Upcoming XP Changes

Yeah which is kind of dumb.

The first person view just lends it self much better to a battle arena game without any nuance.

Isometric lends itself better to the dota elements.

They should be going the opposite way they are going and add more complexity to laning and remove some of the team fight.

Its going to fail because Battlerite has already tried this with a much better attempt than Blizzard can do and it has failed.

If they wanted to do something like a pure battle arena, they should of taken WoWs engine and tuned it more like smite without lanes. Just a pure arena brawling game.

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Thanks to listening our FB team.

I think your (now limited) efforts would be better applied to what the matchmaking changes have done to queue length.

Since that patch, Iā€™ve waited between 7 and 10 minutes to play several heroes: Gaz, Ragnaros, Leoā€¦ others.

Why is that a good thing? Why give preferential time/xp to less played, less preferential selections?

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Maybe itā€™s also the extrem ā€œtuchy-nessā€ of todays society that leads to silences for good players - if you tell an other player what he does badly, he just reports you instead of listening to this advice. Yes, maybe the advice isnā€™t formulated with flowers but with spikes, but itā€™s an adivice anyways. Today ppl just complain about the spikes that scratched their soft skin instead of ignoring those scatches, use them to grow stronger and see the really counting thing behind that will help them get better. (Iā€™m not saying this has to be the case every time someone getā€™s reportet - far off, but in may cases it will be like I say)

I think itā€™s something else entirely: The lack of proper tutorials and an INGAME team-coordination tool. This game is very team based ā€¦ something the QM mode was (and still is) bad for. You canā€™t just pick a hero you want to play (but the game mode you play 1st teaches ppl exactly that and gives you wrong impressions); you have to ajust your hero choice regarding your teammates and the picks of your enemies.
New QM tries to force you to pick roles according to some teambased play; but it still doesnā€™t work since you have no idea about your mates at the point of choice and ppl were still wrongly educated into the ā€œI play what I want and it doesnā€™t matter what my mates or enemies pickā€.

Itā€™s kind of sad that Smite has a clan system in place yet HoTS couldnā€™t manage to. I think QM was a mistake honestly, they should have just had unranked as the starting point and then had a permanent ARAM mode for people that the QM mindset targeted.

In Smite thereā€™s no ā€œQMā€ type thing of picking a hero and just randomly mashing together, you just queue for say a normal conquest, get in, decide on who is playing what role like what happens in a draft screen in HoTS, pick the hero you want for the role and go with everyone picking at once. Then that progresses to ranked where bans and pick order come into play with swapping.

I actually like the EXP and catapult changes; games feel way better now due lack of snowball.

I really like the exp globes, it really helps with soaking and showing ppl how to soak without explaining that you have to be close to minion deaths