I'm sorry, I am just stuck on 7:28, what was that Fenrir trying to do man. Dude. I think he's playing SMITE 3 while the rest of us were only on SMITE 2 that weekend. We weren't ready!
her ult is barely like Horus’s ult imo he can go anywhere on the mp and teleport his team. her ult is more for displacing people or getting a junglar off you lmao
Yeah I don't really get the Horus ult comparisons either. If you're trying to move teammates it seems like an infinitely worse Horus ult but that's because it's primary purpose is to move enemies. The leftover portal is a bonus to help follow up the initial displacement.
@@MastYT They are different enough mechanically though. Hecate reminds me of Ryze from League. Horus ult is still very unique. 100+ gods in the game of course there's going to be similar abilities on new gods.
Unless I misunderstood the patch notes, but the bonus damage on Thana's 2 is only on enemies in execute range. I don't think its going to make much of a difference since his one is pretty much a death sentence to any squishy already in threshold. I think it leans into his design.
to be fair mast, you weren't using her to her full potential. you barely charged her 2, her 2 works like olorun 2 but with abilities. that gives her more dmg
@lukaspecson6095 Theres an opportunity cost involved in taking time to charge it though, both in lost basic attack uptime, and losing your AA cancel opportunity.
@@Rill_1 yeah that's why they made it so you can cast the 2 pre-charge it and have it fully charged before the fight for the next fight. And trust me you do way more burst anyways with a full stacked 2 than adding an auto attack or 2
@@MastYT idk man, using at least 1 ability before hand feels better than just casting it alone. especially with the blue 1. also using the shield during gives free dmg so why not yknow. good video tho, cant wait to see the next smite 2 god change video
The only argument I’ve seen for increasing wards is “that’s how it’s always been”. My group of friends and I really found the limited wards as a fun aspect; it increases the risk/reward of roaming and increases gameplay variety. It seems silly to me if a player wants to have full vision of the entire map 24/7, as it’s a fair playing field for both teams when the wards are reduced.
I get that this is a video about smite and all, but when he mentioned predecessor when talking about combat blink.. I got the urge to ask if he's ever going to play that game again.
I think execute-based damage scaling on Thana 3 would be good with that Thana 1 change, as in making its damage ramp up per percent of enemy health missing. It would do its base minimum damage at, for example, 50% HP and above, but the lower you get from 50% , the damage starts increasing up to a certain cap.
bad take prob but, im ok with hecate being basic. Smite has been progressively making new gods more and more complex to play, and they need to chill. some of us just wanna paint circles on the map, not every new god needs to be a paragon of innovation and unique mechanics.
The issue is a bunch of players will complain about basic smite 2 gods, expecting new and unique abilities. This could leave Smite 2 with a bad reputation...
I feel with wards they could also add a charge timer to the current ward slot at a max of two (maybe a maximum of three) charges. Or give an option to purchase an additional charge, OR even an upgrade where at a certain level you are able to buy or you just obtain a longer ward timer at say level 10/15, similar to the sentry ward upgrade. All of this is giving you the longevity at the late game, but making the early laning phase you have to think about how you use your wards. I do feel a single consumable slot for potions would be fantastic, much like pred. But it makes you choose which pot you want as your refillable and you have to purchase other consumables in your item bar.
An idea for Hecate 3: First, make the shield cover both magical and physical damage. It felt really bad to have it only work against magical. Second, if that isn’t enough, maybe make it so that you have max DR while your shield is up? So it isn’t exactly a geb shield with a full cleanse, but it does help make CC less of a threat overall.
I was thinking like more like Morgana from League of Legends oh yes, bro she’ll only block magical damage like Hecate but blocks all cc for the duration or until the shield is broken oh and also the speed booth should work on allies as well not just yourself supposed to be like a mage support give her a little more utility
Hey Mast. Unsure if you'll see this. That comment you made at the end made me sad. I'm here for whatever you make. The bg3 vids, pred, hell if you started making sims content I would watch. Your personality is great and you're funny as heck.
Major thing that stuck out to me was that Hecate 1 is called TRIPLICATE FORM and it only has two modes? That seems like such a weird oversight/flavor fail. What if the third mode did even more damage to marked targets? So you get rewarded for hitting all the modes.
While I like this idea they said the concept was that each of the modes of the ability are her two versions of herself outside of the one walking around in game.
The Hecate take is wild IMO. I'm in fucking love with her kit. Just wish the 1 wasn't a swapping effect. Thanatos feels fucking awful IMO. The change to the three makes it seem like a goddamn cartoon. It's WAY too fast. I also like The Morrigan's kit anyway, but I definitely do wish there had been changes too. Most of everything else, I agree with.
honestly I don't think hecate is boring or anything, her ult is cool enough (11/10) that it carries the rest of her kit, which I think is like a 6/10. I always assumed that when people were talking about adding blink as an option instead of beads, they meant blink and not combat blink, which I was all for. Combat blink though just feels very brainless in most situations, as a jungler it's just a get out of jail free card for anyone I'm ganking, or I just use my combat blink as well and cancel it out, which isn't fun gameplay for either person. It's also impossible to counter things like ymir blinking while ulting, or chaac blinking while ulting, etc. etc. because you can't even put them in combat. Balancing by cooldown doens't feel like enough to make that unfun-ness go away. I would much prefer a regular blink that still allows for outplay potential, but has a lower cooldown, is easier to counter, and is not a get out of jail free card. I think the slightly lower skill ceiling is more than worth it for the overall higher amount of skill required.
mast... been lurking on your channel since you started pred videos and i may or may not have copied some of your builds. anyway lemme just say. NICE. keep doing you! you earned a sub for sure love me some smite 1 and 2
Honestly, it's unlikely they're gonna have acceptable servers ever. High Rez has shown that server performance will never be a high priority for them. Because there's no immediate return on investment like a licensed skin pack has. This is a major reason why they'll never reach the heights they want to, they don't really focus on the player experience, but what they can get out of them
I don't mind not having consumable slots, but at least give us more options for ward upgrades. Like let us buy additional wards, ward duration extensions, different ward effects, ranges, etc.
hecate needs more spice, her passive is pretty nothing if you shift her passive to working like her 2 where it charges on abilities cast and once full gives a big meteor auto like atlas but ranged, that would free her 2 to be something thats a little more magical. consumable slots will never happen the game is likely already impossible on controller with active items, abilities, interact key, and vgs theres very little option for adding more dedicated buttons.
"given that wou watch this you probably aren`t interested" I watch all your content dude, smite and pred :P I learned of Pred's existence cause of you and it`s a good watch ^^
For the wards, I really like that it has it's own button. But I agree we need to be able to have more than one. What if instead of a straight upgrade to a Sentry you get a build tree where you can choose to upgrade your ward to a Sentry or you can upgrade to get multiple wards?
I genuinely don’t think we need a consumable slot. Potions in item slots is really not an issue and if they make the free ward not complete trash then you don’t need to buy them.
potions don’t need their own slot forget you’re only using them at the beginning of the game Mast and you don’t use no more that’s a waste of a active item spot. You’re basically getting rid of an active item spot for potions. That’s the one thing I don't like about Pred his potions taking up items slots that’s the real reason why they can’t truly add active items to Pred because they have health potions, taking up an active item slots. Smite 2 is taking a League approach so that you can have more active items
I agree with everything you day tbh. And especially Hecate, she is ridiculous and very boring at the same time its nuts lol. I think shes a bit garb tbh. And they do really need the consumable slots. That's incredibly silly not to have.
But, but Mast on stream Ajax was all snarky about how they actually change the characters. Do you mean that number changes and slight mechanical adjustments aren't enough??? You must be crazy and too demanding of Hi-Rez. You can't expect them to put more effort into their big game, that they are banking on singlehandedly saving the company from bankrupcy. You sir are too entitled.
I haven't played this playtest, but from what I have seen it looks like they are doing a better job with fun changes besides God kit reworks. Bringing combat blink into the game seems really fun and also imo should stay because it seems like a core moba mechanic for the most part. I am a little disappointed with Items though. The active item you mentioned is really cool, but I feel like the stats on items in Smite 2 are very underwhelming and I don't FEEL the items impact besides maybe a few. I think every item should have it's stats buffed across the board to really make it feel like I am getting stronger as the game goes on. I also think that almost every item should have a passive and I think there should even be items with a passive AND an active. Items are one of the more exciting parts of Mobas because it gives u the feeling of getting stronger and stronger as the game goes on. I want to really feel like I am getting stronger from every full item purchase. I honestly feel more strength in Smite 1 items right now. Also I think they should get more creative with ability scaling within the game. Almost every god in Smite 1 has either magic power or phys power scaling. Like why can't we make Ymir 2 scale with hp? Or make Anhurs ult dmg scale with attack speed? Or make Odin shield scale with prots? The scaling variety would particularly help warriors/tanks feel better. In Smite 1 if u play a warrior u have to rely entirely on proc effects to do dmg as a tank meaning your tank stats provide u with nothing except tankiness which leaves u with no damage amplification other than proc items. If more tanks had abilities that had damage scale with tank stats then it would open build flexibility.
I get the game is in "alpha" and there's room for change but the visual style looks pretty locked in and i gotta say it: SMITE 2 looks bland as hell like someones first project in unreal levels of mediocre and uninspired. The map looks like a bunch of bought store assets lamely taped together. The UI looks like a chinese knock off game like everything else already looks uninspired but the UI takes the cake it looks as if was bought directly from the unreal store and put into the game as is no modifications to the original product . Weirdly enough despite how simple the game looks which you'd think would increase visibility is oddly working against it feels like everything is slightly grayscaled unless its enemy and the enemy is so red and their HP UI so bulbous so despite visually doing so much less the visual clutter has somehow gone up (how???). It has no identity other than its the follow up to smite and even knowing its not near full release one can get the impression game is not going to have nearly polish or new content to be a true sequel to SMITE 1 just a re-release to get people back in the door for a little while. (OW2 vibes anyone?) TL:DR is dont hate the games gameplay I really have nothing to say on it its really just more SMITE but visually its such a downgrade to its own predecessor which is insane to me and it just looks like a cheap asset snatcher.
I don’t understand the fun behind combat blink. Most of the time it allowed players to have poor positioning or it was just a waste of a relic because everyone has one. Nobody built blink because you gain no ground avoiding cc when everyone can just chance you with free movement. The cool flashy things I saw in games and streams were possible without of combat blink. I never saw something fun or interesting with combat blink. Just pointless blinks or fights grinding to a halt.
@@fronk_alt but does “some” hype moments warrant the overwhelming amount of unhype moments and lack of variety in choices and play style? I’m not saying there’s not opportunity for some cool plays but there’s a hinderance on variety and tactics. It belittles strategy and positioning because everyone has a get out of jail free card. No different from how aegis just negates a team fight because you just ignore it.
@@quints4ever I think Combat Blink was a lot more fun than beads and fun is all i care about. Been playing SMITE so long that having a new way to move around is exciting.
@@fronk_alt I don’t disagree it’s different, which is exciting. I just don’t know how viable it is as a permanent option. It was taken off of the original blink item from alpha 1 because it lacked counter play and forced builds. It’s doing the same thing to my relic slot now. If it stays it needs some way to balance and allow other options.