I agree with almost all the points, except the role flexibility - this way everyone can play their favourite character in their favourite role and doesn’t have to be frustrated because “you can only play him in Solo Lane.” I do really hope they brush up on the art style so that it looks more unique, and not like a generic moba. But they’re going in a good direction judging from the alpha.
Pretty good points made and im excited for the future also. I especially cant wait to see how builds will evolve. Particularly the support builds becuase having non tanky support builds and gods would be a great thing to have.
Honestly I feel that the interact button is kinda nice. I get not liking how it ruins the flow, but honestly it allows for another level of things to do. The war horn being the best example. Once you interact with it the only way for the opponent to steal it back is to do the same. But they get interrupted if they get hit, this adds a layer of rushing as they either have to choose to fight and try and force you out ASAP or accept that you get the war horn. Idk could just be me but I like it
One thing I really hope to see is a full in depth proper tutorial when smite 2 is out. Show us everything on the map, allow people to choose roles before que, and show people what lane to go into for designed role.
Two of the things you mentioned (Interact Key breaking flow and the map and artstyle), I agree with and mentioned in my feedback form. A suggestion I gave is letting you move while channeling interact objectives, but the channel would break upon attacking/using abilities or taking damage/CC. As for the map and artstyle, right now SMITE 2 has this weird mashup of photorealism and hints of SMITE 1's established stylized style, isn't mixing well IMO. This Alpha 1 map reminds me of Season 2's "garden" design, but even that map had the FG side being dark, volcanic, and burned down. It looks pretty, but a bit boring. Regarding the classless system, the new player's should have god roles and god builds with a recommended label to ease them in. I also agree that SMITE 2 has the potential to rival League! Especially with the Vanguard situation going on. Other than nailing gameplay and new player experience, SMITE 2 would also have to appeal by having more waifu and husbando characters lmao
I completely agree. The building mechanic seems redundant in Smite 2, and what they had in Smite 1 served a simplistic version that was easy to manage for new players. Smite 2 seems like they are trying to create more branches with the item costing pretty much the same as Smite 1 with the added purpose of being complex. I also agree with that the teleporters are a bit silly, but honestly i rather see that in a alpha than in a whole season of smite. In my opinion they should have 3 different conquest maps that are either a rotational or at random (with their own names obviously) with each map having the three main components, but with different jungle layout, camps, objectives. To provide for more interesting gameplay, which would also allow them to test certain mechanics on one map and if it becomes popular maybe in the future to add the others. Like I said personal thought. But having more diversity and a sense of Order and Chaos battling one another is really helpful especially with the seasonal stories they have/had
One thing I wish they would fix is some of the wildly inconsistent scaling for abilities in this game, especially for INT. They have this cool idea where they want to kind of have leagues ap and ad scaling but have items that have high stats and no utility and stats with high utility but no stats. The problem is 2-fold. All items are unique regardless of their role (stat stick items should be able to stack imo) and god ability ratios are lowballing a ton (because they are designed around all items having a similar power level) Take Zeus for example. His scaling ranges from 65-80 for his first few abilities, 30 for his 3, and like 50ish for his ultimate (These are a rough estimate my ass is not perusing the patch notes to fact check this comment specifically, its vibes based) These ratios would be fine.... in league of legends. But some core INT items have 40, 30, sometimes 20 INT to give your god. Only a few INT items give more than 80 and its very difficult (and frankly terrible) to just build the high INT items to maximize it. This leads to most INT builds feeling extremely underwhelming. Its like if riot added Lux to their game and said alright her Q has a 35% ratio her E has a 40% ratio and her shield scales with 2% of her AP. Have fun! These ratios seriously need to be fixed. I should either be able to build high utility and deal decent damage or build only damage and one cycle squishies with 6 items. But as it stands both build types lead to underwhelming damage, no matter which INT god you are playing. When they said 'time to kill in smite 2 is faster' I think they were only referring to crit guardians...
Changing the names on items is def a dumb idea. no need to make us more confused than we already are. Also vgs is great but in the alpha it would tweak and move my character when using the WASD keys. Just alpha things though (hopefully)
They said the bug with vgs was fixed, but couldn't add the patch to the alpha because of certifications for partners (they should have postponed the alpha for another week for this bug fix). And some items icons are just placeholders. Changing their names is a bit annoying, but it's understandable.
Yeah I agree on interact button… The only item it should MAYBE apply to are buffs but at the same time accidentally grabbing a buff from someone is part of the annoying fun.
My sticking point is that someone who wants to steal a buff can be more active in causing pain to their team rather than having the benefit of the doubt of doing it on accident and is going to lead to more fights than it helps.
I haven’t had the pleasure of playing so I mainly watch the videos/ streams during alpha weekends but I also thought the map looked very lackluster and plain for what is supposed to be the next generation of smite . I loved the season 6-7 map of conquest with the cracked map and blues and purples and enjoyed the winter version of the season 8 map .
I think it’s fine to leave this change for later on it’s development cycle as well , focusing on core gameplay and god releases / revamp should be top priority , then the core features like optimization , server stability , etc. then you dedicate a small team to really a ping up the map visually to be more fantastical. (Also scale the models of the gods a bit bigger) they look very small (thin) from a distance in the game .
I also think they jumped the gun on their production of this game and slamming their own faces into a door they built themselves . With some time and care they can have an amazing product they can be happy with
I thought it was fun but I really dislike Zeus’s new skill. Since the attack radius is just around you i found next to no use in it outside of buffing myself since you’re not trying to be hugging people in the first place when you’re made for ranged fighting. I feel like they should allow you to direct the bolt that comes down where you want like you could with the shield previously. They could even implement a feature that if you bring it down on yourself you get the buff but if you use it as a ranged attack you give that aspect up to have an additional ranged ability.
i agree with most points however i don’t believe the interact system is bad rather is needs a lot of work to feel organic it just works in a strange manner rn, teleporters are interesting additions but they arent well placed as you said a bit of a controversial change i wish they consider is to nerf a bit of the basic attack slow when attacking, playing predecessor kinda opened my eye on how fun it can be and while predecessors has basically haste i dont think they should full on embrace that but at least bring more speed, when you are a new player those things feel incredibly clunky and i’ve heard more than once that those things drove off some players to keep experiencing smite
The telegraphs for fights are better, but overall my eyes feel like there’s more clutter? There’s so much unnecessary visual information that it makes the game look cheap and unpolished when perfectly visible ability cones are layered over the top of all that. Also the less vibrant colour palette makes the game seem less exciting in comparison to Smite 1. I doubt that was their intention with it, but that’s what the colour changes do for me
Actually I kinda disagree with the interact mechanic and with the portals. Personally I had no issues with it, it didn't break the combat for me since I wouldn't pick it up in the middle of the fight but more so after as part of a strategy. Same thing with portals, personally I am more in favour towards the portals in smite 2 than in smite one because it connects the two sides of the map more, especially since tp rune is removed.
I just find it to be incredibly clunky in comparison to say, stygian beacon/totem of ku. The fire giant door is fine as an interact. However you can tell by the base doors having the interact disappear that they felt that particular one was bad.
@@theking0fbears I do agree with that, i also prefer the stygian beacon in comparison. However I think this mechanic for like "one person" objectives is kinda neat, for instance i really like it for the war horn and even more for the portals. But tbh I can see why it could be frustrating and also see the game being fine even without it.
One thing I really liked was the added weight to the game pulling off Ymir’s 2 was magical I also liked how when characters jumped it felt like they actually had some inertia. The god changes were all welcome ones and I felt added some depth. The only issue I had was that the items seemed pretty boring. The Devs have said that build diversity and league of legends were some of the main motivations for some of the changes but the items were sooo bland if you want to copy league PLEASE steal some of their items league has some of the coolest items! There is and Item call Horizon (blade is think) and it lets you hit enemies with lightning while giving you a shield and when the shield goes on cooldown when you hit someone quickly it refunds 50% of the cooldown. Right now smite 2 has nothing that cool. The build diversity felt limited too for Ymir it felt like it was just “full int build” or “crit build” crit Ymir was supposed to be a meme but it was like his only other build it felt like (seemed to be pretty good tho so that is a plus) I could go in to more but lastly the game felt weird to play on controller especially with the item shop.
potions taking up inventory slots is dumb the new cooldown reduction system is dumb not dropping buffs in the beginning is dumb i also hope relics get added back. yes we have active items but i think we still should have a choice between a "free" relic at lvl 12, in addition to the active items also i miss starter items. it adds variety in the early game which is really lacking currently also also, why call it strength and intelligence? just call it physical and magical, its confusing because the protections are called physical and magical protection
The teleporters seem hit or miss with players. I like having 2 vs 1 on each side. I like the capture points as you can damage a player to stop them and it isnt a dps race like totem for solo. However i agree the interact system feels bad
The tests store was the one massive nit pick I had. Holy fuck was that store not fun to use at all. Click on one item and the screen changes 10 different times and I was just yelling "I just want to know what im fucking building into". Other then that, simple bugs and such will be fleshed out that I cant complain about. Im excited to get into smite 2 for real and see how fun it truly will be
Loved your optimism amidst all the doomer takes and agreed with each and every one of your points. Im hoping hirez does listen to all of this feedback and figures out the best plan for the game moving forward.
There are some weird opinions in this video like bashing the interact key because people might now unmistakably grief another player by picking up their buff instead of just accidentally walking over it.. Like what is that take and what is with that dramatic speech of "adding a level of intentionality that actually hurts what they are trying to fix". Are you, alright?
I'm not wrong though and I have played smite long enough to know that if you give players a way to be actively malicious rather than passively malicious the problem is just going to get worse. With being able to walk over it, there was a benefit of the doubt and now it's just "he stole my buff on purpose" because he had to intentionally interact with it.
God I’m so glad to finally hear someone complain about the loss of Smite’s entire look, my main issue is that Smite 2 looks so boring compared to Smite
This has room to change since I believe the map is a placeholder, but once again this initial reaction is as if it's what they are planning going forward.
I basically agree with every point here. It was very annoying hopping into my first match and just sitting in base for a few minutes trying to figure out what item was what because the names are changed and some Smite 1 item icons were swapped over a different items, even though there are Smite 2 equivalents. All unnecessary changes. And yes the map is so generically ugly it hurts to look at.
loved the video man i agreee with alot of what you said here the action button is clunky and im not too into the realistic look the game has but overall i love smite and ill love smite2 it has some work and cooking to do but i know it will be amazing later
Almost everywhere i look i see people praising being able to play any god in any role, but honestly i HATE that. As well as getting rid of class stats, it seems like a change that would be objectively more fun but it just makes the game a lot more boring imo. Everyday we stray closer to conquest just being big arena
For me it's a 50/50 I want more flex picking(I mean I constantly make charybdis jungle jokes) but getting rid of clear identity is going to be bad for the health of the game.
The issue I have, IS the game looks and feels like they literally are using texture and skin assets from smite 1 from UE3 and porting them over to UE5 instead of remaking them from the ground up. The character models, and map textures look almost identical to that of Smite1, even for an alpha, this is UGLY for any game in UE5 even for one made by a much smaller team, that didn't just make over $600mil on smite 1. Re-using old textures from UE5 era and just slapping them into UE5 is exactly what it looks like, this is what I am disappointed with, looks like they are taking shortcuts with Smite2 and asking us as a community to re-buy the game and pay half for all our skins again due to legacy gems being used for 50% of skin purchases. Which is cool, if there was actually that value there and it wasn't simply porting over old textures and skins, that I already paid for. (I have been playing smite off and on since beta) Uhg
You know whats sad? That Hirez Studio has pulled less 1% of profits then Riot Games. Its joever for Smite 2 if they dont pick up the pace and make the gameplay revolutionary in UE5, please dont let the change go to waste. Smite is the only MOBA to be unique and fun. I personally dont like the new art change, but it would be more polished in the future. Just make combat and gameplay more fun and complex. The Store looks like it copied Predecessor. Its too simple and kind of makes me mad they choose this option. New item names dont help. I just dont want this to be a point and click fps where flashy abilities goes boom and person with more flashy item wins. I like the jungle camp change and how beads is a consumable (it should have been blink tho).
True, mb . In modern gaming people don't have time to invest in games of same type (moba in this case). People who played smite before will play it, the others already decided way back if they like it or not. Since nothing changes with smite 2 to draw ppl from their moba game of choice. That's why your comment made me laugh a bit. Have a nice day, all the best. @@theking0fbears
@theking0fbears I can understand that, for me it was the conquest map changes, the dumbing down of mechanics/items, and it basically becoming fortnite with the amount of attention to skin sales they were giving rather than keeping the gameplay evolving and engaging. But I can understand why 6-8 could be considered good
Game feels clunky and sticky, autos feel slow and bad. The controls are better in smite 1. Visuals are nice... 2 months until the release date this shouldnt be an alpha.. time to kill is to easy.
The animations look so bad. Anubis, Anhur and Fenrir look like inflated rubber dolls. Also, there is no out of combat / in combat walk animation. A lot of little details are missing. The sound design is also significantly worse than Smite 1. I fear that a lot of the original great talent that created smite has left the company years ago. The people working on it now don‘t seem to have an eye for the little things. I hope I am wrong on this, but what I have seen so far was quite disappointing.
Giant 3D bear turnaround. Lmao Nah, it won't be as big as LoL bc it doesn't cater to Eastern audiences as much with sterile graphics, 200$ chromas, and waifus.
The sterile graphics are something that I said needed to change. And as clarification I should prob say as big as league is in NA. Cause breaking into the Asia market seems harder.
If they had every single player allowed to play Smite 2, the servers would probably implode. Hell, Smite 1 can barely handle patch days as is. Besides its not like youre paying for just alpha access. I primarily got the pack so I could own every god, like Smite 1.
league is becoming worse and worse. If smite doest it well, they can gain a lot of frustrated league players wanting to expierience something diffrent. Hope it happens
I agree. The only thing missing in Smite 2 beta test was Aphrodite
I was very sad.
My baby ❤
Can't wait to see Aphro's amazing personality in UE5!
I agree with almost all the points, except the role flexibility - this way everyone can play their favourite character in their favourite role and doesn’t have to be frustrated because “you can only play him in Solo Lane.”
I do really hope they brush up on the art style so that it looks more unique, and not like a generic moba.
But they’re going in a good direction judging from the alpha.
I will never forgive you for making me rip my headset off at 9:30pm when i knew i was home alone
I was waiting for a comment like this
jesus fucking christ, I almost lost it...
i ripped it off too! - 3:10 AM
Pretty good points made and im excited for the future also. I especially cant wait to see how builds will evolve. Particularly the support builds becuase having non tanky support builds and gods would be a great thing to have.
Honestly I feel that the interact button is kinda nice. I get not liking how it ruins the flow, but honestly it allows for another level of things to do. The war horn being the best example. Once you interact with it the only way for the opponent to steal it back is to do the same. But they get interrupted if they get hit, this adds a layer of rushing as they either have to choose to fight and try and force you out ASAP or accept that you get the war horn. Idk could just be me but I like it
One thing I really hope to see is a full in depth proper tutorial when smite 2 is out. Show us everything on the map, allow people to choose roles before que, and show people what lane to go into for designed role.
Smite channel? I wish you good fortune in the wars to come brother
Two of the things you mentioned (Interact Key breaking flow and the map and artstyle), I agree with and mentioned in my feedback form. A suggestion I gave is letting you move while channeling interact objectives, but the channel would break upon attacking/using abilities or taking damage/CC. As for the map and artstyle, right now SMITE 2 has this weird mashup of photorealism and hints of SMITE 1's established stylized style, isn't mixing well IMO. This Alpha 1 map reminds me of Season 2's "garden" design, but even that map had the FG side being dark, volcanic, and burned down. It looks pretty, but a bit boring. Regarding the classless system, the new player's should have god roles and god builds with a recommended label to ease them in.
I also agree that SMITE 2 has the potential to rival League! Especially with the Vanguard situation going on. Other than nailing gameplay and new player experience, SMITE 2 would also have to appeal by having more waifu and husbando characters lmao
I completely agree. The building mechanic seems redundant in Smite 2, and what they had in Smite 1 served a simplistic version that was easy to manage for new players. Smite 2 seems like they are trying to create more branches with the item costing pretty much the same as Smite 1 with the added purpose of being complex. I also agree with that the teleporters are a bit silly, but honestly i rather see that in a alpha than in a whole season of smite. In my opinion they should have 3 different conquest maps that are either a rotational or at random (with their own names obviously) with each map having the three main components, but with different jungle layout, camps, objectives. To provide for more interesting gameplay, which would also allow them to test certain mechanics on one map and if it becomes popular maybe in the future to add the others. Like I said personal thought. But having more diversity and a sense of Order and Chaos battling one another is really helpful especially with the seasonal stories they have/had
One thing I wish they would fix is some of the wildly inconsistent scaling for abilities in this game, especially for INT.
They have this cool idea where they want to kind of have leagues ap and ad scaling but have items that have high stats and no utility and stats with high utility but no stats.
The problem is 2-fold. All items are unique regardless of their role (stat stick items should be able to stack imo) and god ability ratios are lowballing a ton (because they are designed around all items having a similar power level)
Take Zeus for example. His scaling ranges from 65-80 for his first few abilities, 30 for his 3, and like 50ish for his ultimate (These are a rough estimate my ass is not perusing the patch notes to fact check this comment specifically, its vibes based)
These ratios would be fine.... in league of legends. But some core INT items have 40, 30, sometimes 20 INT to give your god. Only a few INT items give more than 80 and its very difficult (and frankly terrible) to just build the high INT items to maximize it.
This leads to most INT builds feeling extremely underwhelming. Its like if riot added Lux to their game and said alright her Q has a 35% ratio her E has a 40% ratio and her shield scales with 2% of her AP. Have fun!
These ratios seriously need to be fixed. I should either be able to build high utility and deal decent damage or build only damage and one cycle squishies with 6 items. But as it stands both build types lead to underwhelming damage, no matter which INT god you are playing.
When they said 'time to kill in smite 2 is faster' I think they were only referring to crit guardians...
Changing the names on items is def a dumb idea. no need to make us more confused than we already are. Also vgs is great but in the alpha it would tweak and move my character when using the WASD keys. Just alpha things though (hopefully)
That is a known bug that they said they are aware of.
They said the bug with vgs was fixed, but couldn't add the patch to the alpha because of certifications for partners (they should have postponed the alpha for another week for this bug fix). And some items icons are just placeholders. Changing their names is a bit annoying, but it's understandable.
Yeah I agree on interact button… The only item it should MAYBE apply to are buffs but at the same time accidentally grabbing a buff from someone is part of the annoying fun.
My sticking point is that someone who wants to steal a buff can be more active in causing pain to their team rather than having the benefit of the doubt of doing it on accident and is going to lead to more fights than it helps.
I actually agree with 100% of your points, good bad and ugly
I haven’t had the pleasure of playing so I mainly watch the videos/ streams during alpha weekends but I also thought the map looked very lackluster and plain for what is supposed to be the next generation of smite . I loved the season 6-7 map of conquest with the cracked map and blues and purples and enjoyed the winter version of the season 8 map .
I think it’s fine to leave this change for later on it’s development cycle as well , focusing on core gameplay and god releases / revamp should be top priority , then the core features like optimization , server stability , etc. then you dedicate a small team to really a ping up the map visually to be more fantastical. (Also scale the models of the gods a bit bigger) they look very small (thin) from a distance in the game .
I also think they jumped the gun on their production of this game and slamming their own faces into a door they built themselves . With some time and care they can have an amazing product they can be happy with
I thought it was fun but I really dislike Zeus’s new skill. Since the attack radius is just around you i found next to no use in it outside of buffing myself since you’re not trying to be hugging people in the first place when you’re made for ranged fighting. I feel like they should allow you to direct the bolt that comes down where you want like you could with the shield previously. They could even implement a feature that if you bring it down on yourself you get the buff but if you use it as a ranged attack you give that aspect up to have an additional ranged ability.
I also agree zeus' new kit isn't very good
i agree with most points however i don’t believe the interact system is bad rather is needs a lot of work to feel organic it just works in a strange manner rn, teleporters are interesting additions but they arent well placed as you said a bit of a controversial change i wish they consider is to nerf a bit of the basic attack slow when attacking, playing predecessor kinda opened my eye on how fun it can be and while predecessors has basically haste i dont think they should full on embrace that but at least bring more speed, when you are a new player those things feel incredibly clunky and i’ve heard more than once that those things drove off some players to keep experiencing smite
The telegraphs for fights are better, but overall my eyes feel like there’s more clutter? There’s so much unnecessary visual information that it makes the game look cheap and unpolished when perfectly visible ability cones are layered over the top of all that. Also the less vibrant colour palette makes the game seem less exciting in comparison to Smite 1. I doubt that was their intention with it, but that’s what the colour changes do for me
that fxcking knock at the start scared the shit out of me you monster XD
good video tho xD
Agreed, good audio editing there.
Actually I kinda disagree with the interact mechanic and with the portals. Personally I had no issues with it, it didn't break the combat for me since I wouldn't pick it up in the middle of the fight but more so after as part of a strategy. Same thing with portals, personally I am more in favour towards the portals in smite 2 than in smite one because it connects the two sides of the map more, especially since tp rune is removed.
I just find it to be incredibly clunky in comparison to say, stygian beacon/totem of ku. The fire giant door is fine as an interact. However you can tell by the base doors having the interact disappear that they felt that particular one was bad.
"Hold to interact" is one of the things that plagues modern gaming.
@@theking0fbears I do agree with that, i also prefer the stygian beacon in comparison. However I think this mechanic for like "one person" objectives is kinda neat, for instance i really like it for the war horn and even more for the portals. But tbh I can see why it could be frustrating and also see the game being fine even without it.
This is such a shit take. He's right it's awful why is this what you would object to
EEEEWW. LEAUGE!!!!
One thing I really liked was the added weight to the game pulling off Ymir’s 2 was magical I also liked how when characters jumped it felt like they actually had some inertia. The god changes were all welcome ones and I felt added some depth.
The only issue I had was that the items seemed pretty boring. The Devs have said that build diversity and league of legends were some of the main motivations for some of the changes but the items were sooo bland if you want to copy league PLEASE steal some of their items league has some of the coolest items! There is and Item call Horizon (blade is think) and it lets you hit enemies with lightning while giving you a shield and when the shield goes on cooldown when you hit someone quickly it refunds 50% of the cooldown. Right now smite 2 has nothing that cool.
The build diversity felt limited too for Ymir it felt like it was just “full int build” or “crit build” crit Ymir was supposed to be a meme but it was like his only other build it felt like (seemed to be pretty good tho so that is a plus)
I could go in to more but lastly the game felt weird to play on controller especially with the item shop.
Basically if an item is broken now anyone can build it so the game is balanced.
I think the bushes lack smite creativeness. Could have made it purple smoke or golden beam of blinding light from the heavens.
Agreed on all points. Also really hope they allow me to decrease more graphics, my computer cannot handle teamfights in Smite 2.
That's a combination of the server and your pc so it's prob not ALL bad.
potions taking up inventory slots is dumb
the new cooldown reduction system is dumb
not dropping buffs in the beginning is dumb
i also hope relics get added back. yes we have active items but i think we still should have a choice between a "free" relic at lvl 12, in addition to the active items
also i miss starter items. it adds variety in the early game which is really lacking currently
also also, why call it strength and intelligence? just call it physical and magical, its confusing because the protections are called physical and magical protection
The teleporters seem hit or miss with players. I like having 2 vs 1 on each side. I like the capture points as you can damage a player to stop them and it isnt a dps race like totem for solo. However i agree the interact system feels bad
The tests store was the one massive nit pick I had. Holy fuck was that store not fun to use at all. Click on one item and the screen changes 10 different times and I was just yelling "I just want to know what im fucking building into". Other then that, simple bugs and such will be fleshed out that I cant complain about. Im excited to get into smite 2 for real and see how fun it truly will be
Loved your optimism amidst all the doomer takes and agreed with each and every one of your points. Im hoping hirez does listen to all of this feedback and figures out the best plan for the game moving forward.
There are some weird opinions in this video like bashing the interact key because people might now unmistakably grief another player by picking up their buff instead of just accidentally walking over it.. Like what is that take and what is with that dramatic speech of "adding a level of intentionality that actually hurts what they are trying to fix". Are you, alright?
I'm not wrong though and I have played smite long enough to know that if you give players a way to be actively malicious rather than passively malicious the problem is just going to get worse. With being able to walk over it, there was a benefit of the doubt and now it's just "he stole my buff on purpose" because he had to intentionally interact with it.
Also had 2 games where someone was doing just this. First was a loki, the other was an odin.
God I’m so glad to finally hear someone complain about the loss of Smite’s entire look, my main issue is that Smite 2 looks so boring compared to Smite
This has room to change since I believe the map is a placeholder, but once again this initial reaction is as if it's what they are planning going forward.
The nature of Hirez stops the game from becoming as big as League
The pro scene just hires each other
I’m scared that the people who don’t like playing support now don’t need to play support as they can just build other items
Athena was my favorite tank😂😂😂😂 I’m sad I have to wait for the full game
Athena was probably the best feeling one to me, but that's because smite 1 athena is so clunky in comparison
What song starts playing during the bad section? It feels so familiar and nostalgic
Hateno Village from Breath of the Wild
That’s why! Thought it was a Zelda game
I concur, hopefully it goes up hill from here
I basically agree with every point here. It was very annoying hopping into my first match and just sitting in base for a few minutes trying to figure out what item was what because the names are changed and some Smite 1 item icons were swapped over a different items, even though there are Smite 2 equivalents. All unnecessary changes. And yes the map is so generically ugly it hurts to look at.
I’m happy as long as I can still bully people in arena with horus/ares
loved the video man i agreee with alot of what you said here the action button is clunky and im not too into the realistic look the game has but overall i love smite and ill love smite2 it has some work and cooking to do but i know it will be amazing later
I think it’s funny you and Rogers aquarium both uploaded very similar videos within the same time frame😂
I uploaded this last night and released it this morning lmao, I swear I didn't try to copy him 😂
Almost everywhere i look i see people praising being able to play any god in any role, but honestly i HATE that. As well as getting rid of class stats, it seems like a change that would be objectively more fun but it just makes the game a lot more boring imo. Everyday we stray closer to conquest just being big arena
For me it's a 50/50 I want more flex picking(I mean I constantly make charybdis jungle jokes) but getting rid of clear identity is going to be bad for the health of the game.
Its the same game, good thing is you get to buy the packs and the skins all over again! 😂
The issue I have, IS the game looks and feels like they literally are using texture and skin assets from smite 1 from UE3 and porting them over to UE5 instead of remaking them from the ground up. The character models, and map textures look almost identical to that of Smite1, even for an alpha, this is UGLY for any game in UE5 even for one made by a much smaller team, that didn't just make over $600mil on smite 1. Re-using old textures from UE5 era and just slapping them into UE5 is exactly what it looks like, this is what I am disappointed with, looks like they are taking shortcuts with Smite2 and asking us as a community to re-buy the game and pay half for all our skins again due to legacy gems being used for 50% of skin purchases. Which is cool, if there was actually that value there and it wasn't simply porting over old textures and skins, that I already paid for. (I have been playing smite off and on since beta) Uhg
You know whats sad? That Hirez Studio has pulled less 1% of profits then Riot Games. Its joever for Smite 2 if they dont pick up the pace and make the gameplay revolutionary in UE5, please dont let the change go to waste. Smite is the only MOBA to be unique and fun. I personally dont like the new art change, but it would be more polished in the future. Just make combat and gameplay more fun and complex. The Store looks like it copied Predecessor. Its too simple and kind of makes me mad they choose this option. New item names dont help. I just dont want this to be a point and click fps where flashy abilities goes boom and person with more flashy item wins. I like the jungle camp change and how beads is a consumable (it should have been blink tho).
i dont like the gods. its missing my mains :c and i dont want to wait years just to play the gods i played before. waiting isnt cool
From what its showcased just a bit better graphics, but character movement seem clunky like they did in Smite. Bigger than league, was a nice joke :P
Never said bigger than league said as big
Graphics are drastically better not a bit
True, mb . In modern gaming people don't have time to invest in games of same type (moba in this case). People who played smite before will play it, the others already decided way back if they like it or not. Since nothing changes with smite 2 to draw ppl from their moba game of choice. That's why your comment made me laugh a bit. Have a nice day, all the best. @@theking0fbears
i miss the artstyle i feel like there trying way to hard to be like LoL and that’s gonna be there downfall
Smite is hard and if smite 2 have bugs like smite 1 people are not going to play it
Smite 2 needs to be just a better version of Smite 1, not a different game.
I need smite2 to succeed so i can quit league, please hirez dont fuck it up like you did smite1 post S3
I would argue smite seasons 6, 7, 8 were peak. Minus the season 7 joust map.
@theking0fbears I can understand that, for me it was the conquest map changes, the dumbing down of mechanics/items, and it basically becoming fortnite with the amount of attention to skin sales they were giving rather than keeping the gameplay evolving and engaging. But I can understand why 6-8 could be considered good
I dont like the look smite 2 has, the coloros are way to saturated and the game feels oversharpend.
It is not pleasing to look at
Idk it sucks
Bad game bad company.
No charybdis? Bad game.
Agreed
Exactly I am pissed we dont have charybdis yet
Game feels clunky and sticky, autos feel slow and bad. The controls are better in smite 1. Visuals are nice... 2 months until the release date this shouldnt be an alpha.. time to kill is to easy.
The animations look so bad. Anubis, Anhur and Fenrir look like inflated rubber dolls.
Also, there is no out of combat / in combat walk animation. A lot of little details are missing. The sound design is also significantly worse than Smite 1.
I fear that a lot of the original great talent that created smite has left the company years ago. The people working on it now don‘t seem to have an eye for the little things.
I hope I am wrong on this, but what I have seen so far was quite disappointing.
Giant 3D bear turnaround. Lmao
Nah, it won't be as big as LoL bc it doesn't cater to Eastern audiences as much with sterile graphics, 200$ chromas, and waifus.
The sterile graphics are something that I said needed to change. And as clarification I should prob say as big as league is in NA. Cause breaking into the Asia market seems harder.
Nah, I meant LoL had the sterile graphics.
Yeah, the size of LoL in NA might happen.
;eague still better man wtf
League is a hot garbage fire.
I mean yeah presently, modern league is better by virtue of having 5+ years of dev time put into their modern format. This is an alpha.
Paid testing. Lul
Like almost every game in existence even other free to play ones.
If by almost every you mean some, true.
Several wrongs don't make a right though.
If they had every single player allowed to play Smite 2, the servers would probably implode. Hell, Smite 1 can barely handle patch days as is.
Besides its not like youre paying for just alpha access. I primarily got the pack so I could own every god, like Smite 1.
Keep consuming.
@@HighLanderPonyYT sure, HiRez is a good enough company and Smite 2 is a project I want to support.
well actually. smite and league both trash. dont hate each other since both play whacky games. just play and dont hater others :3
"big as league" is kinda delusional lmao
league is becoming worse and worse. If smite doest it well, they can gain a lot of frustrated league players wanting to expierience something diffrent. Hope it happens