Love these Ideas! to piggy back off your dragon map it could fly away and use hou yi's T5 enviornemtn art for the ult and shoot a massive fire breath at the tower. Also an indoor map with walls and high vaulted ceiling or destroyed ceiling w/e would be cool. A lot of the external eniornment art kinda goes to waste because no body looks at it, but playing smite indoors would feel so cool
13:00 ish Great points. MOBAs feel so awkward because they're advertised as a PvP game. GO TEAMFIGHT, USE AWESOME HEROES etc. But in practice, the best way to play them is to do as little PvP as possible. They're mainly a PvE resource extraction game. This disconnect makes them confusing to learn and frustrating to play. Good idea with the dragon dealing tower damage directly. This ensures that games end a lot faster and a lot more consistently than giving your team a buff so that if they maybe decide to push then they'll buff minions to push faster. It's too disconnected from the actual purpose of it for it to feel punchy and impactful. I'll watch and enjoy all of these but this is my only post bc otherwise I'd write short novels and rants. lol
The Stygian beacon was the only real “call to action” that Smite ever had because A) players were reminded about it multiple times, B) the whole enemy team ganking mid lane while the other team completely neglects it more often than not results in a mid tower being lost. I can definitely feel the lack of an objective like this in S2.
30:00 Exactly! I stopped playing Smite 1 for a few seasons and was absolutely overwhelmed with all the new objectives like the Stygian Beacon, meteors etc. and there was nothing to my knowledge that explained them Part of the reason I've been enjoying Smite 2's Conquest is that it's more basic, but it's really bland and lacking "call to action" events.
TitanForge, how have you not hired this man? I love this! This proposal sounds so fun. From my perspective, I don't play conquest, because it just looks too complicated. You need to know what role should do what, you need to know all the different camps and when you should attack them, or whether you as your role even may do these camps. And then when you do something wrong, other players often backlash at you and you feel bad. Tons of things to know and to learn. And also I'm the exact example you gave. I played Smite ages ago, and I KINDA knew how to play conquest, at least I had some idea. Then after 7 years hiatus, I returned and played 1 conquest match. And I was confused as hell. I much more prefer Assault, Arena, or just Joust because... they are simple! The idea of more conquest maps and with unique objectives seems SO interesting. I'd play the hell out of it :)
Thank you for making a video about things I have complained about on reddit and the forums without anyone taking you serriously. At the start of s11 I madd a post explaining how players understanding of direction, farm and teamfight is non exsistence in my games and hoe they should approach Smite 2. However no one listend
HotS is basically used as a tool in this video to highlight the problems with SMITE. HotS exists and as such it is easy to use as a reference as opposed to making up a completely imaginary scenario in all instances of a 40 minute video. SMITE managed to reach out to a lot of people by going Third Person in a MoBA but like other third person MoBA games there are still problems. SMITE's specific problem in this video though is talking about conquest. Arena is fine. Assault is fine. Why are people playing those modes over conquest though? Why do a greater majority of people play Summoner's Rift in League of Legends which is the main mode? Why is the main mode of SMITE not conquest? SMITE 2 is trying to make conquest a better experience. This video looks at the underlying issues that prevent that from being the case by looking at another game that has solved that problem in a much better way. There are more original ideas we can bring about with SMITE but this would be a starting point.
@inuki you know what makes GF and FG points of contention? SUNDER/HOG. Back when Sunder did 1k in Smite 2, objectives were something my team hammered on CD. We were carrying 3 per game. Because we wanted to get those bonuses and stay ahead. Then sunder gets nerfed and now we only carry one. But we still teamfight. We had to adapt but it still works
Sunder and HoG don't exactly make it points of contention. These objectives are still contested in the same. It's just how they end is different. You can still last hit with abilities and people do. For example Kukulkan and Ra in SMITE 2 will look to snipe out the objective. The act of last hitting a Gold Fury or Fire Giant though is not the same as an actual fight, or how that fight first occurs in the first place. If you compare fights over objectives in Heroes of the Storm and fights over objectives in SMITE. There's quite a difference. One looks more like a fight than the other.
@ Hard disagree. Before Sunder was nerfed twice, we were running 2-3 per team. Objectives being taken on spawn were more frequent and it pushed teams to be more aware and less stagnant. Games took a more aggressive pace. Which is how my team played the game. Back when GF spawn at 3:30 we made it a point of emphasis to get 4 GFs before 20 mins. Sometimes before 18 mins. I get that people didn’t like how fast it snowballed but it rewarded people for knowing the game and playing as a team on time. Sure you can last hit with abilities, but now you’re spending that ability on securing instead of fighting. We just preferred the trade-off of a relic vs an ability and preferred ability use for fights.
Love these Ideas! to piggy back off your dragon map it could fly away and use hou yi's T5 enviornemtn art for the ult and shoot a massive fire breath at the tower. Also an indoor map with walls and high vaulted ceiling or destroyed ceiling w/e would be cool. A lot of the external eniornment art kinda goes to waste because no body looks at it, but playing smite indoors would feel so cool
Playing SMITE indoors? That sounds like a nightmare for casters! :D
@InukiTV haha it would need the disabled ceiling/wall feature like in smite 1 lol. But as a player it would be awesome
13:00 ish Great points. MOBAs feel so awkward because they're advertised as a PvP game. GO TEAMFIGHT, USE AWESOME HEROES etc. But in practice, the best way to play them is to do as little PvP as possible. They're mainly a PvE resource extraction game. This disconnect makes them confusing to learn and frustrating to play.
Good idea with the dragon dealing tower damage directly. This ensures that games end a lot faster and a lot more consistently than giving your team a buff so that if they maybe decide to push then they'll buff minions to push faster. It's too disconnected from the actual purpose of it for it to feel punchy and impactful.
I'll watch and enjoy all of these but this is my only post bc otherwise I'd write short novels and rants. lol
sounds like heros of the storm. god i miss that game
The Stygian beacon was the only real “call to action” that Smite ever had because A) players were reminded about it multiple times, B) the whole enemy team ganking mid lane while the other team completely neglects it more often than not results in a mid tower being lost. I can definitely feel the lack of an objective like this in S2.
30:00 Exactly! I stopped playing Smite 1 for a few seasons and was absolutely overwhelmed with all the new objectives like the Stygian Beacon, meteors etc. and there was nothing to my knowledge that explained them
Part of the reason I've been enjoying Smite 2's Conquest is that it's more basic, but it's really bland and lacking "call to action" events.
It’s interesting! I like the idea of subtly promoting cooperation vs isolating. I think that would probably help with toxicity too
It is a team game after all right?!
So why is there a solo role! This makes no sense! :D
@@InukiTV Because u need an offlane in a moba. theyre 3 lane maps not 2
@@AlucardC99 need? Why do you need one? Does that mean Heroes of the Storm doesn't work? It has 2 lane maps.
@@InukiTV There's a reason Heroes of the storm isn't talked about
damn that dragon idea would be fun 11:02🔥
TitanForge, how have you not hired this man? I love this! This proposal sounds so fun.
From my perspective, I don't play conquest, because it just looks too complicated. You need to know what role should do what, you need to know all the different camps and when you should attack them, or whether you as your role even may do these camps. And then when you do something wrong, other players often backlash at you and you feel bad. Tons of things to know and to learn. And also I'm the exact example you gave. I played Smite ages ago, and I KINDA knew how to play conquest, at least I had some idea. Then after 7 years hiatus, I returned and played 1 conquest match. And I was confused as hell. I much more prefer Assault, Arena, or just Joust because... they are simple! The idea of more conquest maps and with unique objectives seems SO interesting. I'd play the hell out of it :)
They technically have hired this man. But more so as a content creator.
These r great ideas
Thank you for making a video about things I have complained about on reddit and the forums without anyone taking you serriously. At the start of s11 I madd a post explaining how players understanding of direction, farm and teamfight is non exsistence in my games and hoe they should approach Smite 2. However no one listend
Your first example is flashpoin in overwatch 2
This is just Heroes of the Storm with Smite 2 flavoring suggestions. Why not just play HOTS?
HotS is basically used as a tool in this video to highlight the problems with SMITE. HotS exists and as such it is easy to use as a reference as opposed to making up a completely imaginary scenario in all instances of a 40 minute video. SMITE managed to reach out to a lot of people by going Third Person in a MoBA but like other third person MoBA games there are still problems. SMITE's specific problem in this video though is talking about conquest. Arena is fine. Assault is fine. Why are people playing those modes over conquest though? Why do a greater majority of people play Summoner's Rift in League of Legends which is the main mode? Why is the main mode of SMITE not conquest?
SMITE 2 is trying to make conquest a better experience. This video looks at the underlying issues that prevent that from being the case by looking at another game that has solved that problem in a much better way. There are more original ideas we can bring about with SMITE but this would be a starting point.
@inuki you know what makes GF and FG points of contention? SUNDER/HOG.
Back when Sunder did 1k in Smite 2, objectives were something my team hammered on CD. We were carrying 3 per game. Because we wanted to get those bonuses and stay ahead. Then sunder gets nerfed and now we only carry one. But we still teamfight. We had to adapt but it still works
Sunder and HoG don't exactly make it points of contention. These objectives are still contested in the same. It's just how they end is different. You can still last hit with abilities and people do. For example Kukulkan and Ra in SMITE 2 will look to snipe out the objective. The act of last hitting a Gold Fury or Fire Giant though is not the same as an actual fight, or how that fight first occurs in the first place.
If you compare fights over objectives in Heroes of the Storm and fights over objectives in SMITE. There's quite a difference. One looks more like a fight than the other.
@ Hard disagree. Before Sunder was nerfed twice, we were running 2-3 per team. Objectives being taken on spawn were more frequent and it pushed teams to be more aware and less stagnant. Games took a more aggressive pace. Which is how my team played the game.
Back when GF spawn at 3:30 we made it a point of emphasis to get 4 GFs before 20 mins. Sometimes before 18 mins. I get that people didn’t like how fast it snowballed but it rewarded people for knowing the game and playing as a team on time.
Sure you can last hit with abilities, but now you’re spending that ability on securing instead of fighting. We just preferred the trade-off of a relic vs an ability and preferred ability use for fights.
Understandable