SMITE Has Changed.

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  • Опубликовано: 1 авг 2024
  • SMITE Has Changed. A lot. Let's look back at some major pivotal moments in SMITE's history and if they were ultimately good or bad for the game!
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    ► Outro Song: Allen Lande - The Forgotten Ones
    • Allen/Lande - The Forg...

Комментарии • 349

  • @TheHuntsmen47
    @TheHuntsmen47 8 месяцев назад +66

    I would love to see the devs use the PTS to try weird and spicy changes without having to worry about stuff being broken.

    • @TragikDino
      @TragikDino 8 месяцев назад

      True, it’d be a generally good idea. With no harm done to the game…. Why haven’t they done this actually????

    • @CFallescence
      @CFallescence 8 месяцев назад

      They kinda did didn't they? With the round of kit changes Apollo was in, except they haven't done it again since

    • @StrengthOfADragon13
      @StrengthOfADragon13 8 месяцев назад +7

      ​@@TragikDinolimited resources is likely the number 1 reason. You would risk splitting the player base even further, and you would also have to throw more developer time at things to have them ready for PTS before potentially being discarded

    • @mattbug4396
      @mattbug4396 8 месяцев назад

      Pts doesn’t have a large enough player base to get good feedback unfortunately

  • @chillpengeru
    @chillpengeru 8 месяцев назад +31

    I hate how no matter how hard you stomp, every game goes at least 25-30 minutes and by then the other team is getting full build anyway, then it's just a back and forth over fire giant which drags the game out another 10 minutes at least.

    • @pawrsley
      @pawrsley 8 месяцев назад +1

      I feel like part of the reason for this is due to the 9.5 changes, buffs to structures and titan, but also that people have generally gotten a little better at the game.

    • @lordmew5
      @lordmew5 8 месяцев назад +8

      It has nothing to do with any of that and has everything to do with bad team play. Smite games last long because 80% of its playerbase believes chasing kills is a legitimate strategy.

    • @AimbotFreak
      @AimbotFreak 8 месяцев назад +1

      ​@@pawrsleyIt's because of the anti snowball mechanics currently in the game.

    • @rileyschroeder8560
      @rileyschroeder8560 8 месяцев назад +4

      ​@@lordmew5It's because of how fucking big there map is. It has been increased significantly in size with each new map, now it takes more than 60 seconds to walk between bases and there is never end potential after teamfights

    • @CFallescence
      @CFallescence 8 месяцев назад +3

      @@lordmew5 and also because there's a billion catch up mechanics

  • @Math-dd9fk
    @Math-dd9fk 8 месяцев назад +203

    I wish they bring back hibrid items, they would balance the warriors by giving them actual power + defense stats rather than buying them sepparately like they do nowadays

    • @goldenfish5390
      @goldenfish5390 8 месяцев назад +33

      But oh no! The DPS god mains will complain about OP tanks!?
      And hi-rez will see hybrid items and even Void Stone being abused in the Jungle!
      /s

    • @HiHi-yk1mv
      @HiHi-yk1mv 8 месяцев назад +9

      Assassins would use them again. Hybrid items aren’t going to work well

    • @ItsAMaelstrom
      @ItsAMaelstrom 8 месяцев назад

      people have short term memory loss i swear. @@HiHi-yk1mv

    • @goldenfish5390
      @goldenfish5390 8 месяцев назад +45

      @@HiHi-yk1mv Still better than gods like Raijin somehow being meta in solo.

    • @thepepperslayer9139
      @thepepperslayer9139 8 месяцев назад +31

      I'm tired of hearing the excuse of not doing something for one class because another will abuse it. They can just make more items for specific classes like they already have and problem solved.
      Edit: spelling

  • @roxelflame813
    @roxelflame813 8 месяцев назад +10

    I been playing since Season 3 and I truly dislike how Smite is now versus the earlier seasons. Warriors were a force to deal with but at least they had a lane, support didn't feel like they were getting one shot like it feels like now, CC wasn't lasting for over 10 seconds, there wasn't connection issues, and most people weren't baby raging idiots like most the community is now. There needs to be a few changes for next season to feel better to me and probably most of the community

    • @calebowens693
      @calebowens693 8 месяцев назад +7

      Honestly, people rage-quitting might be the single biggest problem in Smite. On one hand, that isn't directly the dev's fault when people do that. On the other hand, it being an ongoing problem indicates that it's not punished severely enough to get people to think twice before they do it. Also, blocking needs a rework. When people ragequit, I block them. However, block lists are usually cleared on patch day, so I end up blocking the same people repeatedly for rage-quitting when it should only be necessary once.

    • @roxelflame813
      @roxelflame813 8 месяцев назад +1

      @@calebowens693 I agree with you completely, there are so many problems with Smite but Hi-Rez needs to work on rage quitters and they should get a more severe punishment. But part of that also is connection issues to their servers as well. They punish their players for their game glitching out which also makes people rage quit too sadly

    • @stealthyturtles
      @stealthyturtles 8 месяцев назад +5

      They should do a DOTA like system since the game is cross play on all consoles now. If you rage quit or have a bad reputation in Dota, you get put into a punish league, which is basically populated by shitty attitudes and rage quitters. You have to play X games and be relatively good conduct to get thrown back into normal brackets.

  • @Biganimeogfantasyfan
    @Biganimeogfantasyfan 8 месяцев назад +17

    Hirez have done way too many desperate we dont know what to do changes. This includes 9.5 HP change, Global Antiheal change, anti invade zone, change to mid camps, change to all items power and prot. These changes are so dangerous causw they throw the game into total chaos. Its not like a new season where people know who is good and can try out a few items and slowly learn what is good or not, its just totall chaos and desperate move. Its more important to focus on neith skins than ballance you know

    • @lordmew5
      @lordmew5 8 месяцев назад +2

      Unironically, balance just isn't what they care about anymore. The vast majority of players only care about new stuff and smite can't afford to lose players for balance.

  • @ttvMAMBA
    @ttvMAMBA 8 месяцев назад +47

    As a newer smite player I appreciate the history lesson. Thumbs up

  • @lordninetails514
    @lordninetails514 8 месяцев назад +7

    Smite died a long time ago. I honestly miss so much stuff they killed. Spear of magus having a good passive, shell having block stacks, siege still being in the game, gods like Persephone and baron not existing. Times were much simpler. Oh yeah almost forgot, conquest actually being good because now it has so much garbage in it it's impossible to follow along anymore.

    • @calebowens693
      @calebowens693 8 месяцев назад +3

      Honestly, conquest has so many people DC if their lane opponent kills them that I don't even play it any longer.

  • @THEDILLYWIGGLE
    @THEDILLYWIGGLE 8 месяцев назад +56

    Fineokay made a tweet recently that is exactly the problem with removing hybrid items. U simply cannot pve. Farming is just impossible unless u have power, it takes like 2-3 rotations of abilities to clear minion waves and your blue buff. Sure having power helps a bit with your dive and pvp as well, but the real problem is u cannot pve quick enough to rotate off your lane pressure.

    • @DiveBombRebel
      @DiveBombRebel 8 месяцев назад +5

      couldn't they just change the warrior passive to free defense so they can build a hammer or something and not be squishier.

    • @gooley9849
      @gooley9849 8 месяцев назад +4

      Sounds like mages are the stat stick class now instead of warriors back when I used to play alot. Back when I still played everyone complained about hybrid items and warriors having too high of base stats now it seems the contrary. Though I need to come back and formulate my own opinion.

    • @lordmew5
      @lordmew5 8 месяцев назад +2

      Maybe tanks shouldn't be able to clear super fast so they can rotate with a huge lead while also being tanky?

    • @Kyle-ss1zt
      @Kyle-ss1zt 8 месяцев назад +1

      all solo starter items should have bonus damage to minions and jg camps

    • @gooley9849
      @gooley9849 8 месяцев назад +3

      @@lordmew5 but now you have the problem of mages being tanky, insta clearing and doing damage. Can't say cause I don't play atm but from what I see seems to be the case. At least warriors were more tank focused than being able to insta kill.

  • @ZionBrock69
    @ZionBrock69 8 месяцев назад +21

    I really wish we had old warrior hybrid items back they were cool like shifters shield(over % health get power under get protections) or more counter builds like ancile(silenced after taken magical dmg). They made warriors do respectable damage, they made for some cool builds and counter building you needed to dive. I’m not even a solo or warrior main, but I didn’t used to dread playing warriors or being in solo. It used to be my 3rd favourite role now I hate it
    Even items like dynasty plate helm, gave pen, physical prots and magical power I liked as a mage. I think it used to have an anti burst passive too that removed stacks once you took damage. Items like all the ones I mentioned and bring them to today’s smite, change a couple stats or tweaks some passives to fit and I think we could look at one of the best smite game states of all time

  • @Batman44678
    @Batman44678 8 месяцев назад +11

    Give erlang the knock up back

    • @calebowens693
      @calebowens693 8 месяцев назад +2

      So many times: I turtle enemies and then nearly die because I'm used to getting the knock-up.

    • @rgjs4537
      @rgjs4537 7 месяцев назад

      Lol this god is dogshit without the knock up. Literally the worst god rn in the entire roster

    • @peoplebutter1408
      @peoplebutter1408 7 месяцев назад +1

      Why would they even remove that?? The games slowly fucking dying from the inside out wth

  • @mechanics____1410
    @mechanics____1410 8 месяцев назад +5

    While broadly true, there were plenty of exceptions to ability damage types matching by class. Cupid's heartbomb and ult in particular had massive magical power scaling ratios on a few patches of beta pre item split: heartbomb being 220 base damage and 100% magical power scaling hitting twice, and the ult being 485 base damage and 120% magical power scaling. Didn't last long but was incredibly egregious to play against since sobek pluck passed through creeps at the time. Was one of the most disgusting "kill lanes" for duo

    • @Inters3ct
      @Inters3ct  8 месяцев назад +4

      Afaik he was literally reclassified as a mage for 1 or 2 patches before being reverted. That's where the magical power scaling comes from.

  • @anthonyk3952
    @anthonyk3952 8 месяцев назад +21

    To further add to how badly Warriors (and some Assassin/Guardians) got hurt by the hybrid item removal, much of it came from making their build paths much rougher particularly in the early game. Just as an example, say you went Jotun's+Breastplate now, but you used to go, say, Glad+Shifter's. While the power and defense stats of both combinations are comparable (though the former has more cooldown and some pen while the latter had more raw power and protection), the Glad+Shifter path allowed you to do respectable damage while also being tanky enough to consistently fight, as opposed to the Jotun's+Breastplate path which makes you too squishy to leverage Jotun's damage if first while Breastplate first hurts your clear and subsequently damage output too much.

    • @nutellafella3795
      @nutellafella3795 8 месяцев назад +4

      you just explained the problem with bruiser items though. bruiser items made warriors and assassins (and even some adc's) able to do dmg comparable to full dmg builds while also making them tanky.

    • @CFallescence
      @CFallescence 8 месяцев назад

      bruiser archetypes are supposed to be a bit more unbalanced than usual that's how they counter burst while being able to do damage but the counterbalance comes late game when a hunter can kill them with help from the mage and support. But then again the problem probably isn't with items but rather god kits they do too much of everything and not enough of 1. @@nutellafella3795

    • @rileyschroeder8560
      @rileyschroeder8560 8 месяцев назад +4

      ​@@nutellafella3795It wasn't a problem though, it was the whole purpose of warriors and the solo role

    • @jradjj2988
      @jradjj2988 8 месяцев назад +1

      ⁠@@rileyschroeder8560did you not just read what he said. Assassins and adc’s would build them and do the same amount of damage while being tanky at the same time. And overall the only way I would let hybrid items back is that they would add pretty little prots. There’s no reason an item should have 30-40 power, health, cooldown and like 50 of a protection stat which is what some of them had it’s incredibly bloated. And I also think if they were to add them back make them class restricted strictly for guardians and warriors.

    • @rileyschroeder8560
      @rileyschroeder8560 8 месяцев назад +4

      @@jradjj2988 or just class lock the items like every half reasonable smite player is calling for

  • @Dominknows
    @Dominknows 8 месяцев назад +7

    Is this why so many people are switching to “predecessor”? Game is coming to console in a week and ive seen a ton of our smite player base going over there 😢

    • @TheGodNC
      @TheGodNC 8 месяцев назад

      Finally it’s coming to console.

  • @mythmakroxymore1670
    @mythmakroxymore1670 8 месяцев назад +6

    1:40 the game Vainglory did this pretty well, it was a mobile moba i played for a few years actually, it was that good. Some characters were hard set for magical damage aka Crystal Power or CP, such as Celeste or Reim, and some characters just worked better with Weapon Power (WP) like krul, even though the scalings of the abilities had neat effects. Normally krul has a slow on the first hit when running out of a bush, and his b skill gave big base lifesteal, and his a skill was a rush with a shield. The shield on the A skill became MASSIVE with just a few CP items and you played like an assassin, but if you built the classic Breaking Point WP tanky krul, you tended to get better results as a warrior. Another great character who showcased this was Vox, who had a dash, a slow in an area that marked targets, and a line silence ult. His passive allowed him to do CP damage to marked targets, that would echo damage off of marked targets, so you always built attack speed, but then you chose between Weapon Power for better single-target damage to rip objectives or tanks or CP for better clearing and area damage in a teamfight. Again, some characters fit the idea of flexibility better than others but it didn’t mean you couldn’t try at least for 90% of the heroes.

    • @TheGodNC
      @TheGodNC 8 месяцев назад

      Vainglory was my favorite game ever. I preferred it over smite. But since they stopped supporting it I’m stuck with this game 😢 it broke my heart when they shut it down. 💔

    • @bonez994
      @bonez994 8 месяцев назад +2

      I remember playing VG back in high school with friends. It had such potential and was so good. What a fall from grace, truly

  • @dame3323
    @dame3323 8 месяцев назад +5

    Ngl, i miss the idea of boots. Really wish smite had more 1600-2000 gold items. Let us decide if we want that early spike vs that mid to late game spike.
    Also, let us stack buffs again damnit 😂

    • @mythmakroxymore1670
      @mythmakroxymore1670 8 месяцев назад +2

      That’s why i think the whole recipes thing is such a good idea, you get a little bit of that back and it’s also free, letting you dip your toes into a little bit of both worlds.

    • @dame3323
      @dame3323 8 месяцев назад

      @@mythmakroxymore1670 Ya, I love it! They just need to expand on it now.

  • @dionjones6300
    @dionjones6300 8 месяцев назад +5

    Cant wait for an ancile glyph

  • @BiggDaddysCheese
    @BiggDaddysCheese 8 месяцев назад +3

    As a solo main I'm so happy I stopped playing this game years ago

  • @DragonWizdom
    @DragonWizdom 8 месяцев назад +5

    Warriors are my most played class and I feel what you mean about bruiser items. I miss Ancile 🛡️so much. I also miss the boots that gave CCR and protections kind of like warding sigil. Overall I still have fun playing smite because I got into for the mythology.

  • @ohsohm02
    @ohsohm02 8 месяцев назад +4

    I think the movement speed from boots could have been tied to starters? Put movement speed on each starter with possibly varying amounts depending on the role the starter is for, make them 3 tier items so you can upgrade once to maybe improve the passive slightly or upgrade stats but put a little more movement speed on the tier 2 versions.

    • @WillBlindYouWithLight
      @WillBlindYouWithLight 7 месяцев назад

      That's how we felt back when starter items first ever came out.

  • @megamert2848
    @megamert2848 8 месяцев назад +11

    Indeed without bruiser items it just feels/looks like you can dive the backline as a solo laner and they can just ignore your tickling. (unless you sacrifice a lot of tankiness for full damage items)

  • @AmericanIlluminati
    @AmericanIlluminati 8 месяцев назад +12

    The Mage Solo meta is a direct result of the time to kill changes, combined with them power-creeping right back & then some other minute changes. IMO, what's happened is Mages have become too tanky in their base stats alone. There also some item balance changes, but the core issue is class stats. There's no world where building ONE, I REPEAT ONE, defense item should make me tanky enough to smash my face into a warrior as a mage. Let alone dominate the lane. Combine that with random shields & bursts of health people get, and the game at it's core is unbalanced.

    • @lordmew5
      @lordmew5 8 месяцев назад +2

      Nah, the problem is that minions aren't threatening enough. Also, the fact that you come to lane level 2 and can pretty much auto clear wave. Lastly, solo has always been a lane about sustainability, but vamparic shroud is way better for sustainability than anything else in the game.

    • @AmericanIlluminati
      @AmericanIlluminati 8 месяцев назад +2

      @@lordmew5
      Yes, the minion gameplay loop is bad, but it's not because they minions aren't threatening enough. They aren't threatening in league either. However, in league you have to last hit to get the Gold & XP. So, it takes the focus from brainless fighting to efficient farming.
      In smite, I can full clear a wave with a couple of abilities, it doesn't matter if I last hit or not, then I can immediately smash my face into you. I could also smash my face into you, ignore my wave altogether & still level just fine, or do both at the same time.
      So, proper farming in smite kinda doesn't matter. Yes, sustain is the biggest matter of Solo, but healing should never be the main factor of that sustain. Overall HP & DEF should attribute to most of that sustain with Lifesteal being supplementary. If I can just build lifesteal & ignore the fact that someone has DEF, the balance is completely off. Hades & Zhong are huge offenders of that specific thing, and have been OP mages in solo before people realize that Mages were just overall better in Solo.

    • @brockroth
      @brockroth 8 месяцев назад +2

      ​@@lordmew5they took away glad shield and basically gave it to the mages, pretty criminal

    • @lordmew5
      @lordmew5 8 месяцев назад

      @@brockroth lol, I was literally just about to respond to the other guy with this in mind. Along with some other things. It's so funny to me because the only reason they took glads away was because King Arthur was too broken with it but instead of just not making a character with 8 different abilities or making it not work on Arthur specifically they decided to delete the item. An encapsulation of my problem with smite. It's a new cool thing first and not what are we making and how does it work within the broader game last, and by last, I mean 2 patches after the character has been out for a while.

    • @lordmew5
      @lordmew5 8 месяцев назад

      @@AmericanIlluminati I 100% agree with your understanding of minions not being threatening in League, but when smite did patch 9.5, they made people much tankier early game and slightly tankier late game this was to stop people from killing each other early game but the bigger effect is that minions hurt way less. In League, the decision to fight early affects your ability to farm efficiently. In smite, it used to be a trade between fighting early, but then minions would destroy your you had to kill really fast or at least get a considerable lead. But now, since the minions don't hurt you, there is no danger, so you can face roll and poke with no consequences
      Healing used to be the most important part of soloand it was done through old glads shield and the basic attack form of glads shield but they took that out because King Arthur was just way too strong with it. This completely disrupted the solo meta, which allowed for zong and hades to become valuable. Before then, the only 2 mages you saw were aphro and chang'e.
      As I'm sure we both can see smites problems compound on each other but I do think around King Arthur's release is when everything started to breakdown.

  • @lucasbenn5426
    @lucasbenn5426 8 месяцев назад +6

    Wasn’t 9.5 mainly intended to increase ttk in the early game and not the game as a whole. I feel like I remember aggro saying this on his podcast

    • @THEDILLYWIGGLE
      @THEDILLYWIGGLE 8 месяцев назад +4

      The patch was designed to increase ttk all around. Beginning of season 9 every item was basically buffed which resulted in so much damage being in the game which was frustrating so they mega nerfed everything and made everyone tankier in the 9.5 patch. The only problem with 9.5 patch imo is it killed early game pressure bc its so much harder to get a lead and snowball with pressure ever since that patch. Plus nowadays getting 1 shut down when u are 3 levels behind and 2k gold behind basically catches u up entirely.

    • @lordmew5
      @lordmew5 8 месяцев назад

      It was tankier all around, but it was like 50% tankier early game and like 15% tankier late game.

  • @caterpillar1936
    @caterpillar1936 8 месяцев назад

    That was so psychopathic lmao @2:15

  • @tonystewart7179
    @tonystewart7179 7 месяцев назад

    I loved split pushing in Clash/Slash as a guardian with EMP, Tyrannical, and Shoguns. Slapping a tower somewhat fast while having the enemy team ignore me was great...

  • @DIsturbios1234
    @DIsturbios1234 8 месяцев назад +2

    9.5 was still important and still impactful. I remember being able to take out half of someone's hp with guan yu at level 3 with JUST his 3. Doesn't get that close now.

  • @JoeNokers
    @JoeNokers 6 месяцев назад

    I think one of the biggest changes to how the game is played was the changes to HOG (hand of the gods) removing the execute on map objectives from the item as well as the ward changes. This completely changed the role of supports in the mid to late game.

  • @mekonancer
    @mekonancer 8 месяцев назад +3

    Smite 2 HOPIUM

  • @Bigparr43
    @Bigparr43 8 месяцев назад +1

    I remember playing in beta when Vulcan and Hades were tanks. Vulcan was straight up broken and could easily solo the duo lane. I do miss the Regen meta pre-season 3 before they nerfed all of the tank items, when you could max out HP5 by mid-late game with most gods or by early/mid with Xing Tian

  • @hitsuguyathe1
    @hitsuguyathe1 8 месяцев назад +1

    I totally agree with the re-introduction of hybrid items being the fix to the mage-solo problem. Warriors needing to build full tank with one attack item in order to not get shredded means mages can build one defense item to mitigate warriors. Hybrid items allow enough stats to survive against others fair enough, while being threatening enough to be able to shove an untrained mage solo aside.

  • @ObsidianLiger
    @ObsidianLiger 8 месяцев назад +1

    I think it was like season 3 or so when they halved the prots on items with health and vice verca. Before that, Mystic mail had 60 phys prots and 200HP, now it has 35 phys prots and 200HP. And imagine an item with 80 phys prots and 200HP that reflected 20% of auto attack damage, it sounds insanely OP, but they removed the HP from it.

    • @Asiabozz
      @Asiabozz 8 месяцев назад

      I loved that last item on Kuzenbo 😂

    • @calebowens693
      @calebowens693 8 месяцев назад +2

      I really miss the auto-attack damage reflect on Hide of the Nemean Lion (not the annoying block stack monstrosity we had for a few months). Now, not with 80 physical protections and 200 health on top of that, it would need to be scaled with the current game.

  • @ultrawidepc
    @ultrawidepc 8 месяцев назад

    No mention of any healing or lifesteal changes we need a part 2 with that

  • @ploopyttt6536
    @ploopyttt6536 8 месяцев назад +2

    The removal of boots weren't beneficial or harmful to the game, and did not promote build diversity. People would build the same exact first items instead of boots, and if you didnt build these items you would lose the early game. If you didn't build jotuns or golden blade first as a jungler, you lost early game, if you didnt build book of thoth as a mid and thebes as a support, you lost early game

  • @pawrsley
    @pawrsley 8 месяцев назад +3

    I think you mentioned this in another video or short, but instead of bringing back hybrid items, Hi-Rez should just give warriors enough power for them to clear the wave and camps. Should be way easier to balance.

    • @jorgesuarez7510
      @jorgesuarez7510 8 месяцев назад

      at this point if they dont want to bring hybrid items back this is the best option

    • @stealthyturtles
      @stealthyturtles 8 месяцев назад +1

      Just give warrior archetype a passive buff. 5% damage increase minions, scaling up to 10% at 10 mins, so 1% every 2 mins, and 1% damage increase to jg camps, scaling to 5% so warriors can’t dominate in a jg role with crazy fast clear. Adjust accordingly.
      Or, give it 10% dmg to minions and camps while under X amount of power, buff falls off or gets lower the more power you build. So you don’t always have the power buff if you go pure dmg in a jg role or something.

  • @carlossolano613
    @carlossolano613 8 месяцев назад +5

    I really missed when warriors were useful

  • @divinesoraka
    @divinesoraka 8 месяцев назад +1

    I know its crazy but i wish smite would revert all the way back to beta, the map/items everything was so much fun.
    Or atleast bring the "everyone can build anything" back like in league, no matter if magic of phys.

  • @theguywonder
    @theguywonder 8 месяцев назад +2

    I think they went in the wrong direction with bruiser items. I would have rather had less defensive stats, and the same power stats, so that the god going full defense wins trades in lane, but loses our over wave clear. In a gank or something the god with the bruiser items are more effective and threatening, but the tankier god may be more disruptive or a nuisance. I like that balance more.

  • @GamerToday
    @GamerToday 7 месяцев назад

    Im glad you made this as i played 1st time on pc ever and used to play ps4 for years. My account level was well up there and had so much and skins i worked to get.
    Come back yesterday on pc.... besides confused on keyboard controls a bit came with skills lol😂.
    I dont understand 2 shields on towers or some map changes or a few item changes.
    The huge change for me was confusing all the ads, events, and dif currencies and pay walls.
    Still a tad clueless on how slipknot is in the game lol how does that make sense. Or avatar or tmnt.
    Plus the girly anime things.
    Its also at 1440p....lack luster but still find the game very pretty same time.
    For me it felt great and i wrecked in my 1st games and had fun.
    Jungle felt super dif back then now its confusing.
    I was too afraid to use it 😅😅
    They changed respawn speeds of the damn birds.
    I used to have games lasting 50 mins in 5v5. I have footage of me raging hard. Why stupid birds speed of respawn.
    It made me strictly a 3v3 or arena player maining Baron Samedi

    • @GamerToday
      @GamerToday 7 месяцев назад

      Was surprised first games no bots in 2023... they all played like real players and real names

  • @designatedfork
    @designatedfork 8 месяцев назад

    Deathbringer He Bo was crazy

  • @rexcristallospada6496
    @rexcristallospada6496 7 месяцев назад +1

    Can we talk about life steal? Before that was the only way for squishy glasscannon players to stay alive, but now with the 60% reduction to healing, and antiheal being more accessible and powerful than ever its almost a waste of an item.
    Which in turn leads to that endurance playstyle being almost completely removed from the game for junglers. What's the counter to this? BRING BACK OLD HIDE OF NEMEAN, there was nothing wrong with that item, it was a strong anti damage countermeasure that worked great against people building pure damage.

  • @BradTheThird
    @BradTheThird 8 месяцев назад +1

    What I hated about 9.5 was the fact that it seemed to have the opposite effect on me. My first game on 9.5 I got instantly destroyed by a support Cthulhu as I got to lane, every time. This persisted every match for weeks. TTK increase? My arse!
    I think it took until 9.7 for me to finally go positive as my main role (ADC).

  • @astarothgaming1300
    @astarothgaming1300 8 месяцев назад

    Remember one shooting with ymir with crit was hella fun

  • @eblausund
    @eblausund 8 месяцев назад

    the pre physical magical split era actually did have gods who had both types of damage scalings on their abilities.
    Odin being 1, I believe 2 abilities had magical scaling while 2 had physical. I don't remember if any of them had both simultaneously.
    But yeah generally there wasn't gods who benefit from both in terms of ability dps.

  • @tackleberry9386
    @tackleberry9386 8 месяцев назад

    Deathbringer Ymir still gives me nightmares played since the beta

  • @reaper10142
    @reaper10142 8 месяцев назад +1

    Season 2 still my favorite season of smite

  • @Elzzaw
    @Elzzaw 8 месяцев назад +3

    If they ever decide to add bruiser items back they'd have to rework many gods. Surtr comes instantly to mind.

    • @CFallescence
      @CFallescence 8 месяцев назад

      Or maybe don't have shit positioning?

    • @Elzzaw
      @Elzzaw 8 месяцев назад

      @@CFallescence Did you respond to the wrong comment?

    • @CFallescence
      @CFallescence 8 месяцев назад

      @@Elzzaw No

    • @Elzzaw
      @Elzzaw 8 месяцев назад

      @@CFallescence Did you think about what you wrote?

    • @CFallescence
      @CFallescence 8 месяцев назад

      @@Elzzaw yes

  • @LimitlessFitnessZ
    @LimitlessFitnessZ 8 месяцев назад +1

    My solution to fighting mages in solo is to rush them before they get to the first wave and get Bluestone and Frostbound Hammer for sustain. I play Nike mainly in solo and after clearing the buffs in the beginning i will pop the power carapace and jump on them and use my 1 to poke them before they get to the wave. They have to choose to use their abilities on you or the wave. If they use it on you you prevent Vampiric starter from procing on the whole wave, they don't heal nearly as much and you get a big hp advantage early. If they ignore you they do clear wave first but you still get a large hp advantage as you keep autoing them down while they walk up to clear. I've been able to completely shut down a lot of mages in solo with that early aggression in Diamond lobbies. The Bluestone and Frostbound helps you match the sustain they're getting from lifesteal while giving you some power to clear and poke them down. The Health helps a good amount too. You have to force them to play an unfamiliar laning phase by applying a ton of pressure early before they get all their buttons.

    • @NoxDeadly
      @NoxDeadly 8 месяцев назад +1

      Oh wow, I wonder why the spl hasn’t figure this out🤔

    • @lordmew5
      @lordmew5 8 месяцев назад

      This is actually smart and works well, but that means only a few characters can pull it off. And it is very risky.

    • @LimitlessFitnessZ
      @LimitlessFitnessZ 8 месяцев назад +1

      @@NoxDeadly Well I'm only playing in mid to high Diamond lobbies. SPL is completely different and they can take full advantage of the mages in a coordinated team. Late game can feel oppressive if the solo mage is really good and I can only imagine having a pro level player on a mage solo is ridiculous to fight against.

    • @LimitlessFitnessZ
      @LimitlessFitnessZ 8 месяцев назад +1

      @@lordmew5 I don't know how viable this is with other warriors. Last year I wanted to focus on only a few characters and one of them happened to be Nike, so I've become very comfortable with her abilities and a good idea on how to play her based on what items I get. This start works pretty well with Nike due to the 3 getting over the wall of the white camp and knocking them up, stalling them before they put a point into their escape or peel. She also has reliable ranged poke with her 1. I think other warriors would struggle as they need to walk up to the mages to do anything and the mages can just walk away/self peel. But I haven't sat down and thought of strategies for other warriors in the same depth as I have with Nike, so I don't know how they would fair if optimally played.

    • @AimbotFreak
      @AimbotFreak 8 месяцев назад

      ​​@@NoxDeadlyFor the same reason it took them months to figure out how good pythag, vamp shroud and bp glyph are. Spl has the teams set up around mages being solo as mage solo's aren't bad, there's no real reason to switch around. Especially since lanning phase is still irrelevant.

  • @xragxgg8099
    @xragxgg8099 8 месяцев назад

    The 9.5 durability changes hurt benefit squishies much more than tanks, and they didn't succeed in raising the time to kill of mages and assassins especially as their damage was raised to compensate. The only lasting effect of the changes at this point is that warriors cant kill each other in lane, and late game they are only useful for CC. Half of the warriors in the game don't have enough cc to have an impact, and they used to rely on a hybrid power build that was slightly less tanky to threaten back-liners 1v1. Now the advantage is FIRMLY on the side of consistent DPS classes that can now survive a warriors "burst" that only does about 30% of their hp. In League of Legends top laners are a late game threat, and can often win a game by themselves if they get an advantage in lane. Bruisers in that game often build nearly full damage, and can win teamfights by themselves when fed. Going back and forth between league and smite: I often get disapointed when I'm winning lane in smite and rotate only to deal no damage, and not have impact compared to when im fed in league. if you think I'm only complaining cus I'm bad I want you to know I'm 3k mmr, and I've been masters as a solo-laner for enough seasons to say that this is the most boring solo lane has been since I started playing in Season 2. Back then you felt tanky with boots 3 hybrid items and 1 or 2 full defense items, and you could actually burst squishies if you managed to get them away from their team and burn their actives/mobility/cc: Now all you do is walk up and facetank for a bit and try to get a cc off on someone if your god of choice even has a decent cc outside of their ult. I keep checking the patch notes hoping they fix what they did by removing bruiser items, and all I see is them trying to fill the void with this shitty proc items that make you feel like you're not playing your god, you're just trying to crutch on these items like bluestone runeforged, gladshield, pridwen, etc etc.

  • @baditatraian3517
    @baditatraian3517 8 месяцев назад +1

    i feel like this game went down the hill when they removed fatalis as an itm for any type of god

  • @nathanhaslam3450
    @nathanhaslam3450 8 месяцев назад

    I started playing smite pretty late in 2018 and for me it’s still changed so much. I miss hide of the nemian lion bellona just a little bit

  • @Izalfume
    @Izalfume 8 месяцев назад +1

    I really like how league works and anyone can build anything and have hybrid abilities that one does magical damage and one does physical.
    Creates a nice build variety loke how you have some gods that work building AP and AD like jax, warwick, varus.
    Wish smite was sort of like that you almost build everyone the exact same and it gets boring.

  • @gravegaming2023
    @gravegaming2023 8 месяцев назад

    Recently came back after a two year break and my first conquest game had all 4 other people spamming good game 30 seconds before minions because im standing in the wrong spot

  • @AndyNocturne
    @AndyNocturne 7 месяцев назад

    As someone who's missed the last year of patches and also hasn't played too much League of Legends, being able to pull buffs off their camps is so weird to me. I'm still not used to the starts and always get flamed in chat for not knowing how to start.

  • @juneousstainback9421
    @juneousstainback9421 8 месяцев назад

    Smite open world would be crazy

  • @FlipBoji
    @FlipBoji 8 месяцев назад +2

    Bring back hybrid tank items. Don’t give em too much power and if they’re going to be hybrid, then lower the defense a little.

  • @Imanol897
    @Imanol897 7 месяцев назад

    Has anyone figured out the friends list issue on the switch version?

  • @Kyle-ss1zt
    @Kyle-ss1zt 8 месяцев назад

    Yeah they either need to put back in bruiser items, put minion/jg camp damage on all the solo starters, bring back old glad shield, or remove vamp shroud. at least one of these things should happen and any of them should help fix the mage solo issue. Until then ill keep playing ix chelle solo

  • @damay4xer
    @damay4xer 8 месяцев назад +1

    I honestly miss the pace and the conquest map from season 6/7. Hi Rez wanted less damage a while ago, sure doesn’t feel like that is the case anymore. And my biggest complaint…why can you still not que as 5 in ranked? There is a pro league and the game they get to play in league is a completely different one the all of us get to play in ranked. 5 player moba game and you can’t que as 5, makes no sense to me. The ranked scene would be so much better if you go meet and recruit players to play ranked with.

    • @TheKnightOfSmite
      @TheKnightOfSmite 7 месяцев назад

      For real S6 balance was the best then they fucked it

  • @MaurSouls
    @MaurSouls 8 месяцев назад +1

    Honestly solo laners fell of the face of the earth with removal of that small damage from glad shield etc and is the only way to deal with this mage solo meta

  • @Warrior_Meta
    @Warrior_Meta 8 месяцев назад +6

    Rip to the warrior metas, they are such a fun class with a great aesthetic

  • @silbyrn
    @silbyrn 6 месяцев назад

    i feel like a lot of warriors just do a lot of damage still. i mean, the fact that a warrior can w key a mage of the same level with the same amount of items before the late game and win just because they have prots and glad shield is kinda insane. but how do you reduce the effectivity of warriors without letting the solo lane become another squishy burst lane? i truly wouldn't know what to do.

  • @znabthe918
    @znabthe918 7 месяцев назад

    Just spent over an hour geting farmed. No one follows the "structure" zero xp camps and no support. Just high damaging complining that the lvl 10 jungle cant keep up. Thays my smite experience experience just about every match

  • @Marvintronkys
    @Marvintronkys 8 месяцев назад

    That Ao Guang got shat on 😮

  • @prodbynoizey
    @prodbynoizey 8 месяцев назад

    As a former crit ymir main I lost faith in hirez when they removed all items for all gods.. After returning first time since beta I have absolutely no idea how to build since hybrid items are also gone..

  • @ClayAdams
    @ClayAdams 8 месяцев назад

    I still don’t know what the free flips are that you get for quests

  • @mtgnoob9988
    @mtgnoob9988 8 месяцев назад

    Ahh, the days when you could build anything. Ymir physical was hilarious, and no one ever expected it. Good times.
    Note on the side jungles. Back then you could stack buffs as well. So you would come out with hp, speed and attack damage. Was awesome

  • @xragxgg8099
    @xragxgg8099 8 месяцев назад

    I would say warriors are the ones mostly hurt by boots, it was a high percentage of their builds power compared to other classes, and damage gods benefit much more from an extra damage item than tanks getting an extra defense item

  • @Alexj-kd7ew
    @Alexj-kd7ew 7 месяцев назад

    Me and my whole group quit smite after he new map dropped, it would lag in the new map all the time there was a bug where some of us couldn’t see the hud and it wouldn’t let us buy items or see our cool-downs and none of use really like the roaming camps thing or the really wide mid, we use to play 5v5 customs all the time and it was some of the best fun I’ve had gaming but then the new map and changes and bugs came and we all left

  • @jimystimz4731
    @jimystimz4731 8 месяцев назад

    I agree that Warriors need help. I've thinking about this quite a bit as I got boarded queing duo and decided I didn't want to be as reliant on rolling a good team mate. I started quing solo just to get slapped by the OP mage starter kit. High sustain and range are inherently defensive powers. So the Vamp cloak tiny trinket combo solves every potential deficit and amounts to starting the game with a tier 3 item. Maybe its a bad tier 3 but the numbers are just to high. Every warrior starter kit has a least one major deficit.
    Based on the idea that magic power should be about 33% higher then physical, this starter kit should prob be closer to 40 power and 6 or 7% total life steal. In my option. A mage with high sustain would probably still be competitive.
    I want to bring up 2 more problems for Warriors while on the topic. Solving these issues might mean that Vamp and tiny trinket wouldn't need a nerf as badly.
    1. The rock paper scissors problem in unranked. Its not uncommon to see 2 or 3 mages in que against you. Even if a warrior is in their comp it doesn't mean you will face them, they could be support or jung. If there's 2 or more mages you have to guess correctly or build neutrally. If you guess wrong and are up against a mage you are going to get completely slapped have no momentum, no totems, no scorpions and your gonna sit under the tower until you can afford pestilence as your second item. Even if you don't die, you'll prob be 2 levels behind unless your jung is cracked.
    Possible Solution: is that the loading screen shows you who qued what. Even if they switch lanes, you will know what happened and it will take 2 players to agree to the trickery instead of just one taking advantage of the multi mage meta.
    2. There are no good magic defense items that scale into an offensive option. Shoguns is the only one. In a warrior mirror you have many options to build defense that scales into offensive potential. Even though shoguns is a good item its not up to the challenge. You will get out sustained and end up sitting under the tower with no counter play.
    Potenial Solution: Rework the Round Shield tree making it into an always safe starting option.
    --- Here's how, keep the 10 hp5, its needed, but change the protections form 10 physical to 7 phsyical and 7 magical. Then the item would branch out instead of going into Tower Shield. There would be 2 tier 2's one with more magic D and one with more physical D, maybe both with 15 hp5 and a 20/10 split on the protections. In the tier 3 you could have 2 items that split the protections about even and 2 that are heavy handed on one side. The third tier would need some adjustments to reflect this new progression scheme properly.
    This also helps with the fact that magical junglers are very popular and it solves the rock paper scissor problem by default.
    You'll have a built in option to mix different starters with shields depending on your planning and play style. Counter building can be a bigger part of the fun in solo but the options against a magical starter are slim.
    Blue Stone will still probably be best option because its the easiest to manage. Dmg for clear, hp5 for sustain and mp5 for both.
    --- I'm also implying there should be at least one new "Magic Shield" option in the round shield tree. What ability should this shied(s) have? Not sure but It should help you from being complete out cleared and or out sustained. The protections will help you close the gap and fight. Is there a better solution available ? idk.
    --- I don't know if these numbers are all properly balanced but I know that warriors need better options or they're just gonna get steam rolled. The SPL is showing this.
    Its very hard to find an effective balance for the warrior play style in the early game. Late game is less of a problem but there's little fun along the journey.
    The round shield might become a little op in this scenario. Maybe if would have to be a restricted item. Even if supports start running its probably fine because they're trading off team benefit items to play more aggressive. Which is why half of the supports que warrior now anyway. It doesn't scale well at late game unless they can actually out play you.

  • @EmeraldEleki7
    @EmeraldEleki7 8 месяцев назад +3

    I just wish they weren't afraid to give guardians decent scaling, most guardians have an ability with better scaling than their ultimate. Having a guardian with good scaling doesn't mean they won't play like a guardian, like ymir has better scaling than most of the guardians, and he still plays tanky

    • @reaper10142
      @reaper10142 8 месяцев назад +1

      We don’t want high dmg guedians dawg

    • @EmeraldEleki7
      @EmeraldEleki7 8 месяцев назад

      @@reaper10142 that's not a good reason

  • @jugadortaktiko7562
    @jugadortaktiko7562 8 месяцев назад +1

    Miss the good old times where it actually required some sort of skill not to die in sololane 1v1, right now you're free to rush a defense item and be pretty hard to kill unless you severely fuck it up, that's why I heavily support the existance of boots, many warriors would rush damage boots early game and literally oneshot each other at lvl 6, even if you got ganked you had the chance to win a 1v2 situation if you just played it correctly since you actually had the damage to do so. Also about 9.5, I think the idea of the patch was good but it had a terrible execution, I think it would have been better to increase the HP and protection scaling further but leave the base values as they were, or just slightly increase them, that patch made sololane so boring even tho it solved some issues across the rest of the roles

  • @joemonreal4494
    @joemonreal4494 8 месяцев назад +1

    I do hope they fix warriors but even a bandaid fix would make it so much more bearable. why cant they just give the cudgels 5 more power, or increase our base HP letting us build some power items easier, or remove the dmg reduction from bluestone? like anything

  • @FiveStaring
    @FiveStaring 7 месяцев назад

    if bruisers could dive backline being able to kill it, there would be no point for assassins to exist since thats their thing, considering that bruisers are tankier it would be straight up unfair...

  • @evelynsahoe8896
    @evelynsahoe8896 7 месяцев назад

    I've played since Closed Beta and there's three major changes I think he left out of this video.
    1. relics used to cost 300 gold at LVL 1 and shards just didn't exist... early fights used to take place with no actives.
    2. invading the enemy jungle was a niche strategy for the first 7 seasons of Smite but Hi-Rez added the "Invader's Curse" in Season 8 making invading utterly pointless.
    3. starters items used to be terrible... most builds avoided them entirely and if they did get one it couldn't be upgraded and was sold towards the end of your build. They were reworked around Season 8-9 if I'm correct now they make up some of the strongest items in the game and everyone buys one.

  • @Kyzar90
    @Kyzar90 7 месяцев назад

    Is it worth trying this game? Im on ps5 but the mmorpg pvp on offer blows, so looking elsewhere for pvp

  • @rundas2141
    @rundas2141 7 месяцев назад

    Dang. I was thinking of coming back into the game. But seeing as my favorite character was Amaterasu and hybrid items got nerfed, I think I'll stick with Predecessor.

  • @theblaqknight
    @theblaqknight 8 месяцев назад +1

    I never thought 9.5 was a good patch. 9.4 was dubbed, "The Nerf Patch" in the patch notes. They reduced the power of a lot of items and nerfed all the flat pen items. I thought this was a great idea and what the game needed to stop players from being dead for being a step too far forward. Then, 9.5 came and it was total overkill because simply nerfing burst items would have been enough. Not only that, but warriors have struggled ever since due to not doing as much damage to squishies (especially with the addition of Prophetic Cloak). Glad shield and Soul Eater got buffs and ran the meta for a long time because there was no other way for warriors to do anything. Like you said, the anti-burst has been reverted over time, like the fact that flat pen items ended up getting their pen buffed back to the same number it was in 9.3. But 9.5 still hurts tanks to this day because they can't build flat pen, except Stone of Binding. Thus, mage solo meta because warriors are useless.

  • @lisandroiribarne1141
    @lisandroiribarne1141 8 месяцев назад

    I think 9.5 was a good chance that impacted even to this day, the main reason was many assassin could just do a side camp reach lvl2 and then 1 combo the mid in the first push. I think It was a shame that neither the power-defense nerf and healing changes from season 10 were not mention

    • @MotherB3TA
      @MotherB3TA 8 месяцев назад

      yes, after 9.5 you couldnt kill a thoth that dashes into your wave and simply walks from half of the lane into his tower on merc :D Great change to make this game even more dummier

  • @tipsyforever3302
    @tipsyforever3302 7 месяцев назад

    I hate the 9.5 patch. Basically nerfed all tank damage and tanks gained very little tanky ness from it compared to squishys. Some tanks are just unplayable now and can’t be left on their own without dying.

  • @ElGatoMatador
    @ElGatoMatador 7 месяцев назад

    I personally don't miss warriors and solo in general for the most part running the game. Used to be if enemy solo had a 3-4 level lead might as well f6 cause backlines not going to kill them even coordinated. That meta just dictated too much of the game for me to enjoy bringing that back

  • @fpsdovah2572
    @fpsdovah2572 7 месяцев назад

    Thst janus was like aye yo watch yo portal

  • @-caleb-7201
    @-caleb-7201 7 месяцев назад

    9.5 and warrior changes are why I strictly jungle Hachiman now, 2 star gang, all jg.

    • @-caleb-7201
      @-caleb-7201 7 месяцев назад

      If I am forced to play adc I rush toxic first item and LS and completely body enemy adc. EVERY. SINGLE. TIME.

  • @Xlousivee
    @Xlousivee 8 месяцев назад

    i remember boots of magi on kuku

  • @NOLANRYANHOSKINS
    @NOLANRYANHOSKINS 8 месяцев назад

    warriors feel the worst then they ever had, the only way to keep the changes as they are is to buff glad shield, or make berserker do damage as alternative damage shields, but if they do it too stong guardians will slot it allow them to blow up back line. Bring Back Shifter Shield

  • @AmericanIlluminati
    @AmericanIlluminati 8 месяцев назад +3

    To fix smite they need to:
    1.) Reduce the base defense & maybe even health of Mages
    2.) Really decide if Hunters are ability hunters, or auto hunter. If a hunter's Auto hits hard, their abilities should not. Vice Versa.
    3.) Make assassins bursty again. 👈This has SERIOUSLY hurt the assassin role.
    4.) Reduce the Support base damage (to players at least). 👈 Being able to build damage on Cabrakan & two shot people, when I can't do that on most Assassins is bad game design. Let alone building full defense as a support & still being able to blow people up.
    5.) Give warriors moderate Defense & Moderate attack power as base stats, leaning a little more the attack power.
    6.) Scale back on the amount/effectiveness of CC, or at least add more CC counter items to the game.

    • @nicholasromalo502
      @nicholasromalo502 8 месяцев назад

      This

    • @yoursexycookie
      @yoursexycookie 8 месяцев назад

      Why are assassins there? And why reducing prots on only mages? The problem are the solo mages not the mid mages if u make mages unplayable like that nobody’s gonna play them in mid like what happened exactly 2 patches ago… with Pele, Set, Cherno, etc… and only Baba as mage

    • @AmericanIlluminati
      @AmericanIlluminati 8 месяцев назад +1

      @@yoursexycookie
      1.) Assassins are the for the exact reason I stated. They are no longer bursty & that is the ENTIRE concept of an Assassin. They're glass canons. High risk, High reward. Nobody should be able to blow you up faster than an Assassin, but they risk their life for every kill.
      2.) Because, once again that is the basic concept of a Mage. Mages dish out high damage, and have the added benefit of range. Therefore, they should be squishy as all hell. More so than an Assassin. The gameplay loop of a Mage is proper zoning, and making it complicated for the enemy to advance.
      3.) The current problem with the game is people have clearly never played MOBAs before, much less an MMORPG. So, they don't seem to understand what these classes are supposed to be doing for a proper balance. So, they cry because their role/character isn't good at everything possible & HiRez actually listens to those cries.
      Proper game design, if you want to use the "Holy Trinity of Gaming" archetype, is that every class has it's appropriate strengths & weakness. Don't like the weakness? Don't play the class.

    • @yoursexycookie
      @yoursexycookie 8 месяцев назад

      @@AmericanIlluminati I would agree but classes are so much diverse than stereotyping them and thinking they all do the same job. There’s ones that gain mitigation, power, attack speed, are single target or have aoe, have support/utility abilties or are just pure damage. And that’s in every single class of this game. So, no.
      There useless mages like Nox or Aphro that can’t do what u stated, they aren’t Merlin, Agni or Thoth, but them. Comparing mages with the meta power build and nerfing their items will balance the meta mages, but will mage the worst mages even more unplayable or only viable as support, which is cringe and boring af.
      So there needs to be way more balance decisions in specific characters instead of just buffing or nerfing them all.
      Current assassins still have kill potential, and a lot have AOE, equally as valuable as a mage but with more self peel or skill expression.
      Thor, Susano, Set, Pele, etc… yes their basic attacks ate melee, but that doesn’t mean they don’t have AOE, CC, Mickey combos, zoning potential…

    • @yoursexycookie
      @yoursexycookie 8 месяцев назад

      If u nerf mage power items, u kill them in mid. The current problem is mages in the solo lane with the current vampiric build, they clean so well in early game, have enough sustain and still do lots in late game. That’s the problem, not a mage farming for 30min and killing an inting carry with a combo.
      Most assassins have the the same potential in late game, and they have better early game since their burst is usually higher than most characters. But they aren’t all the same, u can’t compare early game Kali to early game Thanatos or Awilix… it’s just different types of assassins and they all do good.

  • @GamerToday
    @GamerToday 7 месяцев назад

    Who remembers playing a moba first time and being told as you ask a million questions of friends what do i do?......jungle

  • @viciousgrin9044
    @viciousgrin9044 7 месяцев назад

    how many buffs you can carry currently? i remember getting ganked in CB by an arachne with 5 buffs or smth. that shit was terrifying

    • @Inters3ct
      @Inters3ct  7 месяцев назад

      1, unless you're Tiamat who can get 2. That was changed probably a decade ago, no need to worry lol.

  • @kovi2772
    @kovi2772 7 месяцев назад

    I personnaly think they could do 1 single hybrid item allowed buy per god and changeable over the fight but cant have 2 items with both power and defense. on it. potential having that spread with passive effect

  • @ghosty8745
    @ghosty8745 8 месяцев назад

    That poor Fenrir..

    • @Inters3ct
      @Inters3ct  8 месяцев назад +2

      I blame matchmaking 😤

  • @Subtweeted
    @Subtweeted 8 месяцев назад

    The removal of bruiser items ruined solo for me

  • @thomaswhite5122
    @thomaswhite5122 8 месяцев назад +1

    I niss those days just odin powerbomb for the win because no one could kill me after i stack up from my ult afew times then i juat one shot every squishie and half health tanks

    • @peoplebutter1408
      @peoplebutter1408 7 месяцев назад +1

      Ah I missed getting Odin bombed now it’s just mage after Mage AFTER MAGE

  • @kanalisationerstellen
    @kanalisationerstellen 7 месяцев назад

    there are hybrid items - i dont understand - axe, manikin, some shield gives you extra dmg

  • @ermisinferno608
    @ermisinferno608 8 месяцев назад +2

    warriors are supposed to pose a threat at least to the mages but nope cant do non with all of their dmg and tankiness. Whats insane is that whenever mages are in a bad spot, they dont waste time bringing them back but since its warriors they dont really care about it, the most ignored class have always been warriors. Whenever they are good they get nerfed in a week..

    • @mattbug4396
      @mattbug4396 8 месяцев назад +1

      Aura prots are a big reason warriors do no damage. With sentinels, Thebes and prophetic a mage/hunter gets about 115-130 prots which means they reduce there damage taken by 50-60%. So you either try and find a way to get pen in the build/ build more damage and become a shitty assassin, or build more tanky and be a cc bot that’s worse then just playing a solo guardian.

    • @rgjs4537
      @rgjs4537 7 месяцев назад

      ​​@@mattbug4396achiless still do great no matter what he faces because of execute and pression

  • @ewanmcc01
    @ewanmcc01 8 месяцев назад

    What the fenrir doin

  • @Artholos
    @Artholos 7 месяцев назад

    9.5 was the single best huge change since beta. It sucks so bad that Hirez whimped out and reverted it all over the rest of the year. The end of year 8 and first half of year 9 was soooo bad, I actually quit playing. 9.5 Nerfening made Smite fun again… rip 9.5

  • @bastroman4845
    @bastroman4845 8 месяцев назад

    Almost every game without fail your builds are more tunnel vision for core counter building which is to say the more obnoxious you build to counter the enemy rather than buff your strengths the more effective you are in all the fights. Brusier builds thrive right now and the carries flip a coin to see if they run around one shot combining or getting mercilessly bullied early game if they don't build protections. There's so much cool down options but the average auto trading in normal fights for time to kill is so high now that anti attack speed like horrific toxicblade, midguardian all have an enormous effect on combat but it's very painful to fight into when you could auto an enemy tank over 15 times early game

  • @sunshineandrei2569
    @sunshineandrei2569 8 месяцев назад +1

    When we getting a god with a twin blade that attacks once per 0.25 base. But does 0.1 damage. Very small but very very VERY fast

    • @calebowens693
      @calebowens693 8 месяцев назад

      That would be a nightmare for any sort of proc effect. Damage they could scale down, like Charybdis (qin's sais, manakin's scepter/mace [burn damage], animosity, cyclopean ring, and telkhines ring). However, executioner, demonic grip, toxic blade, manakin's scepter/mace (attack speed debuff), and death's toll/embrace would way over-perform (honestly, I feel like that sort of build is really effective on Charybdis, but it's way less severe with 1/1/.4/.4/.4 than a permanent .25 would be even considering the damage would scale down even more to .1).

    • @sunshineandrei2569
      @sunshineandrei2569 8 месяцев назад

      @@calebowens693 Charybdis doesn't do 0.1 damage per hit, she does 1-1-0.4-0.4-0.4

    • @calebowens693
      @calebowens693 8 месяцев назад

      Yeah, that's what Charybdis does. Your suggestion of 0.25 base to attack once and 0.1 damage would involve those balance issues with proc effects.@@sunshineandrei2569

  • @virustsunami4096
    @virustsunami4096 8 месяцев назад +8

    Boot chance was the best change. Now noobs arent slow bc they skipped boots xD

  • @emanueldargan
    @emanueldargan 8 месяцев назад

    Making healings level based was pretty stupid

  • @CFallescence
    @CFallescence 8 месяцев назад +1

    I don't understand why it's so hard balance hybrid items (aside from community opinion). For starters they could lock passives behind HP and protection.
    Personally, I'd prefer if breastplate of renewal gave me raw power based on hp or stuff like shifters (never should've gotten removed btw) or Runic where the passive could scale off protections so instead of a flat -15 magic power it's (-15)-(-40) so squishies can't abuse them.
    But I think none of these matters if mages and hunters are going to be able to get these items nerfed in one patch because they don't want to play a moba, tank players crying about other classes using their items, or solos crying about other classes in their lane. Then there's the players who whine about tanks in damage roles (i.e Atlas mid, warrior jungles) who just need to quit talking.

    • @Liefwarrior
      @Liefwarrior 8 месяцев назад +1

      I don't think the hybrid items were removed because they were too powerful on solo warriors, but rather because if they're good then you have warrior supports + junglers + hunters building them as well. Warrior-only class locking might do the trick to prevent this, but kinda feels like a band-aid solution. Tough to say tbh.

    • @CFallescence
      @CFallescence 8 месяцев назад

      @Liefwarrior yeah and that's what I was saying with the hp threshold idea, it soft locks the item onto only tankier builds so assassins or hunters can't just build it for free but if they wanted to go a tankier build theres nothing stopping them from using it effectively if they wanted to other than their kit.
      Warriors just need more items that specifically suit them irregardless if another class can use it anyways like animosity needs to be buildable off an actual item so AA warriors have something to build other than DT.
      Good Mobas have variety, Smite has little of that

  • @KingKatura
    @KingKatura 6 месяцев назад

    Yeah thats why everyone left because of how much it was changing & not really for the better. Ill have to look into everything more depth but i don't feel like anything has changed since last time, except the gear which just means weaker builds & more thinking goes into making them unless everyone wants a similar build.