened during the alpha where people just stayed in lane, never rotated, and never did side objectives. Once you do gold fury and fire the game picks up significantly. Another issue I have is that waves come up too fast, and wave farm is so important than there's never a good time to leave lane to buy items, less you increase your level gap because you missed a wave.
I don't see people buying new pcs and consoles just to get a game with way LESS content than the original and for what? So the leaves have shadows? It will be years and a lot of money before it would get anywhere close to smite 1, I just don't see the point. When smite 1 gets shut down I just play one of the 100s of games in my backlog. I don't care about graphics and i'm not starting over with no skins. I'm not spending money just to get back what I already have.
Thats my biggest thing, like i dont even feel like they tried to even begin to care about players who liked smite 1. Didnt think of what we wanted more of, and just vomited out this mess So stupid
Something you didnt mention with the camp leveling is that it serves as a good measure for junglers to see how far ahead and behind they are early and mid game compared to their opposing jungler. It becomes pretty irrelevant at higher level play but it definitely helps out those who struggle to play jungle properly. Also on the topic of everyone getting free beads i think it would be a good idea to make beads have to be purchased after each use. First ones free, then it increases in price for each use. Or have it to where its cooldown is longer but depending on how low the cooldown timer is you can buy it back instead of waiting.
I just feel like this could have easily been an update. I recall some similar updates that revamp everything on Smite one. This is just a money grab opportunity for hi-rez.
Active items will always be clunky on console because the button combinations required you to click the analog stick. So it essentially requires you to stop moving for a second to activate your item. This puts console players at a massive disadvantage.
I think my biggest issues were the shop, active item keybinds and item inventory. It’s strange not having a consumable slot and late game feels like I have tons of gold with nothing to buy or upgrade. Honestly they could remove active items and add them as glyphs that can be purchase able on any item and the gold needed to buy a glyph can scale for every glyph added to an item. Rework item passives and stats if they want these activate passives, make them purchase able faster without having to buy an item just for its active passive. Would make progression a lot more meaningful
I don't agree with slow! If you play as a team you could get the goldfury that disables all their towers/phenixes in less than 30 min. witch just leads to ending the game pretty fast. so if the team works together everry match should be less than 35 min unless the two teams are equally good. However i agree with most other things you mentioned, but you forgot that bushies are so COOL ^^ Great video keep em comin
for the beads thing, they could just some sort of indicator that a gods beads are down. Whether thats through looking at their build in tab or some kind of recognizable aura so people could make better decision making when trying to make plays.
Great vid, great feedback! I do disagree on the side camps, I like that they are a rotating buff camp and I will tell you why. The rotating buff camps mean that A: you can share buffs if another one pops up, say you want two purples or two blues and that can be a tactical advantage worth teamfighting a little over to get especially late game where it really matters and I think that adds a little depth, and B: If there is a buff you and your teammates are prioritizing you can level the infamy on it faster with the rotating camps. As a jungler in many games I would change where i was starting based on which rotating camps were where, prioritizing upgrading the infamy according to what me or my teammates felt was going to be most useful. Usually the red for our ADC.
It's lifted from LoL, which feels abhorrent there too, but you kinda get into a situation, where your item has too many effects. It's why Smite's system felt a bit better to me, but you could circumvent that by having one T3 be an "upgrade" and the rest being "sidegrades" or something related.
Honestly I hope SMITE takes the Dota route and kinda moves away from classifying things into tiers. Just have Tier 2 items that are strong in their own right, and have tier 3 items be twists on Tier 2 items (could involve technical nerfs) but more powerful in their own way. To compensate you can also make them super expensive late game upgrades. Most importantly, allow Tier 2 items to be strong enough to build towards, without making it feel like upgrading to Tier 3s are mandatory.
My feedback is rather simple. - Not a fan of potions taking up standard item slots. I'm sure they'll give them their own slots eventually. I surely hope. - There are too many stealth bushes everywhere. We can have some of them, but significantly fewer please. - Looking forward to getting more Lifesteal items in stock. Anubis can't do Anubis things with just one T3 INT Lifesteal item... - I might be totally missing the mark here, but sometimes I just felt like "deathball" strats worked a little too well. Especially synergizing with the invade mechanics and teleporters. Maybe the respawn timers were not adjusting enough?
Problem on console is we dont have enough buttons for active items. In smite 1 on savage mode your already having relics and consumables on same 2 buttons but pressing L3 with the button for consumable. And theres 0 free buttons
A couple of takes I had. This may sound odd, but while I love the idea of every god building strength and intelligence, it just feels really odd right now. This may be due to lack of content as you mentioned, though I think it's a bit more than that. Strength scaling on all autos, but not all autos being magic made gods like Zeus in particular this alpha hard to counter build. You touched on a lot of thoughts I had in regards to builds, but I think it would be need to see a change, and while this may sound silly to power and intelligence/intellect. Power would be the raw "damage" added to abilities POW. And intelligence/intellect INT would be "how to use this ability efficiently" this would allow for almost all abilities to scale off POW/INT while making thematical sense imo. This would allow gods like Anhur to not be entirely strength, and gods like Kukulkan to not be entirely intelligence. I think it could also be a new neat mechanic to see 'thresholds' to abilities allowing them to gain additional abilities at certain caps. I.E. Anhur pillar being able to cripple with high enough INT. While this wouldn't be good for his overall damage output it could add a unique flare for out of the box builds. While it's neat that some gods can build both, the fact STR is on Autos makes it feel inherently better, and a majority of gods still rely on their main magical/physical builds as they're almost or are entirely scaled off those abilities. Imagine Bacchus having a higher POW to do more damage on his 2 and 3, but with INT his 3 might stun for longer, or provide more antiheal. This would make it feel better for damage with power, but better for control with intelligence. I think seeing thresholds or more scaling on abilities would provide for unique diverse builds, though it may make the game feel too complicated.
I just want to point out. Its not that the game is too slow its that the games linger on for too long. They could make gf and fg slightly easier to take, or have slightly better final buffs. Like if the ancient fury duration scaled slightly if the game was past 32 mins. Make it a 4:30 minute debuff to towers etc or have fg buff scale with the amount of towers you have down
Am I the only one who finds it weird the developer restrains themselves to using the same movement options as a top-down moba when their game is in a 3d space? Why not add an active dodge (with cooldowns of course) among other things? Why would you limit your game just for it to feel closer to a top down? Just seems like a weird design decision imo. I feel like they could make the combat more active and less restrained
never thought about it like that. in 2024, they should probably not estrange their player base. if we want league 2, or a league competitor, that can happen. but why does smite have to be the one?
I absolutely love the beads change. Mobas is a tactical game where your mistakes should be punished . Therefore you should try to improv positioning and awareness instead of having beads every 110 seconds that's gonna save you every time
Yeah but Athena beads ? Not only just her all guardians and warriors in general ? It allows the real threats (tanks) to have not only say the item active passives but also a free beads. I would imagine it to be very overpowered and I haven’t even played the alpha myself
@Zeeluix well the game changed a lot balance wise so its not overpowered by any means . Maybe it's a bit annoying cause you can't kill a support that easily now in the early but that's it. You ll understand as soon as you play it yourself
@@sweetbabyrayso5262 yeah for sure but I do think they need to consider it when updating certain gods, for example in the alpha fenrir ult felt incredibly underpowered since people reliably had beads and only getting rid of one players beads is really not impact especially when you compare it to what other members of the cast (like Ymir in the alpha) can do with non-ultimate abilities. And then eventually ares will have an ult that's relatively similar and has the ability to shred through a whole teams beads if used at the perfect time.
@@benlarson6031 i think the thing you are forgetting is just burning beads. beads is a 4 minute cool down. either force the beads through a stun, if not then ult. When you get your ult back up you grab them and guess what? They wont have a beads. Same thing exists in smite 1, its not like beads is up 100% of the time. You can fenrir ult them 3 times with them having no beads after burning it once. Non issue
If we're being honest, they got the item shop on console working to the point where people had the tools to get it to work for them, but it was never "good" I think as long as they can get the smite 2 shop in that kind of shape the players will take it the last 20% like they do with S1, it'll be fine. In general I think the console UI could be improved by treating the R1 button as a modifier like L1 that also happens to cancel a skill if you're preparing one. Or make L3 cancel
I play on console and the item shop does feel a bit clunky. Hitting back multiple times or not having a redo button makes it a lot slower. One thing for console that made it harder for building items was when you had a tier 2 item and went into the "builds into" section I noticed (unless my game bugged/glitched out) I couldn't see the names or the stats of the tier 3. If that's intentional I think it'd be great if they added that little thing to help building items feel smoother and less stress-inducing when you don't know what to build I think they should add starters back, and I also think they should either tone down the amount of actives, add more items that don't have actives, or just add a few of the more important relics back into the game in the beads slot like Intersect said For the gods I really like most of them. I'm torn about Zeus as I really miss his shield and his 2 doesn't seem too crazy other than to disengage fights, but i lovvveee the stun coming back The only god that didn't feel different in any way was Odin. He felt like the same god from S1 but with a new passive, maybe I'm just nit-picking though Lastly both Loki and especially Fenrir seem stronger than the rest, I love my doggo but he needs a lil nerf lol All in all i loved playing this alpha and I'm super curious as to what's to come. Have fun on the battleground guys!
I'm only one night in, but it really feels random since there is no required role selection you are basically at the mercy of the lobby. I played some Dota and LoL and it all feels more like that but with Smite themes. I can't say it's bad or good, but it is fresh and new so cheers to that.
They need to have a basic Arena mode next Alpha It'll let us explore the crazy, combat focused builds that people can do as well as get more games finished in the same amount of time.
Feel that having beads on everyone isn’t bad at all, beads had the highest pick rate in smite 1 in terms of relics. It’s on a 5 minute cooldown I feel that’s giving plenty of time to take advantage of someone beads being down even when accounting for cc immune ultis. Gives very nice qol for gods with channeling abilities that wouldn’t necessarily take beads. Smite has loads of cc throughout it, so it provides a long cleanse while the game also has diminishing returns on cc. Compared to other mobas it give a lot more tools against cc, used to say all the time either remove beads or give it to everyone. Had the most fun in smite 2 alpha than I’ve had in smite 1, felt equivalent to playing custom games with friends.
I don't mind the beads change but I do agree that the CD is too low, forcing it needs to feel like an actual win instead of "oh well they'll have it next fight for sure so who cares"
Personally one of my biggest issues with smite 2 is how magpie feeling its became. The store is nice but it feels awkward to know what items can be built into and it kinda just feels all clunked together and messy while being pretty horrible for new players I'd imagine. Besides that it didn't feel like there wasn't any weight to killing a god due to the teleporters so I'd like to hope they go away or change somehow
I think the new build system actually makes a big difference since T1/T2 items feel much stronger and you get to build more of them in between upgrades. T3 items are still significantly more powerful than T2 items (as they should be) but it feels a lot more like a progressive power curve instead of a series of arbitrary power spikes. Backing to get a T2 in Smite 1 was basically pissing in your own face, but now its actually worth it sometimes, especially since you might be able to get an extra T1 on top of that or something. It makes the laning stage more competitive and interesting imo. Unrelated but teleport glyph being removed is the greatest change to the solo lane in years. Fuck that item.
Very good video, completely agree with how long games take and how hard objectives are to take, almost all of my games went to 45 minutes or more and had multiple calls for objectives that were just impossible to take because it really required the coordination of someone to tank and 2 people to dps it down.
My biggest issue was the colorblind options. Man I miss the blue and red bars. This alone made smite 2 nearly unplayable for me. I've also went back to smite 1 a day early because of it. Same with the jungle/abilities, for me it all blends into each other on an already more full map. I hope they make those changes! Further I think having your relics and potions move up a slot while using them might create uncomfortable situations in big battles where you're popping a last potion but then activate the wrong relic bc it moved up a slot. Oh yeah, and health disappears so easily, I notice it way less in smite 2 than in smite 1 which often led me to moments where I was on 10%hp in lane without actually knowing.
How is Blink amulet Good? You have no power. I've Been skipping Blink and just waiting for the jungler to blink in with no power, then kill him. I think they butchered blink. Which sucks cause i love Blink, but 200 health is not important.
i played alpha and honestly, had the most stuff exactly cos i could do some wacky bs that is unavailable in smite 1(crit athena jung was my fav) Also graphics is just what i hoped it would be. for alpha - Very good first impression, worth the founders edition
My friend took Tanky Ymir against an enemy Crit Ymir and got deleted in every engagement. Wasn't tanks at all, and the level of tank you get, compared to just killing the enemy hunter seems pointless. On the whole, Squishies felt hard to kill, tanks felt easy to kill and warriors felt like they were assassin's. Belong deleting gods in a kit dump, while loki could kit dump and the enemy's still on half HP. But all in all, I loved it xD
i agree i also miss level 20 starters. Hitting level 20 just doesn't feel as impactful/something to work for anymore but I also think it is too early in smite 2 for them to add them back.
I play on Console its not a pain. And the buttons can be remapped literally map the buttons to where your active item is your relic from smite 1 its easy to have 2 Active items but gets more difficult after that. But honestly 2 is enough.
Coming from someone who mostly plays league and hasn't actually played much Smite in years, this looks very promising. For an Alpha I was fairly impressed. I think that when they fix bugs and janky animations and add more content + balancing then this game will be amazing. Really looking forward to upcoming betas
I play mouse and keyboard on console and it was a nightmare trying to navigate stores/menus. I had to switch back to my controller for it. I also couldn’t use vgs. I miss how smite 1 just treated it like I was in pc.
I also have my ult set to spacebar... I only played one game but for the life of me could not figure out how to 'interact'. Was never able to pick up a buff or the gold camps
I think for console is just took some getting use to but i was able to navigate after about 5 games. The list isn't to overwhelming if you know what you want to build
I hope tanks wind up with habing to choose between 2/3 of high hp, high phys, and high mag defense. It would reign in the unkillability they get from being frontline tanky AND having beads, and its much more engaging to counter build when youre trying to avoid dying to say a zeus' autos doing phys dmg but you can face tank his ult (just as an example, i think both do magic dmg atm). Or being tanky against both phys and mag damage but having a small health pool means if anyone can shred your prots youre a squishy agains them making hit-and-run tanking viable against say ADCs with exe, or Mids with the equivalent on-ability item.
I played on Xbox and I remapped my controls. I could comfortably use 3 actives (never tried more so that’s on me). All I did remapping wise was change to savage and swapped all the controls that involved holding left stick and right stick. It was weird to get used to but it felt nice very quickly. It did lead me to using blink out of fountain level 1 because smite 2 jump is smite one relic :)
I think the item system needs to take what works from the old system and what makes the new system good, get rid of active items and the stupid combine tier 1s and go back to relics and the more top down tier 3s but keep the fact tier 2s can be more impactful and break up some of the trees that we have in smite 1 along with that add more cool effects and things to keep build diversity but do it on top of what worked for smite 1. We don’t need to reinvent the wheel to just add new systems
That could be interesting, especially with the low cooldown at the moment they're just so free to spam all the time and feels like everyone can be everywhere at any time with no warning.
I'm a PS5 player had some major pain points in the alpha that made me not want to play more of it. The first and most major issue was the Item Shop. Obviously they only had time to implement the single version of the Item Shop from PC to console but that experience was horrible, all the different icons in this tiny area only separated in alphabetical order was terrible and the filter was the worst since you need to press the D-Pad down 10+ times to select a filter, then if you wanted a different item filter you need to deselect that filter again. Also building the item up from the Tier 1s was easy cause it like the Smite 1 item tree, but then finding the Tier 3 at the end was awful because it was even smaller item icons stuffed in the top corner that I can barely see without selecting and reading every option. Second issue is the HUD. Every single HUD element is WAY too small. The map was so small and too high up it made it hard to learn the jungle. The items in the bottom left were small and the active ability button combo is microscopic. The abilities seemed a bit too squished but not bad at all. The heath and mana bar being small made it not obvious when my health or mana was low, also there was no option to show your health and mana bar above your own head which I heavily rely on in Smite 1 that I hope will be added. And while the VGS system in Smite 1 console is already terrible, the Smite 2 VGS is even worse, though the VGS HUD looks very work in progress. Lastly a bit more gameplay focused. There are some issues with aiming abilities after casting, specifically line target abilities would come out when you pressed it rather than when the character fires it. so there was no re-aiming during the startup frames. Tanks had it rough in the alpha, feel free to say skill issue, but the tank items sucked, not only were the only useful tank items active items, but the stats on near everything was awful, I had a game where I had 1 offense item, 2 hybrid defence items, 1 magical defence item, and 2 physical defence items and I couldnt tank the Gold Fury, Fire Giant, or Phoenix's without getting shredded by them. I could only take 4-5 phoenix shots before I was at 1/3rd HP. I dont know if the physical and magical defence was bugged of if objectives are way overtuned but I did not feel tanky, and now with the slot of a Flat Pen item now being a %Pen item the tanks never feel tanky and the stats are never rewarding. Another huge problem is having no consumable slots, I dont know why they got rid if these but it makes potions feel like an afterthought with them being apart of the item slots, also there will be no more cool consumables like the Pyromancer Bomb, chalices, special wards and Baron's Brew. We need the item slots back. Obviously this is an alpha, and everything here will probably be fixed up and fine-tuned but these issues made it hard to play on console.
I’m glad I’m not the only one who found the new build system so difficult. I’m on Xbox and I literally only played one match for the Alpha BECAUSE of the item shop! It was so confusing and everything was so small, I had no idea what the heck I was building, even with the build assist. Also agree about the HUD. Everything was so small and my stat box being on the right instead of the left really threw me off, as I’m so used to looking in the left corner for my stats. I really hope they fix the item shop in the future, cuz right now that is the biggest turn off for me
Honestly for the shop I completely ignored T1 and T2 items and just went directly to T3 it made the experience way better. You don’t need to learn every single component just select the T3 item you want to buy and the shop will auto buy the components than you can afford at the moment
items and new god kits/changes were good. played a few matches and went back to pred. after 9 years of smite, pred is the change i've been craving. i'll for sure be back during more tests and final release
Smite 2’s biggest hurdle is going to be trying to make a more complex and interesting game while not estranging the current player base. The average Smite gamer wants to play COD in a moba setting. It’s hard to get my friends who play Mobas into smite because smite ends up being way too easy and simple compared to other games. Hirez needs to decide if they’re going to make Smite 2 the same as Smite 1 or if they’re going to try and make a MOBA that can compete with LoL.
I'd be curious to know what percent of players during Smites peak played on controller. Smite 1 is easily playable up to masters on controller for me. I couldn't see having any chance with crossplay mkb on smite 2 with the active currently
I have an idea for fixing and spicing up the “free beads only” thing: Make it so that instead, you can slot 1 item active or passive from any Tier 3 item by itself for free, without the stats that would come with said item, OR the choice for the stats of said item, but minus the passive/active effect(s). And as further consequence, you would be locked out of building that matching item(s) for the rest of the game (so you get the Chronos Pendent passive OR individual stats by themselves, but now you can’t buy the full item and are locked out of that other half of it.) And you could only do this with items that have stats AND passive/active effects (so you can’t get a full tier 3 stat only item for free for no compromise). Something to throw in some endgame pizazz into the earlier game. Beads would still be an option, and one of the stronger ones at that, but NOW you can forsake that in lieu of more min-maxed builds.
That's interesting for sure but wouldn't really work with allowing ALL items for that. Some effects having them for free at level 1 would be too broken and you would have to nerf the item into irrelevance for it to be balanced as a 'relic' option. Interesting idea tho
@@Inters3ct Well then what we can do is revisit the Smite 1 “shard” idea and have reduced versions of this effects/stats be available without having to nerf the items themselves then. Like comparing Golden Shard to (the now removed) Golden Blade and Bow. Like, have them as a compliment for existing items without eclipsing or overcharging them.
@@manusan1014 I’m coming back from today’s patch notes for the alpha… It looks like there will be a passive thing you can take called “Aspects”, which seem to all fit into my above idea a little… _CALLED IT_
I'm both excited and nervous for this. My main worry from a gameplay POV is the item shop layout on consoles. It was legitimately unplayable when the altered it in Smite 1, thankfully they reverted it nice and quick. My main worry for the dev team and the release is accessibility. While yes, it's a new an updated game, a LOT of people haven't bothered to get the next gen consoles (Ps5 got scalped and XBOX doesn't have any exclusives), so will it be available on Switch, Ps4 etc? A poor release can kill a product instantly for a lot of people. This was a long one. Sorry
No one else had performance issues even with mid to high GPUs? I had like everything on low with lumen and all of that disabled ~90fps walking around the map but drops to 40-50 fps in big teamfights. This was a big issue in my case and therefore only played a few matches because the input lag at that fps in a teamfight is kinda bad.
I had a absolute blast playing the playtest abit harder for us oce players considering we only had custom games servers but smite oce discord is full of the nicest people ive ever met.
Maybe beads cooldown could scale with level, so its still available early on but with more downtime for punishing, while later game it would be up faster as teamfight frequency increases.
i really thinking bringing back the old active system and merging it with the active system. keep the same active items as is but add old school actives as t2 and t1 items costing like 300 and 800 gold for example and upgrading with the tiers final being the most upgraded. Truly bring back the old give/take risk/reward system that old actives gave us. Also remvoe free beads
I'm honestly shocked that every smite content creator hasn't mentioned the abysmal xp and gold gain you get from killing other players. I had a game where the carry and I (support) killed the enemy duo lane when they tried invading our buff, we got the minions and our buff and didn't even let level 2. In fact, we hit it at about the same time as the duo lane we killed.
I think snowballing is too possible tbh. Gold leads would sometimes be an average of 4-5k and end w/ 30-50k leads. Matches were still taking 40mins minimum though so it felt like it wasn’t competitive, just that teams were stat padding. XP gain on the other hand really falls off especially when you get tower quickly. It feels like camps do more damage than maybe they should, especially to only then give what feels like a little bit of XP. Originally felt Neith was OP but now I’m of the opinion that her kit and changes should be the standard. Bellona, Zeus & Ymir all felt fulfilling. Cernnunos wasn’t very enjoyable to play with, personally or teammate wise; his builds just don’t commit enough in a way that feels effective against opponents. They need SOMETHING that will help identify wtf the enemy team is supposed to be doing. Not having gods be tied to classes is alright but we should be able to identify their roles in that given match. Starter items and the 5 buffs all helped w/ that implicitly but have now been removed. Lastly, something to reward or at least positive feedback for teammate communication and objective play would be nice
I have been seeing alot of negativity towards the smite 2 alpha and i honestly don't understand why. People saying it looks bad, that there are a lot of bugs and so on. Clearly people don't know wtf an alpha is and i don't think the founders pack helped with that. Personaly I loved the alpha and had a blast! I enjoyed every character, used every item atleast 1 time and had about 30 hours of game time. The only thing is strongly dislike are the teleporters and thats about it. I did find and reported a lot of bugs but thats what a alpha is for.
Hello. I want to share my opinion as a (EU) Console Smite player since Console realise (PS4 and Latter PS5) and disclaimer my comment will be long. The graphical shift and smoothness in new engine is nice as execpted to make engine upgrade. The new God skill gimmics and skill efects is awsome too. And lastly I liked jungle play as inted which means i had decent and fast farm in Jungle. Now lets talk about negatives that will most likelly made me not to play Smite 2 eay way often as I do ob Smite ir other games. What made Smite 1 unique than other mobas was itemization and its shop. You could build and counter build from item tree, not frim rip-off of shop item like League of Legends, which nade you abke to plan build and counter build. (Also I preffer and use classic UI in Smite) No seperate relics and potions wards slot i huge negative and let me explaun why - for examplefew games I had full build and potion of power and I was siting on 4k gild at hand which I couldnt spend to my advantage like Smite 1 duel of buing and stacking potions to get 1v1 duel advantage and to expand on potions, you need to buy them a lot to even late game as mana and hp regen is abmysal. When it comes to relics as items they do work in games Dota or LoL as you guys on M&K can bind it to your prefference and use them within split second reaction with perfect aim, yes i know i can change controllers setting but its hard in team fight to use them while rembering corect buttom of correct item slot, especially on controller ehen its get chaotic as it is focus on aiming at PC player who has Uncapped FPS and can juke while w keying you to death with 100% accuarcy. Also to that note I dont like and never suported forced crossplay without a fully supported and working option to turn it off, thats why I do not Play Carry, Jung or Mid on Conquest cuz one does not simply as controller can win againts Apadting, Haddix, Zapman and other less know Smite no-life PC players (no offence) LASTLY: Spllit of Strenght and Inteligence items and scalings, good idea but once again with itemization is so stupid and its a Hypocripsy from Hi-Rez after renoval of Hybrid items (i know its not the same with power and def vs double scallings). You want crit with both hydras and poly? What about joutun with chronos? Yeach heres the irony that everything will be slightly but give a time unbalanced until slight change to itemization builds. Support lack of auras hurts too, and as I mention again supportive active full build items its a mess and I am Solo and Support main ( jung too stressfull and toxic role, mid you get gank a lot and adc im ok as long as its not vs PC) To close up my rant, let me tell you who ever read it, thank you and I am a fab of smite and my rant was bever meant to insult or offend anyone. I am Smite fan and daily player and if anyone agree or dissagree please help me share my opinion as I will give a chance to Smite 2 as I liked and will change my role mid or jung :) P.S - Revert Erlang Shen Knock-Up!
Could they make it like summoner spells from league? So instead of picking a "relic" in game. its something you pick in god select, have a small selection but that would make it 1 "relic" but not always beads.
The thing about the gold fury buffs being team specific would mean teams would eventually learn oh lets give up gf1 its not a big deal make sure we fight over gf3 like its efg and so onI think the goal is to make it exist as a opposite buff to fire so a losing team cant just camp the fight like your hex mambo and gives a resource to win the game outside fire if the losing team isnt a state to defend.
Honestly, beads being free should come with a like 300 second cooldown. Smite 1 had a hot garbage streak of letting people be out of position and get away because beads plus aegis plus having random CC immunity plus having CC immunity on your ultimate. HiRez is RABID over the idea of letting tanks actually survive damage but the already bloated damage roles get between 2 and 4 big red buttons to run away with
Bro said bring back totem and make fury buff one and two more impactful. One, buy mana pots pots are instant. Two, fury’s first two buffs are quite impactful they just don’t feel like it because it’s a passive impact like returning from base quicker due to teleport not being in and good it shouldn’t if you get bullied out tough shit, play better and learn from your mistakes. The second buff where minions are taking reduce dmg from enemy minions is great when you get advantage in passive minion pushes while doing anything else. Starter items I’m glad are NOT IN and I hope they never get in. The fact things that have been in a game for ELEVEN YEARS not being here as a negative is such a bad take since smite players complain about metas being stale and itemization being different enough to allow variety. Also early beads is contentious, why not have a laning phase for once in a moba that wants to be a moba. Fineokay suggested blink as the starter. Game being slower is far more interesting than just rushing every objective. Smite players really need to understand the sequel is actually trying to be a moba more than a casual one compared to other mobas with a higher player pool which is great.
Hope the game doesn't look this clunky during full release; I feel like even just the walking around animation looks so janky/clunky. Also, I get that they wanted to make Smite 2 unique, but some of the changes feel kinda unnecessary; just my opinions.
They do this every update with smite 1, its was some of peoples complaints. HiRez doesnt make changes for balance, they more so just do it to "shake up the game a bit"
As a console player it is a little overwhelming if you want to use multiple active items items, so I avoided using more than two. The came is fun, and oddly made me a better player coming back to smite 1 and other mobas. Im looking forward to some of my main characters getting released. What is a double edge sword for me is the no class roles. Its fun, but has people trying insane things and throws the game when they dont work. cant wait for the next alpha test.
I honestly felt like they should have had two diff game modes in the alpha. In smite one if im not wrong most people played conquest and arena. They should have tested those two
With the launch of 24/7 this video is spiking is views and comments and I just want to put out there that this was made 3 months ago and the game is very different now than it was in this first alpha test, my views on the game are also very different. A lot (but not all) of these concerns have been put to rest since I made this video.
So glad you mentioned the auto animations. Thought I was going crazy because they seemed so laggy/ out of sync.
I think they need to increase the tower damage done to gods. The amount of tower diving my friends and I did was silly.
This game is guaranteed to flop, its a disaster in the making.
@@RogerT-kt3zd Honest Question. Why? What makes you say this?
@@RogerT-kt3zdbruh leave then the game is in alpha I swear if you want to play the same game with no improvements go play smite .
@@RogerT-kt3zd I want to assume you’re a bot based off your weird response to my comment about tower damaged and animations… game still has at least a year (if not more) before official 1.0 release. If you think it will flop, don’t play it?
@@FluxCrush Hahah good joke bro, they should’ve called it smite 0.2, that would be very fitting.
An easy fix for the item menu for console players is letting players create their own "Auto Build" that buys items for them. Create your own preset builds in another menu, and then enable the auto-build so you don't have to navigate the menu.
This is really good. It’d be fun to go back to base and be right back out
Strongly disagree. Going auto build limits all counter building and build path variety. They need to fix the UI it’s not that complicated.
I assume that will be coming as a feature in the future. I've also suggested to them that we should have a build preset code system where you can import a code from someone's video or a website to instantly import their build preset to the game.
That will probably be in the game by default on full release. Smite 1 has it.
@@cybzer0560exactly smite 1 already had it. Just needs to be implemented for smite 2
actually having to intentionally build items for stats now instead of having power pen lifesteal and cd on one item is massive
Imo, it was a problem in Smite in general, of items having too much stuff tacked on, but I still feel that we should have at least a few "all-rounder" items.
@@aro480_ I always thought the philosophy of items was that when you have more stats on it the more generic it becomes. Low stat items get passives and actives while high stat items don't or at least less effective abilities
@@TicuTK Well, at least that how it should be, especially with a fresh start and little to no power creep. Problems arise when you consider "how do we value passives?". If the item has terrible stats, but a good passive, should it be cheap or expensive? Then we get into the components, where the build path is horrid, but the item itself is strong. And so on and so forth, etc.
I'm glad that some people have seen the issue I've been saying since the Smite 2 announcement, that the free Beads is going to be an issue. I kind of figured that gods that relay on CC are going to be much weaker since everyone has Beads and that gods that need to be CCed are going to be harder to knock out.
I honestly don't like the item system or the lack of classes. It is a neat idea but without any restriction we aren't going to get really interesting niche items or effects because some gods would heavily abuse certain effects for items. Supports are going to struggle and be so far behind every game because there would be zero ways to let build items to help them out gold-wise. The only way to really fix this is to put it on the role you pick. That's going to lead to major issues like the ADC picking the Support role for the bonus gold while still playing ADC. Its going to be a real mess without any restrictions. Do note that the lack of effective life steal is because there is no item restriction, you can't put a strong life steal effect because Hunters and specific Mages will abuse them.
As a whole I do think there are a lot of good changes and I do like that they are trying new things, I just don't think that some of the changes are positive for the game.
I'm not a fan of a lot of the big changes: the new power system, new tier 1 item system, and the new active ability items are all systems that I don't like from League of Legends, and Smite decided to mimic them. I think Smite is a game for people who don't like LOL.
funny considering smite has been copying league for years. even old game modes like domination and joust were ripped from leagues domination game mode and twisted treeline map.
smite was for casual players who didnt want to have to worry about their build path and just wanted to oonga boonga the entire match
@@tyrant3191counterbuilding mattered a lot more in smite, in League you mostly always build the same stuff
League is the more popular game for a reason. They have the best systems for a moba, period. You could make arguments for dota 2, but thats another discussion.
Point is, smite should just straight up cooy league but be 3rd person. Itd be a win
Starter items were one of my favourite changes to smite and I think they should reconsider adding them. I really enjoyed the level 20 power spike which is now missing. Also I’m not a fan of having blink on an item it’s too crucial to the flow of the game.
I agree honestly, it feels alot like there's no structure to build on and your kinda just thrown in to have no clear specific path you'd like to build or go
They likely will! this is an alpha
The only two things I have issued with are the item menu and the camera. It might be easy for PC users, but it's not friendly for console players, especially when the text board is so cramped and you can't really get the full description of the item.
Also I believe that the camera is a little bit too close to it and I can't really have a great field of view.
Also, I think they need to give the controller more freedom keybinding.
The only concern I have is I hope they do not follow the path of League of Legends because it's so close to each other the only difference if they keep going for from this is the camera and what's the point of playing it. I hope they can update the UI of the screen because it looks so Bland and so boring nothing mythical
Get a pc then
Don't be that dude. High rez enables and promotes the game for these platforms, it's their responsibility for the interface to be usable.
Yeah I get that, it's super early though and it's not a fundamental design issue of the game, it can easily be fixed and improved for the beta/release
It's not close to league at all.
Ya and the keyboard is so delayed on PlayStation
The beads start feels so bad. You don't get to punish players for making mistakes because they just walk away.
Seriously, it hinders a lot of gods who nromally roll the early game like Fenrir. I dont recall any Fenrir landing an ult that didnt get beads in my two dozen played games
@@eightlights4939 For real, free beads for all was an insane decision. Like free combat blink in Pred felt bad, but this is 100% worse.
thats why you play around beads and keep track of enemies that dont have beads up. Besides, you arent killing off of one stun at level 1
Keeping track of beads/relics cooldowns is a basic thing in other mobas, sometimes you bait them out and leave the person alone if you can't fully kill them. Then they either sit under tower or you comeback and kill them.
@@sweetbabyrayso5262 doesn't seem to be plausible at all
Unfortunately due to work i only managed to play 2 matches of Smite 2 in this alpha test, both as Loki. the vanish reset on a kill feels amazing and jungling in general felt really nice, overall hopefuly for the game and did enjoy the 2 matches i got to play.
Here is breakdown of the console issues 1. the store needs more fliping pages rather than scrolling lists 2. the interact button needs to go as it is it should always be on a button combo not a single button. 3. the actives are currently relegated to pushing down a stick and then a button when you could have at least the first four actives on single buttons this would fix the active problems on console. you could just allow button mapping for actives 1-6 and the interact button and include button combos in the options for binds but you would lose new players with the current button maping.
I take it you didn't even look at the settings. I mean you can already remap those actives to single buttons.
As for no. 2 you can also remap that to a double button press, but for some reason it's bugged and only jumps.
I hard agree with no. 1 though. Flipping pages is just better for consoles. Either that or let us move a curser around like a mouse.
@@DesertPhoenix24 im talking a bout what the base settings need to be.
least brutally honest brutally honest review ever. Good: the game, Bad: its in alpha.
It's comforting to read other people's comments. I was bummed there is no 4K option! Like why not?! I play Smite in 4K and I hope this is just something about the Alpha that it only went up to 1440p. As for the gameplay, I like many others it sounds like, felt like the way abilities and autos worked felt confusing/sluggish/clunky. Right now playing Smite feels more smooth and clear than playing Smite 2. I assume this is something they will fix longterm? My only other complaints are the absence of Blink without buying a particular item and the absence of the Health Chalice. I hope they fix both of these before the Beta release also. Right now, I'd play Smite over Smite 2 if they were both available.
I think the problem with beads on every god can be solved through starter items. The starter items for each role can either come with an active beads or blink proc depending on the role, perhaps giving jungle the option of either depending on playstyle. I think the team beads item is great for tanks who still really want beads, that way they don't miss out on that option. Blink doesn't have to be tied to a bad stat item this way too and that type of balancing can be reserved for other "relics."
PS5 player here! The item system I think is great pretty much the standard for MOBAs. The actives are easy to use I think it came out great. People that complain probably don't play many MOBAs. I like the teleports it makes for quicker games I found my games going for less the 25 mins on average. People that don't like them I feel like don't know how to place wards and not over commit.
honestly, first gold fury bonus in specific should always be possible for both teams to get, movement speed out of fountain will almost always lead to snowballing
Ehmmm its does work that way.
@@denislaver1195Yes, he’s responding to inter essentially saying that gold fury kill effects should be locked to 1 of each per game instead of per team
@@wolftamerwolfcorp7465 ahh i gotchya, sorry for the misunderstanding.
Graphic and UI updates feel much better, Item System is much more interesting, and god tweaks/reworks are more cohesive. And this is just Alpha Weekend 1.
new UI looks too minimalistic and washed out, no soul at all imo. But it's just the UI so w/e
The graphics are clearly a concern, as of now it might as well look like a "next gen update patch" not a sequel with a different graphics engine.
The actives on console are perfectly fine it’s the store that’s bad, it was clearly made for pc and I’m sure they’ll change it to be different like smite 1 for console. They probably just didn’t have the time to implement an easy to use console store.
Another overwatch situation...I don't understand why companies insist on reselling us things we already purchased. I think it's sleezy and disrepectful especially to long-term players.
It was hard to tell but if warhorn is neutral upon spawning, i'd prefer it if they got rid of the weird capture mechanic where you could have it 99% captured just for someone to swoop in while you go do your backs. i almost never capture warhorn unless i do it right after a kill. honestly a better feature would be to have warhorn proc immediately upon capture sort of like a juggernaut but make the horn harder to claim. 15-30 seconds that you can work on over it's lifetime with each timer belonging to it's respective team. the enemy team could get 80% complete with it but then i could force them off it and start claiming it on my own. fight over contesting it but then the enemy ganks the solo laners trade and then the jungle picks up where the solo laner left off with 80% completion. totem promoted aggressive play where you had to outdamage the enemy on totem or force the enemy to back off with your built up pressure. current warhorn is a terrible babysitting job where the second you go away the rats reset your horn progression just to once again have you recapture and put it on another timer... then they just do it again the second you go for anything else. I should not have to sit on warhorn for 30 seconds to secure the equivalent of a ranged brute.
I'm so excited, the potential is crazy.
One problem I had is animations are a lot slower for certain abilities compared to Smite 1. I think more reactable abilities is great for Smite 2, but it felt clunky when I tried chaining abilities & autos, only to miss because the timing was a lot slower than the Smite 1 version. Made auto-cancel feel slow and unrewarding at times. That needs to be tweaked to feel smoother, and also the SFX were really dull. Smite 1 abilities have unique sounds, especially in a team fight, so you know what's being cast. Everything just gets melded together, or sounds super general in Smite 2 so it's hard to know when a Zeus ult is casted unless you're paying a lot of attention. The new graphics are great but there's so much visual noise that it's hard to get clarity on what's being casted.
I disagree that games are slow paced. Play a low-level match on conquest and it drags on for AGES because people focus on random fights or pushing lane without getting any obj. This is what happened during the alpha where people just stayed in lane, never rotated, and never did side objectives. Once you do gold fury and fire the game picks up significantly. Another issue I have is that waves come up too fast, and wave farm is so important than there's never a good time to leave lane to buy items, less you increase your level gap because you missed a wave.
I don't see people buying new pcs and consoles just to get a game with way LESS content than the original and for what? So the leaves have shadows? It will be years and a lot of money before it would get anywhere close to smite 1, I just don't see the point. When smite 1 gets shut down I just play one of the 100s of games in my backlog. I don't care about graphics and i'm not starting over with no skins. I'm not spending money just to get back what I already have.
Thats my biggest thing, like i dont even feel like they tried to even begin to care about players who liked smite 1. Didnt think of what we wanted more of, and just vomited out this mess
So stupid
Something you didnt mention with the camp leveling is that it serves as a good measure for junglers to see how far ahead and behind they are early and mid game compared to their opposing jungler. It becomes pretty irrelevant at higher level play but it definitely helps out those who struggle to play jungle properly.
Also on the topic of everyone getting free beads i think it would be a good idea to make beads have to be purchased after each use. First ones free, then it increases in price for each use. Or have it to where its cooldown is longer but depending on how low the cooldown timer is you can buy it back instead of waiting.
I just feel like this could have easily been an update. I recall some similar updates that revamp everything on Smite one. This is just a money grab opportunity for hi-rez.
100%
Active items will always be clunky on console because the button combinations required you to click the analog stick. So it essentially requires you to stop moving for a second to activate your item. This puts console players at a massive disadvantage.
I think my biggest issues were the shop, active item keybinds and item inventory. It’s strange not having a consumable slot and late game feels like I have tons of gold with nothing to buy or upgrade. Honestly they could remove active items and add them as glyphs that can be purchase able on any item and the gold needed to buy a glyph can scale for every glyph added to an item. Rework item passives and stats if they want these activate passives, make them purchase able faster without having to buy an item just for its active passive. Would make progression a lot more meaningful
I don't agree with slow! If you play as a team you could get the goldfury that disables all their towers/phenixes in less than 30 min. witch just leads to ending the game pretty fast. so if the team works together everry match should be less than 35 min unless the two teams are equally good. However i agree with most other things you mentioned, but you forgot that bushies are so COOL ^^
Great video keep em comin
for the beads thing, they could just some sort of indicator that a gods beads are down. Whether thats through looking at their build in tab or some kind of recognizable aura so people could make better decision making when trying to make plays.
You just need to track them like every other moba
Great vid, great feedback! I do disagree on the side camps, I like that they are a rotating buff camp and I will tell you why. The rotating buff camps mean that A: you can share buffs if another one pops up, say you want two purples or two blues and that can be a tactical advantage worth teamfighting a little over to get especially late game where it really matters and I think that adds a little depth, and B: If there is a buff you and your teammates are prioritizing you can level the infamy on it faster with the rotating camps. As a jungler in many games I would change where i was starting based on which rotating camps were where, prioritizing upgrading the infamy according to what me or my teammates felt was going to be most useful. Usually the red for our ADC.
I hate the fact tier 2 items loose their passives when combined into a tier 3.
It's lifted from LoL, which feels abhorrent there too, but you kinda get into a situation, where your item has too many effects. It's why Smite's system felt a bit better to me, but you could circumvent that by having one T3 be an "upgrade" and the rest being "sidegrades" or something related.
Honestly I hope SMITE takes the Dota route and kinda moves away from classifying things into tiers. Just have Tier 2 items that are strong in their own right, and have tier 3 items be twists on Tier 2 items (could involve technical nerfs) but more powerful in their own way. To compensate you can also make them super expensive late game upgrades. Most importantly, allow Tier 2 items to be strong enough to build towards, without making it feel like upgrading to Tier 3s are mandatory.
That pokemon gen 3 bgm at the start there brought back some memories
The item system is simple. Just double click the tier 3 you want and it will auto buy the intermediate items.
My feedback is rather simple.
- Not a fan of potions taking up standard item slots. I'm sure they'll give them their own slots eventually. I surely hope.
- There are too many stealth bushes everywhere. We can have some of them, but significantly fewer please.
- Looking forward to getting more Lifesteal items in stock. Anubis can't do Anubis things with just one T3 INT Lifesteal item...
- I might be totally missing the mark here, but sometimes I just felt like "deathball" strats worked a little too well. Especially synergizing with the invade mechanics and teleporters. Maybe the respawn timers were not adjusting enough?
The deathball strats won't work when we get more familiar with the game.
Problem on console is we dont have enough buttons for active items. In smite 1 on savage mode your already having relics and consumables on same 2 buttons but pressing L3 with the button for consumable. And theres 0 free buttons
A couple of takes I had. This may sound odd, but while I love the idea of every god building strength and intelligence, it just feels really odd right now. This may be due to lack of content as you mentioned, though I think it's a bit more than that. Strength scaling on all autos, but not all autos being magic made gods like Zeus in particular this alpha hard to counter build. You touched on a lot of thoughts I had in regards to builds, but I think it would be need to see a change, and while this may sound silly to power and intelligence/intellect. Power would be the raw "damage" added to abilities POW. And intelligence/intellect INT would be "how to use this ability efficiently" this would allow for almost all abilities to scale off POW/INT while making thematical sense imo. This would allow gods like Anhur to not be entirely strength, and gods like Kukulkan to not be entirely intelligence. I think it could also be a new neat mechanic to see 'thresholds' to abilities allowing them to gain additional abilities at certain caps.
I.E. Anhur pillar being able to cripple with high enough INT. While this wouldn't be good for his overall damage output it could add a unique flare for out of the box builds. While it's neat that some gods can build both, the fact STR is on Autos makes it feel inherently better, and a majority of gods still rely on their main magical/physical builds as they're almost or are entirely scaled off those abilities.
Imagine Bacchus having a higher POW to do more damage on his 2 and 3, but with INT his 3 might stun for longer, or provide more antiheal. This would make it feel better for damage with power, but better for control with intelligence. I think seeing thresholds or more scaling on abilities would provide for unique diverse builds, though it may make the game feel too complicated.
I just want to point out. Its not that the game is too slow its that the games linger on for too long. They could make gf and fg slightly easier to take, or have slightly better final buffs. Like if the ancient fury duration scaled slightly if the game was past 32 mins. Make it a 4:30 minute debuff to towers etc or have fg buff scale with the amount of towers you have down
Am I the only one who finds it weird the developer restrains themselves to using the same movement options as a top-down moba when their game is in a 3d space? Why not add an active dodge (with cooldowns of course) among other things? Why would you limit your game just for it to feel closer to a top down? Just seems like a weird design decision imo. I feel like they could make the combat more active and less restrained
never thought about it like that. in 2024, they should probably not estrange their player base. if we want league 2, or a league competitor, that can happen. but why does smite have to be the one?
I absolutely love the beads change. Mobas is a tactical game where your mistakes should be punished . Therefore you should try to improv positioning and awareness instead of having beads every 110 seconds that's gonna save you every time
Yeah but Athena beads ? Not only just her all guardians and warriors in general ? It allows the real threats (tanks) to have not only say the item active passives but also a free beads. I would imagine it to be very overpowered and I haven’t even played the alpha myself
@Zeeluix well the game changed a lot balance wise so its not overpowered by any means . Maybe it's a bit annoying cause you can't kill a support that easily now in the early but that's it. You ll understand as soon as you play it yourself
@@Zeeluix guardians and warriors having beads once every 5 minutes is not the issue youre making it out to be
@@sweetbabyrayso5262 yeah for sure but I do think they need to consider it when updating certain gods, for example in the alpha fenrir ult felt incredibly underpowered since people reliably had beads and only getting rid of one players beads is really not impact especially when you compare it to what other members of the cast (like Ymir in the alpha) can do with non-ultimate abilities. And then eventually ares will have an ult that's relatively similar and has the ability to shred through a whole teams beads if used at the perfect time.
@@benlarson6031 i think the thing you are forgetting is just burning beads. beads is a 4 minute cool down. either force the beads through a stun, if not then ult. When you get your ult back up you grab them and guess what? They wont have a beads. Same thing exists in smite 1, its not like beads is up 100% of the time. You can fenrir ult them 3 times with them having no beads after burning it once. Non issue
If we're being honest, they got the item shop on console working to the point where people had the tools to get it to work for them, but it was never "good"
I think as long as they can get the smite 2 shop in that kind of shape the players will take it the last 20% like they do with S1, it'll be fine.
In general I think the console UI could be improved by treating the R1 button as a modifier like L1 that also happens to cancel a skill if you're preparing one. Or make L3 cancel
I play on console and the item shop does feel a bit clunky. Hitting back multiple times or not having a redo button makes it a lot slower.
One thing for console that made it harder for building items was when you had a tier 2 item and went into the "builds into" section I noticed (unless my game bugged/glitched out) I couldn't see the names or the stats of the tier 3. If that's intentional I think it'd be great if they added that little thing to help building items feel smoother and less stress-inducing when you don't know what to build
I think they should add starters back, and I also think they should either tone down the amount of actives, add more items that don't have actives, or just add a few of the more important relics back into the game in the beads slot like Intersect said
For the gods I really like most of them. I'm torn about Zeus as I really miss his shield and his 2 doesn't seem too crazy other than to disengage fights, but i lovvveee the stun coming back
The only god that didn't feel different in any way was Odin. He felt like the same god from S1 but with a new passive, maybe I'm just nit-picking though
Lastly both Loki and especially Fenrir seem stronger than the rest, I love my doggo but he needs a lil nerf lol
All in all i loved playing this alpha and I'm super curious as to what's to come. Have fun on the battleground guys!
I'm only one night in, but it really feels random since there is no required role selection you are basically at the mercy of the lobby. I played some Dota and LoL and it all feels more like that but with Smite themes. I can't say it's bad or good, but it is fresh and new so cheers to that.
They need to have a basic Arena mode next Alpha
It'll let us explore the crazy, combat focused builds that people can do as well as get more games finished in the same amount of time.
Feel that having beads on everyone isn’t bad at all, beads had the highest pick rate in smite 1 in terms of relics. It’s on a 5 minute cooldown I feel that’s giving plenty of time to take advantage of someone beads being down even when accounting for cc immune ultis. Gives very nice qol for gods with channeling abilities that wouldn’t necessarily take beads. Smite has loads of cc throughout it, so it provides a long cleanse while the game also has diminishing returns on cc. Compared to other mobas it give a lot more tools against cc, used to say all the time either remove beads or give it to everyone. Had the most fun in smite 2 alpha than I’ve had in smite 1, felt equivalent to playing custom games with friends.
I don't mind the beads change but I do agree that the CD is too low, forcing it needs to feel like an actual win instead of "oh well they'll have it next fight for sure so who cares"
Personally one of my biggest issues with smite 2 is how magpie feeling its became. The store is nice but it feels awkward to know what items can be built into and it kinda just feels all clunked together and messy while being pretty horrible for new players I'd imagine. Besides that it didn't feel like there wasn't any weight to killing a god due to the teleporters so I'd like to hope they go away or change somehow
I think the new build system actually makes a big difference since T1/T2 items feel much stronger and you get to build more of them in between upgrades. T3 items are still significantly more powerful than T2 items (as they should be) but it feels a lot more like a progressive power curve instead of a series of arbitrary power spikes. Backing to get a T2 in Smite 1 was basically pissing in your own face, but now its actually worth it sometimes, especially since you might be able to get an extra T1 on top of that or something. It makes the laning stage more competitive and interesting imo.
Unrelated but teleport glyph being removed is the greatest change to the solo lane in years. Fuck that item.
Very good video, completely agree with how long games take and how hard objectives are to take, almost all of my games went to 45 minutes or more and had multiple calls for objectives that were just impossible to take because it really required the coordination of someone to tank and 2 people to dps it down.
My biggest issue was the colorblind options. Man I miss the blue and red bars. This alone made smite 2 nearly unplayable for me. I've also went back to smite 1 a day early because of it. Same with the jungle/abilities, for me it all blends into each other on an already more full map. I hope they make those changes!
Further I think having your relics and potions move up a slot while using them might create uncomfortable situations in big battles where you're popping a last potion but then activate the wrong relic bc it moved up a slot.
Oh yeah, and health disappears so easily, I notice it way less in smite 2 than in smite 1 which often led me to moments where I was on 10%hp in lane without actually knowing.
How is Blink amulet Good?
You have no power. I've Been skipping Blink and just waiting for the jungler to blink in with no power, then kill him.
I think they butchered blink. Which sucks cause i love Blink, but 200 health is not important.
i played alpha and honestly, had the most stuff exactly cos i could do some wacky bs that is unavailable in smite 1(crit athena jung was my fav)
Also graphics is just what i hoped it would be. for alpha - Very good first impression, worth the founders edition
My friend took Tanky Ymir against an enemy Crit Ymir and got deleted in every engagement. Wasn't tanks at all, and the level of tank you get, compared to just killing the enemy hunter seems pointless.
On the whole, Squishies felt hard to kill, tanks felt easy to kill and warriors felt like they were assassin's.
Belong deleting gods in a kit dump, while loki could kit dump and the enemy's still on half HP.
But all in all, I loved it xD
i agree i also miss level 20 starters. Hitting level 20 just doesn't feel as impactful/something to work for anymore but I also think it is too early in smite 2 for them to add them back.
I play on Console its not a pain. And the buttons can be remapped literally map the buttons to where your active item is your relic from smite 1 its easy to have 2 Active items but gets more difficult after that. But honestly 2 is enough.
Coming from someone who mostly plays league and hasn't actually played much Smite in years, this looks very promising. For an Alpha I was fairly impressed. I think that when they fix bugs and janky animations and add more content + balancing then this game will be amazing. Really looking forward to upcoming betas
How does it look any better than smite 1?
I play mouse and keyboard on console and it was a nightmare trying to navigate stores/menus. I had to switch back to my controller for it. I also couldn’t use vgs. I miss how smite 1 just treated it like I was in pc.
I also have my ult set to spacebar... I only played one game but for the life of me could not figure out how to 'interact'. Was never able to pick up a buff or the gold camps
I honestly love everything they've been doing with smite 2. And I honestly have nothing negative to say about it.
Am I living in a different dimension here ?
This is simply a patch ...
I don't see any major changes that couldn't just be patched in Smite.
I think for console is just took some getting use to but i was able to navigate after about 5 games.
The list isn't to overwhelming if you know what you want to build
I hope tanks wind up with habing to choose between 2/3 of high hp, high phys, and high mag defense. It would reign in the unkillability they get from being frontline tanky AND having beads, and its much more engaging to counter build when youre trying to avoid dying to say a zeus' autos doing phys dmg but you can face tank his ult (just as an example, i think both do magic dmg atm). Or being tanky against both phys and mag damage but having a small health pool means if anyone can shred your prots youre a squishy agains them making hit-and-run tanking viable against say ADCs with exe, or Mids with the equivalent on-ability item.
I played on Xbox and I remapped my controls. I could comfortably use 3 actives (never tried more so that’s on me). All I did remapping wise was change to savage and swapped all the controls that involved holding left stick and right stick. It was weird to get used to but it felt nice very quickly. It did lead me to using blink out of fountain level 1 because smite 2 jump is smite one relic :)
They want it to become League of Legends in a desperate attempt to gain new players.
They’ve ruined the games unique aspects. RIP
hey what about the servers, did they add any Asia server? is it worth pre purchasing or wait?
One my main issue was the changes for just to be changes. Like some of the items names were change for no reason
I think the item system needs to take what works from the old system and what makes the new system good, get rid of active items and the stupid combine tier 1s and go back to relics and the more top down tier 3s but keep the fact tier 2s can be more impactful and break up some of the trees that we have in smite 1 along with that add more cool effects and things to keep build diversity but do it on top of what worked for smite 1. We don’t need to reinvent the wheel to just add new systems
maybe have the teleporters cost gold and have the cost change as the match progresses
That could be interesting, especially with the low cooldown at the moment they're just so free to spam all the time and feels like everyone can be everywhere at any time with no warning.
I'm a PS5 player had some major pain points in the alpha that made me not want to play more of it.
The first and most major issue was the Item Shop. Obviously they only had time to implement the single version of the Item Shop from PC to console but that experience was horrible, all the different icons in this tiny area only separated in alphabetical order was terrible and the filter was the worst since you need to press the D-Pad down 10+ times to select a filter, then if you wanted a different item filter you need to deselect that filter again. Also building the item up from the Tier 1s was easy cause it like the Smite 1 item tree, but then finding the Tier 3 at the end was awful because it was even smaller item icons stuffed in the top corner that I can barely see without selecting and reading every option.
Second issue is the HUD. Every single HUD element is WAY too small. The map was so small and too high up it made it hard to learn the jungle. The items in the bottom left were small and the active ability button combo is microscopic. The abilities seemed a bit too squished but not bad at all. The heath and mana bar being small made it not obvious when my health or mana was low, also there was no option to show your health and mana bar above your own head which I heavily rely on in Smite 1 that I hope will be added. And while the VGS system in Smite 1 console is already terrible, the Smite 2 VGS is even worse, though the VGS HUD looks very work in progress.
Lastly a bit more gameplay focused. There are some issues with aiming abilities after casting, specifically line target abilities would come out when you pressed it rather than when the character fires it. so there was no re-aiming during the startup frames.
Tanks had it rough in the alpha, feel free to say skill issue, but the tank items sucked, not only were the only useful tank items active items, but the stats on near everything was awful, I had a game where I had 1 offense item, 2 hybrid defence items, 1 magical defence item, and 2 physical defence items and I couldnt tank the Gold Fury, Fire Giant, or Phoenix's without getting shredded by them. I could only take 4-5 phoenix shots before I was at 1/3rd HP. I dont know if the physical and magical defence was bugged of if objectives are way overtuned but I did not feel tanky, and now with the slot of a Flat Pen item now being a %Pen item the tanks never feel tanky and the stats are never rewarding.
Another huge problem is having no consumable slots, I dont know why they got rid if these but it makes potions feel like an afterthought with them being apart of the item slots, also there will be no more cool consumables like the Pyromancer Bomb, chalices, special wards and Baron's Brew. We need the item slots back.
Obviously this is an alpha, and everything here will probably be fixed up and fine-tuned but these issues made it hard to play on console.
I’m glad I’m not the only one who found the new build system so difficult. I’m on Xbox and I literally only played one match for the Alpha BECAUSE of the item shop! It was so confusing and everything was so small, I had no idea what the heck I was building, even with the build assist. Also agree about the HUD. Everything was so small and my stat box being on the right instead of the left really threw me off, as I’m so used to looking in the left corner for my stats. I really hope they fix the item shop in the future, cuz right now that is the biggest turn off for me
Honestly for the shop I completely ignored T1 and T2 items and just went directly to T3 it made the experience way better. You don’t need to learn every single component just select the T3 item you want to buy and the shop will auto buy the components than you can afford at the moment
items and new god kits/changes were good. played a few matches and went back to pred. after 9 years of smite, pred is the change i've been craving. i'll for sure be back during more tests and final release
Smite 2’s biggest hurdle is going to be trying to make a more complex and interesting game while not estranging the current player base. The average Smite gamer wants to play COD in a moba setting. It’s hard to get my friends who play Mobas into smite because smite ends up being way too easy and simple compared to other games. Hirez needs to decide if they’re going to make Smite 2 the same as Smite 1 or if they’re going to try and make a MOBA that can compete with LoL.
We need more wards in smite 2 I feel. Maybe certain jungle buffs at level 2 should drop a ward specifically for the jungle.
I'd be curious to know what percent of players during Smites peak played on controller. Smite 1 is easily playable up to masters on controller for me. I couldn't see having any chance with crossplay mkb on smite 2 with the active currently
I have an idea for fixing and spicing up the “free beads only” thing:
Make it so that instead, you can slot 1 item active or passive from any Tier 3 item by itself for free, without the stats that would come with said item, OR the choice for the stats of said item, but minus the passive/active effect(s). And as further consequence, you would be locked out of building that matching item(s) for the rest of the game (so you get the Chronos Pendent passive OR individual stats by themselves, but now you can’t buy the full item and are locked out of that other half of it.)
And you could only do this with items that have stats AND passive/active effects (so you can’t get a full tier 3 stat only item for free for no compromise). Something to throw in some endgame pizazz into the earlier game. Beads would still be an option, and one of the stronger ones at that, but NOW you can forsake that in lieu of more min-maxed builds.
That's interesting for sure but wouldn't really work with allowing ALL items for that. Some effects having them for free at level 1 would be too broken and you would have to nerf the item into irrelevance for it to be balanced as a 'relic' option. Interesting idea tho
@@Inters3ct
Well then what we can do is revisit the Smite 1 “shard” idea and have reduced versions of this effects/stats be available without having to nerf the items themselves then. Like comparing Golden Shard to (the now removed) Golden Blade and Bow. Like, have them as a compliment for existing items without eclipsing or overcharging them.
I fell like it could work with actives, but passives and stats seems sus
@@manusan1014
I’m coming back from today’s patch notes for the alpha…
It looks like there will be a passive thing you can take called “Aspects”, which seem to all fit into my above idea a little…
_CALLED IT_
As long as nezha autos get fixed im sold
I'm both excited and nervous for this.
My main worry from a gameplay POV is the item shop layout on consoles. It was legitimately unplayable when the altered it in Smite 1, thankfully they reverted it nice and quick.
My main worry for the dev team and the release is accessibility. While yes, it's a new an updated game, a LOT of people haven't bothered to get the next gen consoles (Ps5 got scalped and XBOX doesn't have any exclusives), so will it be available on Switch, Ps4 etc? A poor release can kill a product instantly for a lot of people.
This was a long one. Sorry
No one else had performance issues even with mid to high GPUs?
I had like everything on low with lumen and all of that disabled ~90fps walking around the map but drops to 40-50 fps in big teamfights. This was a big issue in my case and therefore only played a few matches because the input lag at that fps in a teamfight is kinda bad.
I had a absolute blast playing the playtest abit harder for us oce players considering we only had custom games servers but smite oce discord is full of the nicest people ive ever met.
Maybe beads cooldown could scale with level, so its still available early on but with more downtime for punishing, while later game it would be up faster as teamfight frequency increases.
Using actives is easy for me because i have a controller with back buttons is how i used relics in smite 1 and its how i leveled up abilities as well
i really thinking bringing back the old active system and merging it with the active system. keep the same active items as is but add old school actives as t2 and t1 items costing like 300 and 800
gold for example and upgrading with the tiers final being the most upgraded. Truly bring back the old give/take risk/reward system that old actives gave us. Also remvoe free beads
I'm honestly shocked that every smite content creator hasn't mentioned the abysmal xp and gold gain you get from killing other players. I had a game where the carry and I (support) killed the enemy duo lane when they tried invading our buff, we got the minions and our buff and didn't even let level 2. In fact, we hit it at about the same time as the duo lane we killed.
I think snowballing is too possible tbh. Gold leads would sometimes be an average of 4-5k and end w/ 30-50k leads. Matches were still taking 40mins minimum though so it felt like it wasn’t competitive, just that teams were stat padding.
XP gain on the other hand really falls off especially when you get tower quickly. It feels like camps do more damage than maybe they should, especially to only then give what feels like a little bit of XP.
Originally felt Neith was OP but now I’m of the opinion that her kit and changes should be the standard. Bellona, Zeus & Ymir all felt fulfilling. Cernnunos wasn’t very enjoyable to play with, personally or teammate wise; his builds just don’t commit enough in a way that feels effective against opponents.
They need SOMETHING that will help identify wtf the enemy team is supposed to be doing. Not having gods be tied to classes is alright but we should be able to identify their roles in that given match. Starter items and the 5 buffs all helped w/ that implicitly but have now been removed.
Lastly, something to reward or at least positive feedback for teammate communication and objective play would be nice
I have been seeing alot of negativity towards the smite 2 alpha and i honestly don't understand why. People saying it looks bad, that there are a lot of bugs and so on. Clearly people don't know wtf an alpha is and i don't think the founders pack helped with that. Personaly I loved the alpha and had a blast! I enjoyed every character, used every item atleast 1 time and had about 30 hours of game time. The only thing is strongly dislike are the teleporters and thats about it. I did find and reported a lot of bugs but thats what a alpha is for.
I'm kinda missing having classes that diffrentiate characters a little more, assassin, mage, guardian, etc...
Hello. I want to share my opinion as a (EU) Console Smite player since Console realise (PS4 and Latter PS5) and disclaimer my comment will be long.
The graphical shift and smoothness in new engine is nice as execpted to make engine upgrade.
The new God skill gimmics and skill efects is awsome too.
And lastly I liked jungle play as inted which means i had decent and fast farm in Jungle.
Now lets talk about negatives that will most likelly made me not to play Smite 2 eay way often as I do ob Smite ir other games.
What made Smite 1 unique than other mobas was itemization and its shop. You could build and counter build from item tree, not frim rip-off of shop item like League of Legends, which nade you abke to plan build and counter build. (Also I preffer and use classic UI in Smite)
No seperate relics and potions wards slot i huge negative and let me explaun why - for examplefew games I had full build and potion of power and I was siting on 4k gild at hand which I couldnt spend to my advantage like Smite 1 duel of buing and stacking potions to get 1v1 duel advantage and to expand on potions, you need to buy them a lot to even late game as mana and hp regen is abmysal.
When it comes to relics as items they do work in games Dota or LoL as you guys on M&K can bind it to your prefference and use them within split second reaction with perfect aim, yes i know i can change controllers setting but its hard in team fight to use them while rembering corect buttom of correct item slot, especially on controller ehen its get chaotic as it is focus on aiming at PC player who has Uncapped FPS and can juke while w keying you to death with 100% accuarcy. Also to that note I dont like and never suported forced crossplay without a fully supported and working option to turn it off, thats why I do not Play Carry, Jung or Mid on Conquest cuz one does not simply as controller can win againts Apadting, Haddix, Zapman and other less know Smite no-life PC players (no offence)
LASTLY: Spllit of Strenght and Inteligence items and scalings, good idea but once again with itemization is so stupid and its a Hypocripsy from Hi-Rez after renoval of Hybrid items (i know its not the same with power and def vs double scallings). You want crit with both hydras and poly? What about joutun with chronos? Yeach heres the irony that everything will be slightly but give a time unbalanced until slight change to itemization builds.
Support lack of auras hurts too, and as I mention again supportive active full build items its a mess and I am Solo and Support main ( jung too stressfull and toxic role, mid you get gank a lot and adc im ok as long as its not vs PC)
To close up my rant, let me tell you who ever read it, thank you and I am a fab of smite and my rant was bever meant to insult or offend anyone.
I am Smite fan and daily player and if anyone agree or dissagree please help me share my opinion as I will give a chance to Smite 2 as I liked and will change my role mid or jung :)
P.S - Revert Erlang Shen Knock-Up!
You think they would ever add back the original kali skin for Smite 2? Especially since that new Neith skin is pretty revealing.
Could they make it like summoner spells from league?
So instead of picking a "relic" in game. its something you pick in god select, have a small selection but that would make it 1 "relic" but not always beads.
With gfx maxed out i thought it looked a little blurry and lacking detail. Probably will be fine upon release
The thing about the gold fury buffs being team specific would mean teams would eventually learn oh lets give up gf1 its not a big deal make sure we fight over gf3 like its efg and so onI think the goal is to make it exist as a opposite buff to fire so a losing team cant just camp the fight like your hex mambo and gives a resource to win the game outside fire if the losing team isnt a state to defend.
Lifesteal is insanely strong on gods with it buikt in already like fenrir, even with anti heal he can sustain pretty easily through a fight
Honestly, beads being free should come with a like 300 second cooldown. Smite 1 had a hot garbage streak of letting people be out of position and get away because beads plus aegis plus having random CC immunity plus having CC immunity on your ultimate. HiRez is RABID over the idea of letting tanks actually survive damage but the already bloated damage roles get between 2 and 4 big red buttons to run away with
Bro said bring back totem and make fury buff one and two more impactful. One, buy mana pots pots are instant. Two, fury’s first two buffs are quite impactful they just don’t feel like it because it’s a passive impact like returning from base quicker due to teleport not being in and good it shouldn’t if you get bullied out tough shit, play better and learn from your mistakes. The second buff where minions are taking reduce dmg from enemy minions is great when you get advantage in passive minion pushes while doing anything else. Starter items I’m glad are NOT IN and I hope they never get in. The fact things that have been in a game for ELEVEN YEARS not being here as a negative is such a bad take since smite players complain about metas being stale and itemization being different enough to allow variety. Also early beads is contentious, why not have a laning phase for once in a moba that wants to be a moba. Fineokay suggested blink as the starter. Game being slower is far more interesting than just rushing every objective. Smite players really need to understand the sequel is actually trying to be a moba more than a casual one compared to other mobas with a higher player pool which is great.
Hope the game doesn't look this clunky during full release; I feel like even just the walking around animation looks so janky/clunky. Also, I get that they wanted to make Smite 2 unique, but some of the changes feel kinda unnecessary; just my opinions.
They do this every update with smite 1, its was some of peoples complaints. HiRez doesnt make changes for balance, they more so just do it to "shake up the game a bit"
I hate that there’s no list or menu that shows the cap for stats so I don’t cross the threshold.
Thank you for this video it helped me make a decision on getting smite2
I agree on the jank re: the jungle. Especially trinkets. Really weird stuff.
Game is going to be awesome ! 🎉
As a console player it is a little overwhelming if you want to use multiple active items items, so I avoided using more than two. The came is fun, and oddly made me a better player coming back to smite 1 and other mobas. Im looking forward to some of my main characters getting released. What is a double edge sword for me is the no class roles. Its fun, but has people trying insane things and throws the game when they dont work. cant wait for the next alpha test.
I honestly felt like they should have had two diff game modes in the alpha. In smite one if im not wrong most people played conquest and arena. They should have tested those two