BREAKING: PATCH 9.5 REVERTED IN SMITE!

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On the topic of long match time, I recently got a 55 minute BEHEMOTH of a game where I went something like 23-4 as Cu Chulainn and LOST because our Ymir dced

neminem
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Tbh the only reason I ever get long games is either because teammates refuse to surrender (mostly for games where it's unwinnable despite trying to play as a team) or because people just straight up do not know how to close out a game/infinite stalemating.

jackalzonearts
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How different would the reactions have been if instead of just t2 getting passives they took those concepts and just made a crap ton of glyphs there would have been massive hype if they dropped 12 more glyphs in a patch

cryptochronos
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Did everyone suddenly forget WHY 9.5 came about in the first place? The frustration from the burstiness was all over the place, for flipper's sake!
Granted, the tankiness increase didn't seem to be the best approach... I personally loved 10.6 The Nerfening 2: Item Boogaloo way more! As you may remember, after 9.5 there was one more Nerfening on 10.6 with significant Item power creep nerfs.
I'm assuming 10.6 item nerfs are staying? Hey, I've always been interested in that scenario: reverting 9.5 tankiness but keeping 10.6 lowered item powers. I'm hoping that will be the case, because I think it'll have potential to be a good state.

Akwatypus
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I think people were wayyyy to mean about this update. I thought the tier twos were really interesting. I always get excited when I build tier two doom orb and now they are all like that and it’s not the biggest change but I think that’s still cool

LosFloresLunares
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Gonna be honest, probably gonna drop Smite 1 until 2 becomes available then. I don't enjoy the one shot insta death pre-9.5 had.

ShadingNight
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This is going to be so annoying. One shots where the only counter play is beads/ageis are not fun or skillful. This is just going to make the game one shot or be one shot and it's going to be infuriating.

crazyblade
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Honestly, I'm not thrilled with reverting 9.5. The quick time to kill was just too extreme. If you were a squishy, you pretty much died to a regular combo (not an ult) if beads were down.

Even tanks didn't feel very tanky (although, that's one of the most frequent things to shift in the meta: tanks being overpowered or dying way too easily, so I'm less committed in giving that as a reason).

I'm not saying that characters like Ullr and Susano don't take skill or anything. They do take skill, but with a bit of skill there just isn't enough counterplay. You burn beads and then die the next time they have combo up.

calebowens
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I didn't play during season 9 and I'm only used to the slower TTK that we have now. I feel like you already can get bursted down so fast that making it even faster is going to feel miserable. Stalemates are usually where most of the fun happens in competitive games. I guess it will be interesting to see how it feels, but I'm not very excited for it.

Missingno
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I think this isn't quite nearly the mass shared sentiment that they're claiming it is. Pre 9.5, the game had devolved to a state where whoever it the other first win the fight. Consequently, there were usually at least 4 blinks on a team. The tower offered zero deterrent factor.
But at least the game has naturally devolved to such a state. Just doing a spontaneous full-revert in some areas sounds like compounded frustrations.
If the community's already at a point of peak frustration, this could easily be one of the worst routes they could take.
It also happening to be one of the easiest routes that they could take, it seems like they're looking for a quick easy way to accomplish the feeling of a game changing mid season update without the labor/time investment that a healthy one would require.
We'll see how things go.

lupuslogos
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Yesterday I heard Bobby and Kurt saying it is literally just Lermy and Rowe working on Smite 1. Not sure how true that is but that's the word on the street.

GunShark
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i honestly liked the 9.5 changes and think it was needed, what has happened since is from the other stuff they did. bring on smite 2

dainbramage
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The problem with 9.5 after effects were mostly the changes done AFTER 9.5, not 9.5 itself. I loved 9.5 because it promoted teamplay, grouping, and positioning over snowballing, punishing mistakes early, and carrying games solo; that's why there we so many early surrenders.

But they basically added more bloat to the game and items: worse CC, more CDR on items, more flat pen on items, etc... So all those changes meant nothing, and instead of more survivability, we went back to being bursted down. Ultimately, the problem is that people have more fun bursting and steam-rolling rather than working on a team to take down a difficult target, or focus on their backline. People complained about warriors killing and being unkillable, despite being a mid-game ADC with poor positioning...

It boils down to people having more fun bursting down folks, even if it's not healthy for skill expression and pro-play. What really bothered me the most was the healing rework; certain gods healing capabilities went to crap because they weren't buffed, and gods like aphrodite became insufferable to go up against, because she can build tank and still get a ton of heals off.

So what's a good balance, then? I'm not sure, but changing how healing works, along with removing hybrid items, really killed the game for me; not the TTK change.

GuiriTV
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So what you're saying is more snowball

zenmartian
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Lol. Bring back the bruiser items too while you're at it, keep the items closer to Smite 2 items instead of uber stat sticks.

ewww
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Honestly big ball move from Hi-Rez and also very considerate to be this quick with a response to the community input. To me the only thing that should be reverted is the base hp and scaling changes made. Making towers, minions waves, and objectives tankier was a smart move to slow down the game, but making everyone tankier in the early game just made early pressure feel meaningless. On top of the 9.5 patch, plenty of anti-snowball mechanics have been added to the game like shutdown bonus, chest camp, reduced xp and gold from getting kills when ahead, etc. On top of all this, the season of souls update, that happened in year 10, reduced power across the board by 30% which drastically reduced dmg on top of the fact that everyone is just tankier from 9.5. The last 2 years of Conquest has been all about late game and every game is nearly guaranteed to be over 30 minutes long just bc u can hardly do anything with early game leads. I am very excited to see how this plays out and even if it sucks, the devs can always cut back on the changes.

THEDILLYWIGGLE
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But I liked not getting one shot by 2 adc
The time for kill was bad în tanks got melted and mages deleted at high lavel play....

rafaelvasile
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Excited to see how this goes! Def think the change was great for new players, learning all 120 god kits is way harder when you are dying to 2 buttons one item in for most the game for sure. But this change is welcome to me and prob every other veteran! Focus on longtime fans for smite 1 and make smite 2 more new player focused at first IMO

Snagavitch
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I prefer the longer TTK as we can have actual fights and not burst downs. But, I get get why they did it.

Bowie.
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9.5 changes were extremely needed when they released, I'm worried about the oneshot meta coming back.

carlosportuguez