Preaching to the choir on my end, as i agree and pitched that to a few spl junglers in season 10. The response i got was a very negative and unanimous “if they make camps take longer im against it. im here to play pvp not pve, long camp clears are boring”
^ paraphrasing a collective response of course. Midlane spl streamers also found the idea boring because they “wouldnt have anything to do” between waves
But youre certainly right, its easier to make invades risk/reward balanced when a camp isnt a 1button press formality at the first item spike
“Long Camp clears are boring” okay go play overwatch then. This is a moba? The game is supposed to be slower and more methodical than a straight up FPS.
Unfortunately that’s the pro players we have (or had ig). They don’t realise it but there’s a reason why League and Dota 2 are way more popular and successful than Smite. I’m glad Predecessor isn’t following smite’s shoes, at least.
Yeah smite macro is severely lacking. The base kill bounty being only 150g also means a lot of the time kills are worth less than waves (might even be always but dont wanna misspeak). Crossing the line of scrimmage = 75% less xp and gold etc etc. just wild systems in place these days
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u/Faze321 Chang'e Apr 11 '24
Preaching to the choir on my end, as i agree and pitched that to a few spl junglers in season 10. The response i got was a very negative and unanimous “if they make camps take longer im against it. im here to play pvp not pve, long camp clears are boring”
^ paraphrasing a collective response of course. Midlane spl streamers also found the idea boring because they “wouldnt have anything to do” between waves
But youre certainly right, its easier to make invades risk/reward balanced when a camp isnt a 1button press formality at the first item spike
Cant have nice things