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You also have the 5? free rotation gods and the initial 5 or so free gods (Yimir, Ra, Artimis, Gaun Yu?, Neith... think theres a couple of others, cant remember since i have the God Pack), personally they are all fine gods to start with and given the price of the Ultimate God Pack when it goes on sale (ie 50% or more off), its worth getting that since its all current gods and all future gods so it pays off eventually since they release a god a month? and if you want to continue playing Smite its well worth the money to pick up for its convieniance alone.
many ez giveaways that include god+skin (visit smitegame.com)
you can get any god for free on lvl 5 and 10 (and maybe 15,20,25, not sure)
artemis, agni, hades, kukulkan cost less than other gods (don't know the reason)
god pack is rly cheap and includes all future gods + refund for already purchased gods
I can give you details that we worked out a few months ago when someone had a similar question, but basically between the login bonuses, weekly quests, and first-win-of-the-day bonuses and favor earned from matches you can unlock a new god once a week with playing a match or two a day when you log in.
Bottom line, Smite gives away tons of Favor, so even if the "prices" LOOK higher, you can get Favor faster than you can get currency in LoL and therefore you should be able to unlock gods faster. It'll still take you over a year to unlock all the gods in Smite, but both games have around 100 characters either way, so Smite still wins.
Just one more question, are there reworks in the game? One practice i hate in LoL is Riot pretty much removing champs that have existed sometimes more than FIVE ♥♥♥♥♥♥♥ years and changing them to pretty much a new champion, does Hi-rez do that with their Gods?
I'll link to the wiki page of some reworked gods in Smite so you can see how that has functioned.
Ravana
Before the rework his Passive gave him increased damage for each chained auto-attack, and he was a much more basic-attack-damage focused boxer who would try to focus a single target, whereas the rework gave him a health shield every so many basics, making him tankier and his abilities were given more power making him a more ability-focused generalist (which better fits his Warrior class IMO, where before he was almost an Assassin). His abilities still functioned practically the same despite the stat adjustments.
https://smite.gamepedia.com/Ravana
Ratatoskr
Previously Ratatoskr's passive gave him a permanent acorn item that could be built along 4 different paths and added different effects to his abilities depending on which of the four acorns you chose. This gave him a LOT of versatility, which many players loved, but because the acrons themselves could pretty drastically change his kit and playstyle at any time (you could sell one acorn and buy another partway through a match) it was incredibly hard to balance him. So the rework simplified his passive with a single acorn item, and most of the acorn's effects were split between his other abilities in a more predictable fashion.
This was one of the more controversial reworks because lots of players enjoyed his previous versatility, which was cut down greatly, but again, most of his abilities remained the same, besides Flurry also being changed from a previously more complicated mechanic (so some people complained heavily about him being "dumbed-down").
https://smite.gamepedia.com/Ratatoskr
Hopefully that gives you an idea from some of the more recent reworks as to how HiRez does reworks. These were actually some of the more drastic (non-beta) reworks, this year the "reworks" have mostly focused on changing or adding passives or just changing the base stats (Hades) of gods who have seen their role in the game shift from their initial design in much earlier seasons.
Thx for the explanation, and something good to see is how they ban gods from ranked when they change something they never do in LoL, which makes from some one sided games when ppl decide trying new champs in ranked is fun