SMITE 2 Alpha: The Good, The Bad, And The Buggy

Published 2024-05-05
Today we dive into my thoughts about smite 2 after the conclusion of the first alpha weekend! There are a ton of things I want to touch on, some are positive and some are the exact opposite. But they are all said with the explicit purpose of being constructive so Hi-Rez can improve the game because the potential is there for a truly amazing game! First we start off talking about the good parts and then we will kick it into the bad parts and bugs to cap it all off! Hopefully you enjoy this video and if you want to see more, then leave me a comment and let me know. Thanks for watching!

Smite Creator Nexus: www.nexus.gg/roger

Da Stream: www.twitch.tv/imcrankypanky


Chapters:
00:00 The good
13:56 The bad and bugs


Music by CreatorMix.com

#smite2 #gameplay #alpha

All Comments (21)
  • @RogersAquarium
    Remember that if you want to leave a comment then you can do it with poise and respect or not at all. I will very simply nuke your account from my comment section for the rest of time if you want to act like a stinker šŸ˜Also I've already replied to a few comments talking about split pushing so you can read those replies as I'm not gonna keep retyping them over and over!
  • @p.8967
    Finally someone that argues why they don't like beads instead of just stating they don't like it and that's it. As someone who's only watched the alpha, idk how I feel about it though. I think the most they should change is maybe having blink and/or horrific be an alternative for beads (remove the blink item then tho), so mainly jgers, supports and solos have flexibility. I don't want the old relic system back tho, because then 90% of relics just end up being useless again. So they should just make them items if they wanna keep those effects in (which they already partially did). While the grass doesn't seem like a problem to me, I do think they should give you 2 ward charges at a certain level, because for a flexible game it seems a bit too inflexible. I don't think they should let you buy wards tho, because I think why they changed it is because ppl just don't buy enough wards for their team, and now everyone has that 1 ward so might as well use it & they can balance more easily around that. The only issue with 2 ward charges is how they're gonna handle sentry wards. Like do both wards become sentries or is that too strong? Or do you have 2 ward buttons again, which one of is already used by an active item. Besides this mainly the beads issue is smth people are torn on, and I kinda expect hirez to take on the unanimous issues first for the next playtest. So like audiomixing, bugs, item shop intuitiveness. So I wouldn't be too disappointed if the beads and grass are still in next test, as some people also like them. And by taking the most glaring issues away first, they could see what people start giving feedback on that and who knows if ppl are bothered more by the beads & grass then, instead of the more obvious stuff wrong with the game rn. And the playtest was only a few days, maybe the beads and grass is smth that needs to be developed more and ppl need to find ways how to play with it properly. We'll see how it unpacks
  • @TAwNDurst
    can you tell me what is your pc specs ( GPU and CPU ) I want to know if it runs well on my pc or not
  • Odin's pulse on his three scales off intelligence. His high damaging ability on it's own ( other than his 2 *1 combo)
  • @damianvaldez9390
    I think itā€™s funny you and Thekingofbears both uploaded very similar videos within the same time framešŸ˜‚
  • @matthewbrock6129
    Iā€™ve played, over all I thought it was positive. Something you didnā€™t mention were the disappearing minions, causes you to get behind in lane pretty quickly.
  • @BrokerLower
    I ignored the t1 and t2 items as well šŸ¤œā­ļøšŸ¤› I'm sure they will flesh out the UI in all aspects
  • @SolarTimeGod101
    Add more bushes around targets to encourage more tactical play
  • @Kenwe
    Played a good number of games this alpha and loved it. Can't wait for the next alpha weekend. My take on the beads is that I'm fine with everyone starting with and having them. However, I do believe that the cooldown should be a bit longer. You should be able to get your one "Get out of jail free card" but after using it the enemy should recognize you are a sitting duck for a good while. That is their window to punish you. So that window should be significant. If the cooldown is too low then I agree it's a bad change. I don't get people saying everyone should have blink, especially if it's like the blink amulet which is a combat blink. If everyone had a normal blink on a long cooldown... maybe I could get behind it. If it's combat blink, then you all clearly haven't played Smite long enough. Combat blink was removed for a reason. You think everyone having beads is unfun to play against? Trust me, everyone with combat blink would be awful, we've seen what that can do to the game. I'm ok with the current implementation of combat blink on the blink amulet. It is very strong, combat blink always has been. It's balanced more now due to the fact that a support/tank taking it will be less tanky for doing so. A jungler taking it has much less kill potential after taking it. This is how balance works. You must give up some sort of power in order to gain it somewhere else. When it comes to wards, I like the implementation but it could be tweaked slightly. I like that your team must now be very cognizant of how and when to use wards. You can't just buy a ton of them and light up the jungle like a Christmas tree. The jungle should be a scary place. Being very aware of when and where you place them to secure objectives is good. One slight tweak I would make is have two upgrade options. You can get a sentry ward like they currently have, or alternatively you could get a multi-ward upgrade. This would give you two wards but you'd be unable to place sentry wards. This fits in line with the give/take and player choice. Thanks for attending my TED talk, have fun out there Smiters.
  • @VictorianVII
    I think the fix for the grass mechanic is to allow us to buy wards again 2 regular or 1 counter ward. I like the grass mechanic and honestly I wish it barrowed more from league where it basically acted like a fog of war behind the grass too cuz it makes no sense to walk into grass go invis then walk out the other side just for you to be visible again to people on the other side without a ward. 5 wards per team is just too few to comfortably ward the bushes and the rotation points.
  • @BasedChadman
    They need a lot more hybrids with a lot more hybrid-ity in their kits Otherwise, it almost feels like a troll to even add it to the game
  • @donpostram7395
    Good video, I disagree in the grass though. It can lead to a lot of cool plays
  • @sammyh.748
    I have mixed feelings on the grass. I like it especially at the jungle entrance/exit and throughout the jungle, but the grass does not need to be in the lane at all. Jungle grass should be jungle grass, not lane grass.
  • @Ish393
    Kuku ult feels so weak. But easy to hit. Hope it goes back to how it was hecause right now his 1 is almost equal damage to ult.
  • @FlintGiven
    did full tank ymir and dominated with 0 deaths. Hard to even get close to dying late game.
  • @FlintGiven
    League and Smite 1/2 are not the only mobas, grass and universal relics are over many games. Not that I agree with either to be in Smite 2 League is a traditional moba. Smite is an action moba, if anything compare it to another action moba.
  • Played the game, disagree on the beads, grass, and wards. I think those were very good changes. I also disagree (but slightly agree) on the split pushing. If you're just not paying attention, and someone runs down your lane, then that's a skill issue. However, it's incredibly aggravating to have someone literally run down one lane on spawn, nonstop, completely ignoring team fights & objectives. Still if your team is getting cooked in team fights, or are just noobs & are lost, you need a way to take the match into your own hands. Sounds are way too loud. Footsteps in particular, which really hurts Loki, but also throws you off a bit. I'd hear footsteps in the JG, look around thinking I'm being followed, and nobody is there.
  • Needs a lot of work on balancing fenrir and neith and yimir are to strong.
  • @HelenaHades
    You have to take into consideration that in order for the game to survive the game can't be too difficult to play. I know Smite is a strategy game but it's still a live service and you need to bring in new players for it's longevity. High skill ceilings can kill a game, like the grass and warding for example. A brand new player could easily get confused or frustrated about strategic ward placement and less options for stealth. I think a better solution would be to have people have 2 wards available to them and that certain characters like Cthulhu are unable to use grass but are naturally more tanky to compensate or something along those lines to give more reason for players to choose that god. Also perhaps if you're really that iffy about it. Hi-Rez could also allow options for grass or no grass maps, but if we want the future of the game to last we can't cater to higher skill players too much else it becomes too hard to get into even with tutorials.