Why Beads is Unhealthy for Smite 2

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  • Опубликовано: 5 окт 2024
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Комментарии • 285

  • @MastYT
    @MastYT 4 месяца назад +186

    I'm pretty content with either beads or blink, IMO your other points are the more important issue for Smite 2 and I'm pretty worried that they just aren't gonna happen. CC durations need to be way lower but DR should be removed and animations should be made way shorter. It takes like 5 whole seconds to get Mulan's non-ult abilities off because their animations are so long. If Hirez is willing to release gods at a slower pace, they could spend the extra time significantly reworking a large chunk of the gods to fit a new game with a new vision. A lot of movement abilities need nerfs too, it's insane that (as a Set enjoyer) Set can teleport behind you from outside of your auto attack range on a non-ultimate ability. I'd love it if the vast majority of movement abilities in Smite 2 didn't extend to auto attack range but instead only reached about half of that, more like Herc dash, Cu Chu jump, Cama jump, Merlin blink, etc. Those abilities are way more satisfying to use too because they actually have fast animations to match their short distances while jumps like Anhur's and Fenrir's sit in the air for half a second. Maybe I'm just a delusional Smite player but I still think a 3rd person MOBA like Smite 2 has the potential to capture a massive player base like LoL or DOTA and has only failed to do so because the characters need to feel better to play, items need to feel more satisfying to use (main perk of Smite 2 so far) and the map needs more interesting things to do. I've been enjoying Pred WAY more than Smite lately because so many of the things we want for Smite 2 are already in Pred.

    • @S007-c1c
      @S007-c1c 4 месяца назад +4

      U say it is not gonna happen but who knows? Maybe they can listen to the feedbacks of 2 of the biggest content creators of the game 😂. Cant be that hard

    • @yeahsurepal3771
      @yeahsurepal3771 4 месяца назад +4

      Them getting rid of the cast animation time would be a HUGE improvement imo. I never ever wanna hear my ullr/anhur/Nike etc jump sound queue on a cancelled animation again. It just feels terrible. Agni's windup animations also make him feel horrible to play after you've played smoother characters and games for a while

    • @xRagingxDemonx
      @xRagingxDemonx 4 месяца назад

      Bro. Yes. please speed up Mulan's 1 and 2. They're amazing but a bit too deliberate. The animations are perfect for the respect to they style she used, but please it's a game... Speed those animations up a bit please lol.
      Also i feel like some of them are more issues of End-lag / recovery frames on abilites. Like Heimdallr's ult which they recently changed. He's not standing there shuffling back and forth unable to do anything but pace around.

    • @JACKWEASEL
      @JACKWEASEL 4 месяца назад

      Giga-Chad MAST!

    • @mikehenderson7730
      @mikehenderson7730 4 месяца назад

      You're delusional

  • @Asiabozz
    @Asiabozz 4 месяца назад +60

    12:15 I learned the most of this game from you and Mast. Smite really was bad at teaching me the knowledge of this game

    • @RavenStorm332
      @RavenStorm332 4 месяца назад

      learn something from the game Hi-Rez's bare bones tutorial doesn't teach you much except Gods have different kits Smite has always been trail by fire you either learn or you burn

    • @Kreau
      @Kreau 4 месяца назад

      Same man, same.

  • @KillaManReaper2
    @KillaManReaper2 4 месяца назад +39

    For Ares it's worse if the enemy has a CC immune ult AND beads. In that case you might as well not have a button 4.

    • @LICHERO
      @LICHERO 4 месяца назад +3

      Thats why counterpicking is important. I kinda like that about smite. How awilix counters fenrir for example. Its just more competitive. You have to change your playstyle, build etc etc.

    • @kiracite
      @kiracite 4 месяца назад +3

      Trading an ult for an ult worst case doesn't sound so bad. Their ult being down might let someone else take advantage. There's always some residual, deferred value to getting an ult/beads.

    • @myspicyclips6402
      @myspicyclips6402 4 месяца назад +1

      ares ult is a huge AOE, not single target. to get value, yes, you should have to hit the ability on multiple people. getting 3 ults/beads from one area ult is great value. it’s not really a skillshot either, so it shouldn’t be that good anyway.

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад +2

      @@kiracite there’s a difference between practical use and feel good use. Ares ult rarely ever feels good to use because players have beads and CC immune ults to get out. Ulting people as ares will only ever feel good when you pull them. Making a condition for when you can pull people would make for a significantly more balanced version of the ult that rewards skillshots and doesn’t feel that cheap to get pulled by.

    • @KillaManReaper2
      @KillaManReaper2 4 месяца назад +1

      @kiracite Yea but if they have both a CC immune ult AND beads any player with half a brain will never be pulled in by it and since most of the people you want to pull in with his ult buy beads and have a CC immune ult, they will never get pulled in. The argument of trading ult for ult would be nice if it mattered since they will more than likely still have beads.

  • @alexquinones8747
    @alexquinones8747 4 месяца назад +6

    This is why I like predecesor so much rn. Everyone gets combat blink and the cc isn’t as overwhelming as it is in smite.

  • @GenericUser860
    @GenericUser860 4 месяца назад +3

    I'm not sure I agree about combat blink (like one guy said on Reddit, I'd be happy to test but have concerns), but I REALLY agree with what you said about god kits needing to change. Building everything from the ground up has provided the perfect opportunity to fix ancient mistakes that weren't rectified due to spaghetti code or whatever.
    Hecate being pushed back to get a (presumably) more unique kit is excellent to see and I really hope they continue to do so for both new gods and older ones deserving of more major touch-ups than just one or two small changes.

  • @mpppppp163
    @mpppppp163 4 месяца назад +10

    After many years of playing mobas with high mmr in most smite is the only game that doesn't reward playmaking instead denying it. I fully agree that anyone that has spent any time in smite cant say that it is not frustrating to cc someone or trying to land the huge ult play only for their whole team to beads it. Then you die as your team refuses to follow up. The design philosophy needs to be looked at for smite 2. Reward individual skill (not every champ needs a leap/dash), reward good rotations (no tps across map with free portals), reward cc (if you want beads get active beads), reward wave management (i think personally). Also decrease cc and increase cooldowns to have positioning matter more.

    • @aidangoodwin7031
      @aidangoodwin7031 4 месяца назад +3

      Couldn't agree more. Especially with the teleporters.
      I can't stand people not being punished for being out of position. Just being able to tp is so annoying.

    • @myspicyclips6402
      @myspicyclips6402 4 месяца назад

      not every god has a leap/dash. how does the teleporter deincentivize good rotations?
      cc is rewarded by guaranteed damage. probably the most rewarded thing in the game lol.
      wave management has got to be the most boring part of a moba. reward skill shots, good team fighting abilities, poking/trading efficiently, good game sense (positioning, knowing the map and farm timers, predicting rotations, knowing when you can all in someone etc.) what does wave management do? more involved pve farmbotting is not the solution you think it is

    • @myspicyclips6402
      @myspicyclips6402 4 месяца назад

      @@aidangoodwin7031you can easily punish someone for being out of position though? teleporters have nothing to do with it… lmao

    • @aidangoodwin7031
      @aidangoodwin7031 4 месяца назад

      @@myspicyclips6402 Mkst team fight are going to take place around gold fury or fire giant.
      Let's say I'm playing ADC and I rotate to a fight near fire, but my opponet doesn't. Normally, that would just mean they won't be there for that fight. But ever since they added the teleporters it doesn't matter if you don't rotate. You can just tp and be there anyway.

    • @mpppppp163
      @mpppppp163 4 месяца назад +1

      @@myspicyclips6402 How are you gonna punish someone that can dash/leap away unless your character also has a dash/leap/copious amount of cc. (This is kind of a moot point I know that losing cs is punishment but not that large of one unless it snowballs early because once you hit late game it stops mattering as much.). tps are a lazy way to allow rotations across the map. 4v5 team pushing fire giant side nope 5v5 teamfight now because of tp from hunter. This is a bit simplistic but it can turn a teamfight where you have an advantage for no reason, and this also doesn't touch on the fact that the only way to secure gold or fire totally safely is to either kill their entire team or spend a large dmg ability to get it (I personally really don't like that there is no jungle camp confirm kill in smite i.e. smite(LoL), dagger(pred)). CC shouldn't have so much dmg cooked into the ability like the vid said and if it does it should be a hard skillshot to hit to reward mechanical play. My post also doesn't touch on how long animations are for some characters for seemingly no reason in a game where almost every single god has at least 1 form of cc be it hard or soft or both.
      Yea, I agree that wave management isnt the most fun thing ever, but I think that having it opens the game up to more depth if you are willing to interact with it. Holding a wave to incentivize a gank, pushing a wave to have the enemy catch it thinking he will freeze only for you to rotate mid and do a 4 man gank. I also think that splitpushing is a good mechanic but only when allowed in a certain way like a ton of backdoor protection so gods cant just tank all dmg and kill phoenix. I also think turrets should do % hp dmg to make them an actual threat.
      The real problem is everything that you mention can be applied to arena so shouldn't conquest be different in some way? I agree that all of those things are important but if you just want pvp brawls all game with the whole team go play arena. Let conquest have some pve. It already does and will with fire giant and goldfury changes in smite2. I want Smite 2 to succeed not just be Smite 1 again because honestly the player base for smite 1 is wayyyyy to casual. The other mobas are there, and some are more successful. Take what you want from them that can be good and leave the rest.

  • @Heterophilous9905
    @Heterophilous9905 4 месяца назад +3

    I have to agree with the point about competitive mindset in games such as Valorant. I think other games do a great job at marketing their pro scene and getting people interested in the game through that which leads to people wanting to get good at the competitive side of the game. I never felt like Smite catered to people enough with SPL. Therefore leading to casual minded people in the game. That’s fine but a MOBA at heart is meant to be competitive and it isn’t fun when no one takes it seriously enough to even use VGS or voice chat. Smite is basically the only game where the ranked scene has no one putting effort to communicate with their own team.

  • @StripedSooner
    @StripedSooner 4 месяца назад +32

    You’re completely right lol. Casual players really don’t want the game they play a ton to succeed and it’s weird. You see the successful games vs the unsuccessful ones. The formula is there. Competitive games need a competitive focus on the game. Casuals will flock to it because it’s popular if you do the other things correctly. It happens time and time again.

    • @jdawg4510
      @jdawg4510 4 месяца назад +2

      Casuals usually don't mind the competitive aspect, it's the sweatlords who play unranked and yell at everyone like money is on the line.

    • @alexquinones8747
      @alexquinones8747 4 месяца назад +2

      @@jdawg4510good point. I wanna play casual conquest and try some fun non meta builds, but that’s almost impossible with people crying that I’m not playing meta like if we were in a tournament

    • @shawnfromstatefarm8822
      @shawnfromstatefarm8822 4 месяца назад +1

      @@alexquinones8747Well I also think the issue is a lot of people often build non meta but are still genuinely “bad” at the game and lack actual game knowledge. It’s like a double whammy not building optimally while also just being a feeder and contributing nothing to a 40 min game. I get being new and all but I feel like people should really actually sit down and watch a few videos or look up things about roles and what you do in conquest before queueing up. I hate getting back to back losses just because someone is new and trying to learn literally mid game. With how the game is set up and also not really being on Pc, it’s hard to type or try to teach someone a game while also trying to play it yourself.

    • @myspicyclips6402
      @myspicyclips6402 4 месяца назад

      @@shawnfromstatefarm8822this is a universal problem for every moba ever made. nothing will change the fact that you can’t control someone else’s actions. your options are get good enough to carry your team, play ranked and achieve a rank where this behavior is far less likely, or stop crying about W/L in *casual*.

    • @myspicyclips6402
      @myspicyclips6402 4 месяца назад

      what? of course casual players want the game to succeed. disagreeing on design philosophy is just that, a disagreement. not wanting the game to fail lol

  • @mythmakroxymore1670
    @mythmakroxymore1670 4 месяца назад +8

    This is why I like the relic system, you have 12 separate options! However, my interest os in wards. You should upgrade from standard wards to sentry wards, raven wards, or proxy wards, and you get 2 of them in a chalice. The wards should counter the other wards, making the system fair, with proxy wards preventing people from going to far forward on flanks in the jungle, sentry wards guarding the major points of interests, and raven wards being used to anticipate or prepare for a push.

    • @Random-yg1fi
      @Random-yg1fi 4 месяца назад

      I agree with bringing back relic system but have a different take: I think the current active item effects should be relics instead of bringing back all relics from smite 1.
      And beads should cleanse cc not grant cc immunity.
      Granted I haven’t played smite 2 so I don’t remember all the active items off the top of my head. But i think stuff like a nerfed beads along side fun relics like the stealth item and attack speed item would prevent beads + blink from being the “correct” choice.
      What are your thoughts?

  • @folkelk
    @folkelk 4 месяца назад +3

    Very weird argument... I feel like fineo both says beads aren't the problem and won't help average people but also it's anti playmaking and ruins plays? It can't both have no impact and huge impact.
    I also feel like the blink being good is contingent on massive character reworks to drastically decrease CC which is super unlikely imo. But sure if CC is decreased heavily maybe blink would be good but, blink will more likely encourage snowball which is already a big problem. Same as beads sure average players probably won't help much BUT good players will abuse it which blink will heavily benefit players that are way better than who they're playing with it's an offensive benefit whereas beads is a defensive relic that can help with offense but primarily will help teams getting bullied out more than help teams steamroll.
    Right now assassin's carries and miss ALREADY get beads and sometimes solo. It's barely a change from current whereas giving everyone blink is a massive change.
    Either way I don't think it'll affect me or my games super intensely so I don't care but I think fineo is heavily biased by being top 0.1% of players, average player experience is so different

  • @JACKWEASEL
    @JACKWEASEL 4 месяца назад +2

    Honestly for me these are all good points. For me it comes down to this: blink of fun to use and beads is boring. Also I’d love to see a mechanic where strength would only effect the damage and intelligence would somehow keep the cc more relevant, or allow a trade less cc for more damage or something like that. Smite 2 was fun though excited to see what we get.

  • @merrickmorgan6890
    @merrickmorgan6890 4 месяца назад +17

    It feels like they wanted skill shots to have a damage reward in addition to CC and then realized that would confirm too much damage on players so they just gave everyone beads lol

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад +4

      Even though combat blink is objectively something that makes you safer from all of that lmao, but I'm sure you know that. I just find it funny when players yap about a crutch relic. If somebody lands a CC on you, they deserve to be rewarded for it. If you don't want that CC to land on you, you can combat blink out of it and engage in your own way. That's a layer of skill expression. These players just want to be complacent and are used to Hi-Rez holding their hand through the game that they forgot that this is a MOBA.

    • @xbadjujubowling
      @xbadjujubowling 4 месяца назад +2

      @@Anirudhji2001 Exactly if you dont want to be CCd be in better position, ward better, dont kit dump in the middle of lane and have no dash/jump.

    • @imgonnacream
      @imgonnacream 4 месяца назад +3

      @@xbadjujubowling 1, some gods dont have movement 2, blink, cc, damage = kill; positioning doesnt save you from a thor blinking stunning 1 3 and ult to get out. 3, bad take dude you cant deny the game has too much cc.
      NEITH an ADC has a 4.5 second slow, and 2.25 second root (i think) and a 2 second stun. theres about 15 different gods like that and then 80% of the gods have a slow or stun, makes no sense

    • @myspicyclips6402
      @myspicyclips6402 4 месяца назад +2

      @@imgonnacream​​⁠1. ok, so you need to play around having no movement. such as with a long cooldown combat blink…
      2. positioning absolutely can save you in that scenario. beads is your crutch.
      3. if you watch the video, there being too much cc in smite 1 is a foundation of the argument. combat blink is a more fun utility to play around > currently there is too much cc in everyone’s kits to give up beads entirely > cc needs to be cut from a lot of kits in one way or another

    • @DestroAzureDx
      @DestroAzureDx 4 месяца назад +1

      I spoke on this on reddit. Smite needs an ability range buff for many gods, alot of the best gods over the years have always been able to reach over walls in some way.
      If they'd like to do this in item form, they should do it by giving an int item with nice states that increases ability range if its under a certain amount of units/length that way thoth, and other people similar can't abuse this in conquest

  • @AmericanIlluminati
    @AmericanIlluminati 4 месяца назад +8

    I was originally on the side of beads, but I switched after inbowed covered your post, because I ultimately agree, JUST LOWER THE CC. CC should be something that's unique to tanks, and ults, and a select few character's who's lore encourages it.
    I honestly don't care which way we go, but CC needs to be dealt with, but I do slightly prefer reducing CC in the game overall.

    • @Pavise1
      @Pavise1 4 месяца назад

      counterpoint it is not fun to get cc chained as well as one of the major things in smite 2 is that they want all gods to be playable everywhere. If you limit cc to the tanks then you either make the game one dimensional or its tanks in every role because no beads.

    • @iclickheadz
      @iclickheadz 4 месяца назад +1

      professor loki also covered his post and also made me switch as well on fineokay, kinda same points with inbowned

    • @AmericanIlluminati
      @AmericanIlluminati 4 месяца назад

      @@Pavise1
      I know in smite 2 there's not supposed to be real roles. However, when I played, you can still tell that some people are tanks. They can honestly just spend more time reworking characters, but they seem a little scared to branch out with kits rn.
      CC chain is not actually a counterpoint, because it is my point lol. It's is definitely not fun getting CC chained. They say they don't want people turtling, so they made tower diving brain dead easy, but the CC chain makes people turtle as a team.
      Whether they remove like half the CC from the game, or give everyone free beads, that needs to be resolved for smite 2 to be good.

    • @AmericanIlluminati
      @AmericanIlluminati 4 месяца назад +1

      @@iclickheadz Yea, I saw professor Loki's video too. His view is the one I originally had, but I always felt like there was too much CC to begin with. So, seeing fineo present the other counter-option of "New game, no need so much CC."
      I'd happily jump on that train over fighting for beads.

    • @Pavise1
      @Pavise1 4 месяца назад

      @@AmericanIlluminati the point with cc chaining is even if they reduce the amount of cc so that two characters only have hard cc people will just play only those two characters because there is no counterplay to it. It will more likely lead to the few characters just dominating the game cause a Ymir freeze into a bacchus flop will guarantee kills

  • @Random-yg1fi
    @Random-yg1fi 4 месяца назад +1

    Disclaimer: have not played the smite 2 alpha, my opinion is going off of what other people are saying about smite 2 and my experience in lol and pred.
    Beads should be nerf to just be a cleanse. No cc immunity. In compensation I believe we need to remove a bunch of cc from god kits.
    A single god should only have a max of two crowd control and that second one has to be an ultimate. Horus doesn’t need a stun and a knock up. Same with Bacchus.
    When a god has multiple normal hard ccs that can chain together that becomes a problem.
    In regards to beads versus blink, the solution is obvious: both. League’s summoner spell system is amazing since it changes how characters can approach a match up depending on what they bring.
    Smite 2, therefore, should bring back the old relic system but not the old relics. Instead I propose that we need to make all active items in smite 2 relics instead.
    Why do I think that? Because of the reason why I stopped playing league: active items suck. Active items give the player too many buttons to press especially when said item inventory also includes consumables.
    I hear it’s nightmare to manage on controller and I assume that’s why Pred only makes your starter an active item.
    I understand that this would most likely cause everyone to go blink + cleanse every game but giving the strength of some of the more fun active items such as the stealth one and the blood forge barrier and if we did lower the amount of cc in the game then it would make cleanse situational against certain cc ultimates.
    Some smaller changes: bring back consumable slots for potions and wards while making more interesting ward options. (I understanding that consumables sharing a slot with stat giving items make it harder to achieve full build but I would argue making items cost more/gold harder to get achieved the same thing).
    Remove knock up immunity. I can’t tell you how unintuitive it is that certain channeled abilities get it. At least smite 2 tells when someone is displacement immune. I reason that purging the cast of cc would already buff channeled abilities and that removing displacement immunity would be fair to gods that only get displacement as there one cc ability after the purge.
    TLDR;
    - Bring back relic system and replace active items with relics.
    - Remove cc immunity from beads, make it a cleanse. ( alternative take, remove the cleanse, making it so you need to pre-beads to avoid cc).
    - two relics that you start the game with.
    - cut the amount off cc in half, limit god kits to only 1 normal hard cc ability and only add a second hard cc if it is an ultimate.
    - bring back consumables and make more interesting ones, imagine like a sundering spear as a consumable but it only destroys shields? Or more throwable projectiles as consumables like a Molotov consumable?

  • @Jaecor
    @Jaecor 4 месяца назад +1

    After being around since smite season 2... and just recently trying pred thanks to mast.
    We really do need blink. It is so crazy fun to avoid a whole ability or ultimate then turn around and kill them or run, etc.
    Not, get hit by an ability or ultimate *beads* walks 2 steps and the enemy catches and kills you anyway, or can.
    Casual smite tho not everyone can do or thinks like this which is why they should make the game harder as said but also more informative in smite 2.

  • @kiracite
    @kiracite 4 месяца назад +5

    I think things like Beads and Aegis allow stronger, flashier, more god-esque designs to exist. Yeah Fenrir ult couldn't exist without beads, but the game is about taking on the powers of a god, you should feel giga powerful from time to time. Beads and aegis let things like that exist while allowing for counterplay and competitive integrity. Yeah you could get rid of Fen ult and beads, but that's kinda going against the whole game direction, I would think.
    I can respect that we have different perspectives, but at least in my games, I find myself using beads aggressively A LOT. Like maybe 50%. I'm sure that goes down as the skill of players goes up, but I wouldn't say that defensive uses are necessarily an overwhelming majority for most players. I think one of my favorite things to do is find ways to use beads aggressively and to make plays.
    I also think forcing players into having beads pushes them towards understanding the mechanics of CC and the gods using CC against them. It always sucked to run into newbies that didn't buy beads and are just missing out on the massive impact that they have on gameplans, matchups, and skill expression.

  • @D34doneTTV
    @D34doneTTV 4 месяца назад +3

    Nah honestly at first im like "no beads sounds fucking wild" but honestly combat blink as a base and items with passives or actives to help in other ways does sound more interesting. They should take a bigger look at the gods as a whole and change em even more, push the date back because i think theyre already pushing it and will basically have to copy paste gods.

  • @ferminator4545
    @ferminator4545 4 месяца назад +39

    Give everyone blink

    • @teejay1646
      @teejay1646 4 месяца назад +4

      Choice of 4 is best imo
      You get a free beads, aegis, tele or blink
      All are get out of jail free cards that cover some sort of deficiency in your god (weakness to CC, weakness to burst, bad laning or lacking an engage)

    • @alzedi98
      @alzedi98 4 месяца назад +1

      @@teejay1646 yeah but they'd have to buff aegis IMO. Like, the reason beads is more often (and a lot more often) than aegis is because if you're hard cc'd you can't use aegis. Being able to use aegis at any point might be the best buff available. Beads nullifies all cc, aegis nullifies all damage, both of them can be used at any point. Which is almost the same logic applied to combat blink.

    • @hollow8194
      @hollow8194 4 месяца назад

      ​@@teejay1646I feel like 99% of squishies would be choosing beeds anyways, or rarely aegis in some matchups

    • @sweetbabyrayso5262
      @sweetbabyrayso5262 4 месяца назад

      @@teejay1646aegis dog shit compared to beads unless In the specific situation of getting executed

    • @BaneOfXistence4
      @BaneOfXistence4 4 месяца назад +1

      This is actually the case in Predecessor. Everyone has Blink (called Flash in the game) but its on a 300 sec cooldown. And you only get one other active ability after that.
      Edit: You can also Flash right after dealing damage or taking damage.

  • @daniv2vil
    @daniv2vil 4 месяца назад

    for Ares i always thought to have his 2 act as a skill modifier for different actions ie: if you have 2 or more people with chains up activating your 2 will knock them back a bit for extra cc , or using your 2 while using your 3 would make a burst dmg with reduced total dmg that adds antihealing and maybe a ramp up root like baron's 3. and for his ult make it a cone and if some1 already has chains applied they also get pulled and the ones without they just get stunned/rooted in place .

  • @R4z3rbl4d3
    @R4z3rbl4d3 4 месяца назад +1

    The thing I got from this is there is really no reason to remove player choice just have more than one choice and they don’t need to be limited to only what was in smite. Just allow someone to choose blink instead of beads and have a couple choices that can make sense whether they want to play for mobility, safety or some sort of other play style.

  • @Acusumano25
    @Acusumano25 4 месяца назад +9

    beads and blink are the best relics for "playmaking," and i dont think anyone realistically disputes that.
    offensive beads makes you literally unstoppable save for player made walls - and there was already a concession of abundant CC. so it stands to reason that beads would let you circumvent the high CC and pursue kills you wouldnt otherwise get.
    i talked about this with other people that have played pred in addition to the smite 2 beta and the fact is that smite has way too much mobility compared to the existent mobility in predecessor. it is a core design choice that most characters dont have shit worth mobility in pred because it makes the value of a combat blink that much greater. what good would combat blink do for you in smite, where there are 3 gods off the top of my head that have double mobility STANDARD abilities? youll get run down and fucked over anyway.
    not that beads will necessarily save you, but let's consider what the reality is for smite 2 - you get ONE relic slot. the other active effects are just that, actives. do we want beads relegated to an item purchase, or do we want combat blink relegated to an item purchase? i know what i *dont* want to deal with.

    • @liquidoussolid
      @liquidoussolid 4 месяца назад +2

      Hard agree, he is completely biased here, he's not open minded on this topic at all while trying to appear that he is

  • @baltharaaz9847
    @baltharaaz9847 4 месяца назад +1

    Disagree with Blink being widely available; I'd argue there's way more of a disparity between gods when all of them have blink versus all of them having beads. Blink inflates mobility and removes decision making around mobility being used aggressively or defensively because characters with in kit mobility can simply conserve it or their blink for whatever they need rather than making decisions with the few pieces of mobility they have.
    I am one of the few people who considers blink to arguably be the modt overpowered relic option, but that's more of a personal feeling. It removes inherent weaknesses and design choices of certain gods to not have target access or apply their kit easily.

  • @InMyZen
    @InMyZen 4 месяца назад +2

    I'm in the boat with the people who think there should be options for the relic. Maybe like 3-5 different choices, I don't think it would be hard for a brand new player to read a short description of beads, shell, and blink and pick what's best for them.

  • @Ggirtam
    @Ggirtam 4 месяца назад +4

    Why are default starting relics a thing? Is smite one's model of player choice not good enough?

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад

      Too much for new players, ig.

    • @Tibovl
      @Tibovl 4 месяца назад +1

      Change for the sake of change is my guess.

  • @bean-charlieartz3138
    @bean-charlieartz3138 4 месяца назад +2

    What I want to understand is why so many people are against trying combat blink for the next alpha. We should at least trying to see if we like it

  • @revenge3265
    @revenge3265 4 месяца назад +2

    I think beads should be a permanent buyable like a consumable (Think SMITE 2 Wards) and have it cost like 500-1000. Base beads made early game engagements incredibly unfun during the Alpha, but there are also situations where having no way to escape CC would be absolutely unbearable due the way characters are. Unless they do the Overwatch thing of removing 80% of the CC abilities, beads HAS to be available.

  • @jasonsavage8494
    @jasonsavage8494 4 месяца назад +1

    An idea along the lines of the shell / beads / blink idea sounds like by far the best route to go down. Everyone having beads is extremely boring, but nobody having it would be awful IMO unless HUGE sweeping changes were made and that just doesn't seem likely.
    Reducing the amount of CC in the game in general is definitely a good idea, but it seems very unlikely that changes to the level of making 'nobody has beads unless they buy a specific active item' a healthy game state are going to happen. Like, are they really going to make huge reworks to Batz and Ares and Fenrir and Thor and Batz and Da Ji and Cerberus and Xing and... you get the point lol. Maybe they COULD, but does it seem remotely likely that they would? Also, I think they should be reducing the amount of CC immunity inherent in god kits as well - out of the last 10 gods released, only ONE didn't have built in CC immunity (and that was Bake lol). So reduce the amount of CC, and reduced the amount of CC immunity, and retain beads but as an option instead of as default.
    Beads / blink / something like shell / med / an AoE root relic (think Sprint upgrade but just the root effect) gives a defensive option, an aggressive option, and a team option that can be aggressive or defensive depending on the scenario. Covers all bases in a simple and intuitive way, while retaining player agency in giving us a choice, and encouraging playmaking and counterplay. Win-win-win.

  • @GothPaoki
    @GothPaoki 4 месяца назад +2

    I never liked how s1 was designed around cc and beads so much either. We also have to recognise though that the whole game was designed around that which was very flawed in my opinion . There's so much cc that it baits you into this design. In any other moba ares ult is godly in sm1 it's Tuesday because everyone has beads.

  • @b3stnoobever
    @b3stnoobever 4 месяца назад

    Tbh if they do intend to keep beads as a free option for all five players, they need to either A. up the cooldown on them to reward roles/compositions that pull beads or B. Reward god kits where the single target cc is the focus i.e. Fenrir. I didn't see too much Fenrir in the alpha test and I think it was due to players too scared to play into 5 beads, which sucks because I thought Fenrir had probably the best single ability on his 2 in the testing.

  • @sploonballoons679
    @sploonballoons679 4 месяца назад +6

    Put them beads in the market with a two fiddy price tag

  • @MystiNebula
    @MystiNebula 4 месяца назад +2

    Personally, I do agree with the sentiment that there's too much CC. And I believe that now more than ever it can be changed. This is not only a new game, not only a rework of smite, this is UE5. Things that took them months to even try to implement can be done in weeks, they said it themselves, they can design god abilities without needing 3 teams to work on them first.
    So I really think they can, and should, reduce the ammount of CC every character has. And if it doesn't feel great, they can probably change it a lot faster than they could back in the day with UE3.

  • @PeakWheat
    @PeakWheat 4 месяца назад +3

    9:40 EXACTLY THIS! I WANNA SEE NEW KITS FOR OLD GODS, NEW ARES KIT PLEASE.

  • @sladevalen
    @sladevalen 4 месяца назад

    For an Ares rework i think you could change the ult to where it does the pull, but only to gods currently chained by his one. It would be strong still but requires more skill. If beads are gone i think this would be a good tradeoff that still fits in with how his kits works currently

  • @Magnum__Dong
    @Magnum__Dong 4 месяца назад +1

    Giving players only one relic choice honestly feels like a step backwards for Smite. I'm all for active items being added to the game but please give us more options for relics other than beads and give us unique active items instead of just tying current Smite 1 relics to items.

  • @themuck5607
    @themuck5607 4 месяца назад +2

    I dont think having beads as a default is great for smite 2 but I also don't think redesigning a ton of gods' kits to work in a game with no beads is super feasible. I also think just swapping it out for a combat blink wouldn't work well in practice, I think it works better in predecessor since theres a lack of mobility in a lot of characters kits and a slightly lower ttk on average than smite. Would be super cool to try a combat blink or something similar instead of beads in one of the playtests though to get a feel for it

    • @stevsux4442
      @stevsux4442 4 месяца назад +4

      If changing the way Gods and their CCs work isn't feasible for making an entirely new game then I maintain that they should have just made a new moba that just has similar mechanics and base structure to smite but with new characters and interactions instead of a sequel that limits what they can change and forces them to have to sit there remaking all the old characters before they can start putting effort into the new characters and systems

    • @demifolk8940
      @demifolk8940 4 месяца назад

      @@stevsux4442well thats just not feasible either, smite 2 exists because its the best way for them reignite interest in the game. smite is hi rez most successful game, they have tried to make new games and they all failed. sure, they haven’t tried what you said exactly but thats extremely risky and not worth it if smite was already on a downward path

  • @alexc.a.l.a1619
    @alexc.a.l.a1619 4 месяца назад

    Spread this video like wildfire, I want every hight up to listen to fineokay and make a game that will require skill to learn and be more enjoyable with less braindead gods and abilities

  • @fiji.
    @fiji. 4 месяца назад

    If beads are going to stay:
    Beads cooldown could scale up over time so big cc’s still matter late game. Each time you get cc’d, your beads cooldown could be reduced to compensate. Also, having an option to convert beads into magis might help new players

  • @leapedparrot
    @leapedparrot 4 месяца назад +1

    I use to think you can hit an ares chain and ult the outside of his ult area. I was very wrong. It needs to change as suggested.

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад +1

      It's actually so much better for Ares to only be able to ult someone if he's chained them. That would allow his 2 to be reworked into an actual ability instead of a walking aura that is just bloated with a bunch of random stats.

  • @eone8677
    @eone8677 4 месяца назад

    I think before the game starts in god select we should pick witch relic we pick either combat blink or bead or aegis....

  • @helrazr44
    @helrazr44 4 месяца назад

    The issue is we dont trust hirez to change the game in such a fundamental way that having beads be default is mostly for the health of the game. Frankly I think the game should implement summoner abilities for that slot, you can pick beads, blink, HoG or Meditation a really powerful skill at the cost of forgoing the others that you choose before you queue and youre locked into for the match

  • @gus9663
    @gus9663 4 месяца назад

    I'm the person who replied under the name Goose. I was just salty cuz I said something similar a few days prior to that, and the subreddit clowned me for it lol

  • @malthael1312
    @malthael1312 4 месяца назад

    Now i want blink to lol. I think the reason there is to much CC is due to the fact that there is so much mobility. Blink can be used both offensively and defensively.
    The item shop and purchasing items felt light years better in Smite 1. We can only pray that they listen.

  • @BlaireWisteria
    @BlaireWisteria 4 месяца назад +7

    The thing about losing a lot of the casual players is that that's usually the majority of your player base for these free to play games like this. And subsequently the people who are more likely to purchase things like skins and battle passes and the like. So alienating their casual player base is a sure fire way to make the game not profitable.

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад +7

      Untrue. MOBAs are overwhelmingly free to play and have overwhelmingly large competitive players over casual players. I know it's different for Smite, so it'll definitely be a big hit to alienate their casual playerbase, but MOBAs have a long history of specifically succeeding when emphasizing on their competitive aspects rather than the casual aspects.

    • @DudeImFonz
      @DudeImFonz  4 месяца назад +12

      I didn’t explain this well enough. For competitive games and MOBAs, your goal is to MAKE your CASUAL player base the one who are interested in the competitive side. That’s not how it is in Smite 1. Other games like LoL and Valorant are like that. The casual base are just casuals, and that’s fine, but it’s not nearly as split as a game like Smite 1. Losing this casual base would be fine if it was replaced with the kind those games have 😮

    • @LucolanYT
      @LucolanYT 4 месяца назад +3

      ​@DudeImFonz I don't know. SMITE was always marketed as the casual, console accessible MOBA. My friends and I have played since we were kids and also have thousands of hours. I keep up with SmiteGURU because the data is fun, and most of our opponents similarly have little playtime in ranked, like us. SMITE 2 could try rebranding, but I think it would lose most of the player base that it's garnered AND then lose to the more popular competitive games it'd now trying to compete harder with.
      I think it's easy for Ranked players and pros to underestimate how big and important the casual base is in SMITE in favor of their own niche, but I don't have the numbers, maybe I'm totally wrong.

    • @GamingDualities
      @GamingDualities 4 месяца назад

      U guys have been calling casual anybody that dont play conquest or didnt get handpickrd for pro leagues. Mybe u are the casuals

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад

      @@GamingDualitiesa) if you don’t play conquest, you aren’t playing the main competitive game mode, meaning you’re a casual player. b) pro players don’t get hand picked, they go out of their way to work hard to get to the pro league.

  • @baller2085
    @baller2085 4 месяца назад

    Bro reading about the small windup suggestion for ares made me think of scorpion from mortal kombat. They could make ares say something like "get over here" before chains start flying out of his hand and attaching to gods around him. It will give enemies time to react and just make the ult visually cooler.

  • @AValidPointUHave
    @AValidPointUHave 4 месяца назад

    I think something to keep in mind though is that this, while a sequel, is a new game. So they truly should be catering to a new base. Bring new players in with a simple base and then build on it.

  • @xRagingxDemonx
    @xRagingxDemonx 4 месяца назад

    Those reddit posts are irritating.
    FineOkay: "Why forced beads?? Lower the CC and the amount available so people won't be so reliant"
    Responses: "Why Beads?? Because there's so much CC and I need to survive..."
    Smite 1 had a heavy balance problem that resulted in more relics and starter items because "Why fix underperforming gods when we can give them all a tool that will level them out"
    Don't get me wrong i love starter items, but when you provide ones like Alternate timeline because players struggle to position, peel, or simply survive there's an glaring issue with the core game.
    Personally i hope they lower the amount of CC and their duration by a lot, rework gods that chain CC within their 3 non-ultimate abilities. Which would grow with i guess Int. Which they're already doing but personally there still needs to be less CC.
    Tsukiyomi has a slow, disarm, stun, and another slow with area denial. He also has technical "immunity" if he lands his ult.
    Beads/Blink/Barrier
    Non-combat blink that would have to be upgraded into a combat blink, with a longer duration that beads.
    Barrier would be similar to gebs shield, but would be weak at first and become stronger per level, but doesn't provide any Cleans of any sort. Also only single target.
    That way Tanks wouldn't be forced into such a weird relic to begin with and can make more plays to save their allies.
    Junglers/Solo/Chads would be able to purchase Blink to have more play making options
    Beads... As is or whatever. doesn't really matter.
    This will also allow new players to use auto build and learn their respective roles a bit better.

  • @joewright3190
    @joewright3190 4 месяца назад

    Everyone says no Beads until they're in a situation where they need them

  • @hoboonahelo5346
    @hoboonahelo5346 4 месяца назад

    If CC requires a skill shot, maybe even like a little mini game, that reduces the risk for bds and requires an individual to have skill in the game and creates a higher competitive floor and ceiling. That being said, maybe create a bds active item or just do a swap with the blink item and boom now if you want bds they are there and you now have an aggro relic and might change the entire pace of the game. Even in the Alpha test it was a hot min before the games were done, blink allows for outplays and no bds not makes skill plays possible.

  • @Shadowjones
    @Shadowjones 4 месяца назад +1

    No default relic. How about that?

  • @fadeddragon123
    @fadeddragon123 4 месяца назад

    Honestly. High CC gods are fine if they are balanced around it. I’m fine with beads existing in the form of a item you have to buy rather than a free thing everyone has (this is what LoL does) you could also make beads a thing as a “relic” option at the start of the game. But make it cleanse and give you CCR for a couple seconds rather than 3 seconds of cc immunity
    Take nox for example. If she isn’t a CC monster then she may as well not exist. Maybe lower her CC durations but boost her dmg. New passive.

  • @SirCrocodile.TheOneAndOnly
    @SirCrocodile.TheOneAndOnly 4 месяца назад

    If we all remember the focus mechanic, maybe that should be brought back finally. Also integrate it with modern smite as a whole.

  • @tiltednick3625
    @tiltednick3625 4 месяца назад

    Personally I think we should have a choice between beads or blink and maybe (just maybe) a 3rd option at the start of the game to have more variety of playstyles

  • @robertray13
    @robertray13 4 месяца назад

    Give a choice of combat blink or beads, both with a 300 second timer. I think having a long timer allows you to be punished for being out of position.

  • @evanalexa7728
    @evanalexa7728 4 месяца назад +1

    There is wayy too much CC in the game and that shit needs to be fixed. I hate it. Im not a great player by any means, but the CC is the most frustrating thing especially when playing a character who doesnt have an easy out to CC outside of beads. Just really frustrating, makes me feel as if im not playing the game, or it makes me play way more scared than i want to. Just annoying tbh. So if they dont change it, and add more, then beads is a necessity. If they take the CC away then great, pick another relic. I like the idea of giving like 3-4 options for a relic you can have, not just one you’re forced to have all the time

    • @bluegold6537
      @bluegold6537 4 месяца назад

      Just for knowing, what kind of CC are u refering to?
      Bcs, if u mean stuns, grabs, knobacks/ups, taunts, etc... there's a entire rol that would be useless (guardians).

    • @evanalexa7728
      @evanalexa7728 4 месяца назад

      @@bluegold6537 im not saying take away all of the CC, but im saying that their are a lot of gods who have more CC than they should. Danz, Gilgamesh, Nox, Eset, Agni, Artemis, Artio, Charon, Horus, and Herc are just some off the top of my head. You dont need 3 or more CC abilities. I also hate CC abikities that do damage as well. If you have an ability that causes CC, it should not be doing that much damage. If it is a CC ability, let that be what it does, let another ability be your damage. No reason for a CC ability to also do a million damage

  • @MechanisCaduceus
    @MechanisCaduceus 4 месяца назад

    To your point about there being too much CC in the game; as a support I commonly have 3 different kinds of CC in the kits that I'm playing on a game-to-game basis.
    Hell, EVERY Nike ability has CC in it. In a game with that much CC, beads is incredibly important. But if they were to remove a lot of the CCs and/or severely cut their durations then they could possibly even remove beads.
    I think at the end of the day, considering their end goal is to have 'SMITE, but better', I would just want to see the ability to CHOOSE my starting relic, in all honesty. Being a tank with beads just felt bad.

  • @Moqlnkn
    @Moqlnkn 4 месяца назад

    I agree that Beads is a boring mechanic, but I also think it's necessary because of how CC works.
    In League of Legends, your character finishes their current action even if they get stunned. Imagine if, for example, you stun Anhur right as he leaps - in League of Legends, he would still leap to his target location, and then sit through the remainder of the stun animation after reaching his destination. Smite needs Purification Beads because it does NOT do this - your animations are just canceled the instant you get stunned or displaced. I should also mention that specific abilities, called "channel" abilities, ignore this rule, and are still canceled in League when the character is stunned, such as Miss Fortune's ultimate.
    On one hand, there's "strategy" revolving around saving your CC ability for an interruptible ability of theirs; on the other hand, that forces all your ults to have CC immunity, and for every player to get a free Purification Beads every few minutes. In my opinion, the best course of action would be to revert back to League's method - let characters finish their current action during CC, then remove CC immunity from the game entirely, with very few God-specific exceptions. You can also make special exceptions to the rule, such as Ymir's frost breath acting like old CC.
    League of Legends doesn't do very many things right, but, in this case, I think it's superior to Smite. Just for reference, the Cleanse summoner spell has the same cooldown as Beads in Smite 2, but no one ever picks it, except for ADCs in certain matchups - far less often than in Smite, where every squishy character picks it every time.

  • @CalcioFan4Ever
    @CalcioFan4Ever 4 месяца назад

    As a ares main, they could completely fix the ares ult by adding "channeling damage" that you can cancel causing a instant draw in, similar to Da Ji ult
    Of course it would be more complicated than that to balance, but a decent idea

  • @Anirudhji2001
    @Anirudhji2001 4 месяца назад +2

    I think it's goofy for people to sit there and claim that fineo doesn't understand what the game is like for noobs. Me being a professional software developer doesn't mean I'm unable to teach somebody basic arithmetic.
    There are some people that just know more about Smite than others, and pros are paid to know the most about the game. I'd say, if you seem to disagree with a pro player, think about why it is you disagree with them. You could be right and the pro might be wrong, but the pro player is more likely to be right.
    Also a MOBA will always thrive more being competitive. They're sticking with casuals because it's familiar and easy. I say, get rid of the new player hand holding and instead make players incentivised to learn and play the REAL gamemode.

    • @LucolanYT
      @LucolanYT 4 месяца назад +2

      I think the difference here is that people are saying he's wrong about what casual players want. The SMITE he plays versus the SMITE casual players play are totally different, and both sides want different things out of the game. There is always a discrepancy between high, mid, and lower MMR players in video games. It's not so simple as the best ones being unilaterally correct because they're more well informed on the mechanics.

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад

      @@LucolanYT you’re assuming that what “casual smite wants” matters. I don’t think Riot games ever balances League around normals, and they absolutely shouldn’t. The game is balanced for competition and casuals are just for the players that play competitive that simply want a chill place to have fun. The players that exclusively play smite to have fun should do it regardless of any changes made to the game. You don’t get to change a competitive game for a casual audience. You can play casually in whatever game that helps competition stay high.

    • @LucolanYT
      @LucolanYT 4 месяца назад

      @Anirudhji2001 Right, and I am somewhat assuming to an extent, but this video highlights a lot of the discussion and disparity between the pros and casuals in it. But SMITE has always been marketed as "the casual MOBA." That's my point. And that's the audience that they've built. That's why, compared to other games, so few play ranked in SMITE. It's why they've taken such time to give gods unique balancing in the non-conquest modes.
      The pros are saying Hi-Rez should do what other games do to succeed harder like it's an obvious answer. I'm only saying that SMITE is in a unique position where that could really harm them and be a risk. That's why they likely haven't been such focus into balancing that way.

    • @AimbotFreak
      @AimbotFreak 3 месяца назад

      @@LucolanYT It does though since they understand and well informed, there is no reason to take feedback from those that are ignorant because most of their complaints come down to skill issue and we should not pander to that.

    • @AimbotFreak
      @AimbotFreak 3 месяца назад

      ​@@LucolanYT No, Smite was never marketed as the casual Moba. The problem always stemmed from the sidemodes and how early they are introduced into the new player experience specifically Arena. They lost majority of the audience they built over the years for constantly trying to pander to more casual players, so that statement on it's own was also ridiculous. The more they dumbed down the game the less people played.

  • @Sorrowplays.
    @Sorrowplays. 4 месяца назад

    i can understand why ppl would disagree with the point you're making but i can't see why they prefer a world of beads being mandatory over ATLEAST a one with choice. if they don't want blink mandatory (which would just be a beads that requires skill while also being able to be used aggressively) why is it that they attack the point and not just say something about having choice. imo having a choice of relics would be the best option that way everyone can be happy to some extent, but if it's gonna be one choice it should be blink

  • @Zanroff
    @Zanroff 4 месяца назад

    What if the cooldown on beads increases with every use?

  • @Jahkrel
    @Jahkrel 4 месяца назад +1

    You can't have low time to kill and tons of CC this is why Dota2 can get away with high af CC, lots of time for counterplay due to lower ttk. Beads is a lazy way to deal with an imbalance in gamedesign.

  • @hostilepuppy6018
    @hostilepuppy6018 4 месяца назад

    I think it'd be cool if Ares ult only pulled people you hit with your chains. Makes it a skill ult and maybe then beads wouldn't be so necessary. Also nerfs Ares enough to where they can make the 3 an ability that is fun to use and impactful.

  • @elderrock7602
    @elderrock7602 4 месяца назад

    The idea that a pro player doesn’t understand the core concept of a game that they have played so much for new players is a ridiculous notion. You have the experience and knowledge on the game. You understand it fundamentally so obviously your input is more significant then many people in the game. I feel like people disregarding your opinion simply because you are a high level player is mindless

  • @leemurrison9869
    @leemurrison9869 4 месяца назад +1

    Allow access to the API so we can get a Blitz or MOBAlytics for SMITE 2. That is what I truly want.

  • @mythloki2213
    @mythloki2213 4 месяца назад

    Just that Ares take, Fineo has more game design sense in him than high rez in the last 6 years for the most part

  • @teejay1646
    @teejay1646 4 месяца назад

    That ares rework idea sounds tight as hell
    I always wanted to give him a short knockback/pull when he activates his 2, so landing a chain and then pressing 2 would have an effect that yoinks the enemy towards you a bit to help keep them in range for followup. Ive always love ares but man I love my hook characters and Ares is *so* close

    • @donovanarredondo2293
      @donovanarredondo2293 4 месяца назад +1

      Imo it would make sense for it to be his 3. Two has support utility even if not that great.
      His kit should revolve around his 1. Make 3 a knock up on 1s. He whips the chain, it ripples and then makes them bounce up and get slammed down. His ult should just be reworked. It's a 50/50 AOE ability. It either works or doesn't. His ult should play around being an aggressive support. AOE team utility buff in some way

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад

      @@donovanarredondo2293 I like your idea but it should still have some utility even when he hasn't chained anyone. Besides, there's other ways to make Ares better in balance. They could completely change him from having a support playstyle to a solo lane playstyle, and that way they can keep his 3, but rework the 2 and passive to make more sense for a fighter.

    • @donovanarredondo2293
      @donovanarredondo2293 4 месяца назад +1

      @@Anirudhji2001 I think 3 is just boring and interactive. If they made him a solo they would and should just completely change him entirely.
      And the idea isn't that he has no utility without chain but it's amplified. Either by being stronger stims or larger effects

  • @Charsans01
    @Charsans01 4 месяца назад

    I think it has a lot to do with giving the player choice. With beads you're rarely choosing when you use them, it's beads or die. The player has little agency over where, when, why, & how they're using their beads. It's an innately boring relic in comparrison to something like blink/flash, where most of the time you have full power over why, when, etc you use your relic. Everybody knows, smite has a lot of CC & not having any tools to deal with that CC can be frustrating. I don't think giving everyone beads is the solution, and removing some of the CC is a big & difficult to balance change. This could work but could also be insufferable: Remove universal beads & give everyone combat blink. Make it so that you can move your camera & aim while cc'd, & allow the use of blink while cc'd (except maybe cripples if they're brought back for smite 2). DONT MAKE IT SO BLINK CLEANSES CC, just that its an option you can use aggressively & defensively.
    We could encounter an issue with this change: Because blink is now your tool for escaping CC, people may choose not to use it aggressively. Giving a reward for aggressively blinking would probably be best, perhaps something similar to SMITE 1 blink where it also slows/damages nearby enemies or something of that nature. Hopping off my soapbox.

  • @CreativeExcusesGaming
    @CreativeExcusesGaming 4 месяца назад +7

    Older characters in Smite have a reasonable amount of cc, usually one hard cc and one soft cc. New characters on the other hand seem to have cc on every single ability.

    • @Random-yg1fi
      @Random-yg1fi 4 месяца назад

      Facts. I’m tempted to go through the god release history to find patient zero for this epidemic.

    • @CreativeExcusesGaming
      @CreativeExcusesGaming 4 месяца назад

      @@Random-yg1fi i think the transition was slow, but the first extremely bloated kit I think was Danza. A pseudo stealth, a taunt, intoxication, a stun, and a ridiculous range escape.

    • @Random-yg1fi
      @Random-yg1fi 4 месяца назад

      @@CreativeExcusesGaming oh man your right. That was also the year that started with Cthulhu who has a fear, root, stun, and knock up (but most of which had a lot of start up leading to a clunky design)

    • @CreativeExcusesGaming
      @CreativeExcusesGaming 4 месяца назад

      @@Random-yg1fi and Cthulu’s fear is hardly useable, and he’s a guardian instead of a hunter with high damage auto attacks and crits. Cthulu has never struck me as broken honestly, probably because his only really devastating CCs are the root and the knockup which cant be used at the same time

    • @Random-yg1fi
      @Random-yg1fi 4 месяца назад

      @@CreativeExcusesGaming Yeah your right + the dash stun is barely noticeable.

  • @beybladetunada5697
    @beybladetunada5697 4 месяца назад

    i dont care if the default is beads or blink, in fact, i think it should be optional
    but they need to fix CC so that you dont feel inclined to use beads 99% of the matches if youre squishy. you don't see squishies in other mobas buying CC immune items every game, its like they know CC is a problem and they are already giving you the band-aid solution to it instead of trying to fix it

  • @attack36972
    @attack36972 4 месяца назад

    I would prefer blink but I don’t mind the beads SOLEY because it has a much longer cooldown.

  • @czar17_28
    @czar17_28 4 месяца назад

    Options are very important in MOBAs, but Smites biggest problem is that there’s is virtually no way to learn the game organically.
    Every single thing I learned about Smite was from my friends, the community, and pros/streamers.
    Then add the fact the map and meta shifts almost every month and you have a game nobody wants to learn.

  • @silbyrn
    @silbyrn 4 месяца назад

    Common FineO W. There's way too much CC in Smite, so much so that Beads is already default for me outside of tank roles. Pretty ridiculous imo to think that the amount of CC in Smite doesn't warrant Beads by default. Remove half of the soft CC and like 60% of the hard CC, let people choose their Relic, and make sure that no damage-focused god has more than 1 hard CC. And the abilities that do have hard CC should deal damage equivalent to Thor 2.
    In short: delete CC.

  • @donovanarredondo2293
    @donovanarredondo2293 4 месяца назад

    If i had to rework ares it would go something like this.
    1. No longer stacks criple duration. Instead you get crippled for the inital time and every other chain should shred defense of some kind
    2. Outdated, only provides mp5. Increases movement speed in an aoe by a small amount, which then doubles if moving towards an enemy.
    3. Forgo the random hp damage. Instead would be only activated on enemies hit by chains. Ares would whip his chain causing a ripple effect, knocking up and slamming down enemies at the end of the chains. Then slowing for a second or two.
    4. Just remove old ares ult. Its boring and relies on luck practially nowadays. Convert it into a form of big team fight ultimate. Ares enrages and buffs his team with varius effects. Increased attack speed, damage, and movespeed. However, it stacks based on how many chains are currently in effect.
    My idea is that it is either limited in how many team mates it can affect ie 2 minimum, up to 3 extra based on chains. Or instead has a larger aoe based on how many chains are in effect on ability activation.
    This whole kit plays off the idea of him being the god of war but still a support. Why give him boring numbers who stat checks you, when you can play off the idea of rage and frenzy. It still makes Ares a run it down champ, but now relies on skill shots and chain management in order to have maximum effectiveness.

    • @gbtygfvyg
      @gbtygfvyg 4 месяца назад

      Ares 2 gives HP5 not MP5 and it also gives protections and basic attack damage.

    • @donovanarredondo2293
      @donovanarredondo2293 4 месяца назад

      @@gbtygfvyg I didn't know it gave basic attack damage. Still think to should be changed to a stim of some kind and void the healing. Or make it so allies heal from damage no just passively

    • @cybzer0560
      @cybzer0560 4 месяца назад

      Ares ult isn't luck. This is why it's important to know beads timer. If you Ares ult and the enemy beads, that forces them to play passively, and it sets up your team for their cc if they have any. It can also be a free kill.

  • @Xalexman
    @Xalexman 4 месяца назад

    Agree with everything you said. I think they’re being too safe with the god kits and honestly it’s a bit underwhelming when it’s supposed to be a new game.

  • @POWDERPACKS
    @POWDERPACKS 4 месяца назад

    I'm fine with 1 but should have a choice of beads blink aegis etc.

  • @OfficialExplosionMusic
    @OfficialExplosionMusic 4 месяца назад

    I like ares for being able to control fights. Not being able to use movement abilities for 9 seconds is brutal, and i get beads off of that alone. Yoink em back and repeat. His 3 does push minions back and prevent them from attacking but... eh. As long as i'm able to do whatever i want in fights while also being annoying i'm happy. He's like a commander in a war just egging on his allies to do better and i love it.

  • @AMerexican787
    @AMerexican787 4 месяца назад

    I agree with no default beads, but if they're set on this path, then v just nerf beads so that they must be used before you're cc'd. Ie: if ares just ults you, then you can beads it. If he chains you first, then it's too late. This would encourage more proactive play on both sides and encourage more offensive beads use.

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад

      This is quite literally the way blink was balanced. Making conditions for when you can use beads is definitely an interesting way to look at it, but I disagree with your suggestion here. Sometimes you need to beads the CC on Ares chain itself, so your suggestion doesn't work. However, if beads can only be used AFTER being CCed to get rid of the CC, followed by some CC immunity, then it would be more interactive. However, that wouldn't be very useful against Ares either. You see why I (and fineo too, it seems) don't think beads is healthy for the game?

  • @101joebro
    @101joebro 4 месяца назад

    As a console player, get rid of default blink. I have to spam it for it tongonoff and work anyways and by the time it does goe off the cc is done and I'm dead

  • @ludareinoso381
    @ludareinoso381 4 месяца назад +2

    league’s flash is just the superior beads

    • @Anirudhji2001
      @Anirudhji2001 4 месяца назад +1

      I absolutely guarantee that if players got to choose between combat blink and beads as their relic, everyone, and I mean everyone, including Hunters and Mages, would still pick combat blink over beads. Key situations where that wouldn't be the case are against Ares. But you are always safer with combat blink than with beads.

  • @PluT0NYum
    @PluT0NYum 4 месяца назад

    I think you should just have to select your own default relic. e.g You lock athena, at the stage you lock in a God you have to select your default relic so you get blink or shell or something like that. You lock Neith and select Beads.
    Surely that is a better way to get variety without changing the game too much. Yes there is a lot of CC in smite, so some gods are gunna default to getting beads but not everyone. Beads on Solo laners and supports is very lame!

  • @timwhitman3207
    @timwhitman3207 4 месяца назад +1

    Can we get more pred content soon?

  • @apostolosnikolis5281
    @apostolosnikolis5281 4 месяца назад

    I think that either people have a certain idea, aren't very vocal about it and when someone says this they "appear" to support it. Or, people haven't put any thought to it and suddenly it makes sense

  • @JustAnotherTwink
    @JustAnotherTwink 4 месяца назад

    Even with all the cc in the game lowered, there is still 100+ gods, beads is a necessity in smite period, specifically for characters who don’t have a sure-fire way of getting out of a fight without beads. I’ve said it before, if I get wrapped by Anubis, pulled by herc, pushed by herc, xing ulted, then neith ulted, then neith 1, and I’m Zeus, what the fuck am I supposed to do other than “gEtGoOd”. Even with all the cc lowered, I’m still getting chain cc’d, it’s just not realistic. Maybe if you put beads on a longer cooldown, or made it so you can only access it after a certain point of the game, but removing it is wild.

  • @SkylerWallaceUS
    @SkylerWallaceUS 4 месяца назад

    Beads needs to be in Smite. To balance the game around not having Beads, you'd have to rework every god kit in the game. It's not viable from the developer's perspective.
    The actual issue is that currently EVERYONE has Beads in Smite 2. The relic system in Smite 1 works so well because there are viable alternatives to Beads. Give alternatives to Beads in Smite 2 and this issue is self-resolved.
    Regardless, Smite 2 is in alpha and the control for Beads in the settings config was called "Utility"...safe to say that Hirez is not giving everyone on full release of Smite 2.

  • @alex60ization
    @alex60ization 4 месяца назад

    Dude SMITE subreddit is the worst. I don't think the subreddit is healthy for the game. I remember a poll there that simply asked "Do you consider to be a good/skillful player" it had over 70+% in "no", and those are the people that comment on the balance without having a clue to how to be a better player than what they are. They just want to be OP with their main and their build made in the build maker.

  • @sloth1598
    @sloth1598 4 месяца назад

    CC immune ults need to go as well, having TWO versions of beads is so unfun.

  • @TheAckwardNinja
    @TheAckwardNinja 4 месяца назад

    I feel like a lot of single god mains would enjoy having improved depth to their characters. if we compare to Smites contemporaries, a lot of gods have zero depth. Depth makes it way more interesting

  • @czar17_28
    @czar17_28 4 месяца назад

    I just know as a Guardian and Solo player it’s going to be annoying when everyone has beads ruining play potential.

  • @eclipse3479
    @eclipse3479 4 месяца назад +1

    As long as aegis is not in the game im fine with everything tbh

  • @TheRealChacorta
    @TheRealChacorta 4 месяца назад

    Base Relics need to be removed. Half the Ultimate abilities in the game would be useless the first go-around when we start with Beads. Also only 1 ward feels like it’s not enough. Movement abilities need to be completely removed in some instances. I think that mages and guardians shouldn’t have them at all (maybe 1 or 2 for beginners who are learning to position). Items are way over tuned as well IMO.

  • @juice7683
    @juice7683 4 месяца назад

    ProfessorLoki took that twitter post to heart

  • @Samuel-lq7kp
    @Samuel-lq7kp 4 месяца назад

    My fave point is, there are two bars in smite 1. Two bars. Health and mana. But, for some unknown reason, the devs decided in smite 1 to make only one of them commonly a target of damage and they also decided you can solve all of your mana problems with a lame MP5 stat. Okay.
    And they did it again in smite two. Niiiice.

  • @AmericanIlluminati
    @AmericanIlluminati 4 месяца назад

    Also, relics were bad in Smite 1 because CC & beads were so important. Beads is mando taking up one slot on most of the roles, which only leaves space for one other relic, blink, horrific, Aegis, and Teleport are the only real viables there. Which inevitably made it so the other relics never got picked up. No matter how HiRez reworked the other relics & tried to give them value, at the end of the day they could never supersede the value of beads & one of those other relics.
    I've said it before, I'll say it again, bad game design is evident because it has cascading negative effects. The amount of CC is obviously bad game design.

  • @themindofgabs4625
    @themindofgabs4625 4 месяца назад

    I dont know why the people at hi-rez didnt bring people like you, Weak3n, Incon, pros, etc... in and use your suggestions. Instead they just make a decision on their own per usual.

  • @ImEcchi
    @ImEcchi 4 месяца назад

    I don’t know why Hirez tries to become unique and different. Literally if they just copied other games exactly then threw in thay humorous touch that all their games have people would play them.
    If Smite’s mechs were as detailed as Leagues, If Paladins was identical to Overwatch because that deck system is why nobody plays it, and if Realm Royale copied maybe what Fortnite did and did collabs, etc.
    So for Smite, League has blink without restrictions. Smite should have that. And as for beads, I’m not no League master but I don’t think League has one. They have Sanctuary though but it’s an item activation so we’d only see that in Smite 2.
    So Beads needs to be deleted, they already try to get a casual audience with Arena. Don’t ruin it for the actual good players that want to play a moba and not call of duty.

  • @Pavise1
    @Pavise1 4 месяца назад +1

    The thing is about having blink is there are characters that just get no benefit of having it other than a way to chase or escape and all that does is cause the enemy to blink. But beads can be used by anyone regardless of character.

    • @myspicyclips6402
      @myspicyclips6402 4 месяца назад +1

      a way to chase or escape is basically the entire idea of combat blink. it doesn’t make sense to exclude those two use cases arbitrarily lol

    • @Pavise1
      @Pavise1 4 месяца назад +1

      @@myspicyclips6402 not really blink is still more useful on characters that characters that can engage like chaac. A kuku would blink away to try to save themselves and then just get blinked on making the relic useless

    • @myspicyclips6402
      @myspicyclips6402 4 месяца назад

      @@Pavise1 yes, combat blink doesn’t invalidate mobility in a gods kit. the whole point is playing around the cooldown of your enemy’s blink…

    • @Pavise1
      @Pavise1 4 месяца назад

      @@myspicyclips6402 if a jungler gets on top of a carry and their way of living is blinking away all that does is make the other person blink as well, and guess what they get to come back and do the same thing over and over and over because they know the cd of the enemies blink and gets to cc them after the fact anyway

  • @Dan-Payne
    @Dan-Payne 4 месяца назад

    Been playing Predecessor for the last few days and it makes me realise how poor Smite actually is regarding everything discussed in this video. Been a real eye opener to be honest.

  • @AllProvize
    @AllProvize 4 месяца назад

    def feel that people who disagree with you are hard stuck low tier gold or worst combat blink is so good for good and bad people high skill celling and low skill floor its such the obvious choice i dont understand

  • @funwalkthroughs1285
    @funwalkthroughs1285 4 месяца назад

    Beads or combat blink, that “relic” cooldown needs to b longer

  • @itsUnDWear
    @itsUnDWear 4 месяца назад

    Just like league has multiple summoner’s spells/ relics anyone can pick by default, I feel like SMITE 2 should do something similar. Like instead of everyone only having beads, or everyone only having blink, people should be able to pick which relic they want before the game starts to best suit their character/ comp. Imagine SMITE 1 relics, but you pick them ahead of time in the lobby. It would be a banger of a change. So if the enemy team is all running beads, we can blame it on cringe. We shouldn’t be forced to have either this or that. We should have variety and options to cook. League nailed this system perfectly, I think SMITE 2 should implement something similar. Take this with a grain of salt, though. I’m a hardstuck diamond. Not a GM lol