Should SMITE 2 Bring Back God Classes?

preview_player
Показать описание
► Buy your SMITE Gems/Diamonds Here! 💎

► Help support the channel and get awesome perks!

► Outro Song: Allen Lande - The Forgotten Ones
Рекомендации по теме
Комментарии
Автор

Hell no. Or, to be precise, it's not necessary. I like class systems, but, unless they have unique item availability, then they're nothing burgers that just feel good.

dionjones
Автор

Tbh, they took the tag system from Dota 2 and it was a great choice. The current system tells you what a god does, rather than where it should be. Which honestly leaves a lot of interpretation so a god can shine in multiple roles.

ShadingNight
Автор

Im a huge fan of characters being able to do multiple things. In smite 1 I played Horus as a Jungler, a solo laner, and a support, and i know alot of people would laugh at me for this but it worked, it worked REALLY well. It would be awesome for this to be possible on alot more characters

JGburneraccount
Автор

All they are is titles. And they’ve already given these gods new titles, such as, solo, mid lane, jungle, etc.

FlipBoji
Автор

They put gods in roles that they know they can play so u just click solo and it gives u solo laners idk how anyone can be confused

arkaina-pspd
Автор

Just based on your opening argument, I'd say no. When you go to pick a god during a match, by default it'll filter by gods that are suitable for your role. I think that's enough to help people along.

kell
Автор

I think the easiest way would be if they added a “best played in (blank) role” tag to the god page

Ex. “Medusa: best played in Mid/ Carry” “Thanatos: best played in jungle”

Wade
Автор

The only thing that would help new players with the class system is immediately figuring out what damage type that god deals. Mages and guardians were always magical, assassins, warriors, and hunters were always physical.
Wirh Smite 2 it takes a little bit of getting used to who deals what damage at a glance as its soemthing you have to learn and know

gbtygfvyg
Автор

Perhaps those classes could be reworked into something individual gods could opt into at the beginning of every game, like aspects, with appropriate stat buffs and (hopefully not) penalties depending on what’s chosen.

I’m thinking something like…
Warrior: Bonus Health and HPS.
Mage: Bonus Mana and MPS
Hunter: Bonus Basic Attack and Movement Speeds.
Guardian: Bonus Physical and Magical Protections
Assassin: Bonus Strength and Intelligence.

ButFirstHeLitItOnFire
Автор

From a veteran perspective the longer this game has exsisted, the more "label" are enforced by the player what you should plsy, how you should play and where you should play. Before s4-5, people were no so concerned with enforceing this narrative how you should play the game.

Classes was definetly usefull to ensure what the gods are capable of, but it has become accociated with a specific playstyle that you must uphold or elsr you are trolling, in normal games

Biganimeogfantasyfan
Автор

They could just have 'suggested playstyles' for newer players. But it shouldn't be a design goal for gods. I've always played Baron Samedi as a tank and playing gods in unorthodoxed ways make the game more fun.

TriFekt
Автор

I really like the new system that highlights how a god typically plays instead of an arbitrary class. Classes annoy me because people tend to flame others if they decide to play a god in an "off-role" even if they can effectively play that off role.

skizzy
Автор

I think maybe a good middle ground would be to have a "legacy class" system. Where you could sort by the smite 1 classes, and just give old information to new players

DoubleMumble
Автор

Hello no.

One of the biggest gripes ive heard from new players was how similar mage kits were. Thats a problem of the class system and if thats gone then that means the devs can be more expressive on how kits fundementally function.

ralphcabiling
Автор

Definitely not. I think it's necessary for people to see a God get released and ponder what they could possibly do with it. It leaves a lot more experimentation to be done

Ziwiiz
Автор

Game already suggests what to play in each role so classes wouldnt make much sense, instead I would remove magical/physical damage and just make 1 type of damage . From a new player perspective damage types makes no sense.

At the beginning they had philosophy of:"it looks magical it deals magical and scales with INT". Not anymore

Neith deals physical damage while Sobek deals magical and scales with INT? How would a new player know that? Do they need to memorise every god?

With classes you instantly knew what type of damage a god had, now there are no rules and explanation to this stuff.


Even i still catch myself thinking Aladinn is physical.

tygrono
Автор

I feel like Leagues system of where champs are works well. It shows where they're being most played and if a god excels in multiple roles, they are shown are grouped into those multiples roles. And the champs shift around when patches and updates come out. Like Swain went from a support to now being played Mid and Top, he's never even recommended as a support anymore

trashcan
Автор

If it's just a label to make archetypes more clear for new players, yes.
If it adds specific passive effects to everyone of the same class, no.

In Smite 1 you can just learn that mages go mid, hunters go carry, etc... and it's very easy to understand even for a new player (obviously it's more deep than that but knowing this at first is enough). Smite 2 kinda lacks that, they do filter when you select a role, but at the same time they don't really explicitely assign a role to each god. It's kinda weird.

mekacrab
Автор

I think not having the classes is fine. The ability for every god to build any item instead of class specific items available makes it easier to play characters in roles they wouldn’t necessarily be made for. Plus the addition of aspects even further allows characters to switch up roles; so classes don’t really make sense.

zombieslayerj
Автор

Short answer: No. Thanks for watching 😁

proelgamer
visit shbcf.ru