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I don't even play ranked for the reasons above, but casual Conquest suffers from the same flaws. The only difference is that mm in casual is bad because rarely does the mm strive to equalize premades on both teams, and even rarer are the premades of equal skill, so nearly every game is decided by which premade had the worst player.
Idk about the 2 person party thing. I queue 3 man in ranked joust 24/7.
Ah, okay I see this is more of a conquest aimed post. I don't play conquest.
lol.
Seasons 2/3 were the highlights as far as competitive goes. Worlds was hype aswell. Then idk what happened. They wanted to cater to Xbox pad players, or maybe they don't understand the game at all. But all changes since season 4 onwards made the game more and more casual. Damage went up, survivability down, abilities are made easier to hit, all items that do something else except buff stats get removed (fatalis, golden bow) and they just keep adding more stuff onto the map that doesn't really matter just to give everyone more gold. Like the totems and chalices etc. In my opinion it just clutters the map and makes it look terrible and inflates gold gain.
Most people just play arena, which is fine. It's a casual mode for a game that Hi-Rez themselves decided is a causal game. Nobody cares about ranked conquest or even e-sports anymore. If you go to reddit it's all about god designs and art. Then they release a blog post about adding a ward to your active slot, and reddit goes "yeeesss so amazing!! I love placing wards!!!" When in reality it doesn't really matter and nobody on reddit even understands or cares about ranked conquest.
It's fine if they want this to be a casual game, but idk why they are still forcing conquest. Eg. you get exclusive rewards just for playing ranked conquest and it's still the "main" mode when they have done nothing to make it more appealing. With appealing I mean competitive and fun and engaging. Instead they do constant random changes that don't matter and steadily casualize the gameplay more and more.
So it's intended to be garbage?
This system makes perfect sense for people leaving matches that have already started, but applying this system to people who leave ques during the pick/ban phase is not only stupid, but self-defeating, as it reinforces the whole "Matchmaking Lottery" garbage that currently dominates ranked; it exists as 1 variable in a web of nonsense which aides in making ranked a genuinely trash-tier experience for anyone who wants to grind it.
A more reasonable approach would be to cap the penalty @ 20-30minutes for people who dodge during the pick/ban phase, rather than suspending accounts for 24+hours for something so trivial. That way, there exists both an incentive to not dodge AND a viable method for avoiding cancerous matches with cancerous teammates who throw games before they even start with troll picks.
But the danger of losing a game at any point in the match is the thing that makes one MOBA better than the other, tbh. Not the "win lane, win game" mentality.
And as it's a team game, you exactly shouldn't be able to carry the whole game by yourself and should depend on the team effort.
Except that SMITE does everything in its power to keep games close by making early-game kills give negligible rewards and making Phoenixes do insane damage until you have full build.
SMITE holds your hand more than any other MOBA that I have played, and each new season doubles down on this.
Well spoken. Ironically, the meta now is much more team-deathmatch than last season despite everyone getting a rechargeable ward. Almost every match you see rotating death squads of 3-4 people typically around 10 minutes. Laning is almost nonexistent anymore.
You're missing the point.
A MOBA can't be wholly dependent on teamwork in the manner that Smite is while simultaneously barring you from having any effective & meaningful way of deciding who to have on your team. As the OP stated above, you can only que ranked with 1 other person, & attempts to decide who you do not want to play with via dodging matches during the pick/ban phase result in account suspensions.
What you're left with is a ranked system that is completely dominated by matchmaking lottery, making wins & losses more about RnG than individual skill. Having your wins & losses in a Ranked playlist be primarily dictated by RnG is The Premiere Example of what it means to take flattening differences in skill to the extreme. This is beyond stupid and beyond absurd.
Tbh I don't like crazy tower dives in every match, in a way I'm kind of glad that they do a ton of damage. Otherwise meta game turns into a matter of building a team of who dives best.
Also I don't necessarily agree with hand holding though, as there are almost no auto-targeting damage in the game and you have to land all of the shots by your own skill. And you don't have an omniscient consciousness on the visible map, so you'll always have to pay attention to the minimap and communications more than ever.
I don't know about the ranked queue system though, I haven't tried that yet, that might suck, so no comments there.
But from what it feels like, a lot of the problems mentioned here potentially could be rectified by the game being more popular and played by more people. Which is sadly not the case.
LOL, tower diving does happen in this game as early as level 5. In general, towers and especially minions deal FAR less damage than they used to in S3. The phoenix should not have that much health and power considering that the map is so large; this makes comps designed to win through early game pressure not feasible because you would need to win several teamfights before the entire team has enough of a lead to end the game early. This is why all matches (that are not complete blowouts) last until everyone has full builds.
Nearly all of the best characters have large hitboxes or big AOE targeting. Danza and Cthulu are one of the newest and greatest offenders of this. Characters with line abilities generally do not have enough damage to compensate for their kits being harder to land. Thanatos' 1 comes to mind as an ability that is not easy to land yet does a lot of damage, but that is only after his recent rework; characters like Ne Zha and Serqet do pitiful damage considering that their entire kits rely on landing critical line abilities. Meanwhile, Danza can deal 75% of your life at level 2 with his taunt money bag combo which is guaranteed to hit at a certain range. Combine this will the absurd amount of cc, and landing abilities are very easy to do.