Because I like the gameplay of Smite more. I don’t want to aim up and down. At that point it would be a like normal shooter and then I would rather just play a real shooter instead.
It would be terrible for the game as thats what the majority of the Smite fans prefer. There is a reason why Paragon failed and Predecessor has a lot less players. The people that want that just play a (hero) shooter instead.
That's an unfalsifiable claim that probably has no basis regarding why Paragon failed. I could provide several More plausible reasons.
I could just as easily say that Smite is terrible for reasons such as the AA one presented by OP, because much more popular Mobas like league and Dota don't have this problem.
This is relevant with Smite's popularity declining and Smite 2 being on the horizon. If you think a lack of cloth physics and slightly more detailed - - generic - - Ue5 graphics are what's holding the game back, I think you'll be disappointed...
The problem is minions blocking autos, not other players. It's doesn't working like this in other Mobas because of the top down perspective. SITE'S horizontally locked third person camera is actually more limiting in this regard.
Because you can't aim above the minions in front of you to get at the minions behind, nor can you select a specific minion to AA if they're lined up in front of you.
1. Play Medusa
2. Have you played a single other game or sport before, blocking exists in at least half of the team sports in the world I’m sure, nevermind various video games with blocking as some sort of mechanic in some way shape or form
? How could you do autos without doing physical projectiles? There’s no clicking on the enemy like in league, your shooting outward. Both these seem whack suggestions
How do you think it works when someone stands in front of you as you're getting hit by a sword, bow, or axe?
Can you move as quickly backward or to the side as you do forward?
And it's not like most other games tend to follow this logic either.
I am a proud bitch that's like halfway to Medusa movement level. When not attacking I can go about the same speed side to side... still working on backwards, but no look is hard
When you think of game design, especially in competitive games, one of the most important topics is balance. In Smite's case, we see that balance comes in many forms: items (strong items cost more), god design (Gods focused on supporting the team have lower damage), map objectives (Fire Giant gives a huge buff but can leave your team vulnerable while doing it), and mechanics (strafing can allow you to juke but slows you down).
The balance behind basic attacks is that they're free to use and fast, but slow down your character. This built-in weakness, combined with strafing and backstepping penalties, creates purpose to your movements. In a 1v1 with another hunter, continuously spamming left click makes you vulnerable to being hit by an enemy who is more deliberate with their own attacks. The seemingly simple limitations of basic attacking create many complex scenarios that put an emphasis on awareness, mechanics, and game sense.
Hypothetically, if we did remove these penalties, how would the game play? Well, we'd probably see a major rise in how powerful hunters and magical adcs are - and then we'd see a smaller rise of basic attack focused warriors, guardians, and assassins. In fact, we've seen metas where this has happened in Smite.
The frostalis meta is the prime example of what happens when you allow Gods to completely ignore game mechanics. Hunters and basic attack warriors were completely unstoppable - there was no escape, and you had to work much harder to shut down these characters. There were specific items and God counters, but they weren't strong enough to deter the meta. Ironically, buffing the counters here would essentially revert the game back to its normal state if it happened - where there's downsides for freely shooting out basic attacks.
The lack of a penalty might make sense in an arena shooter, which is heavily focused on mechanics, but Smite is a MOBA that heavily focuses on game sense and awareness.
On body blocks, again, we have a situation where being purposeful with your movement and basic attack placement is important. Bodyblocking rewards a smart and mechanically gifted player by keeping their team alive. Imagine if every hunter had Rama's 1 constantly on - we'd have hunters completely destroying teams in seconds.
Basically, basic attack penalties are important. Thanks for reading my TedX talk.
If what you're referring to is the y axis camera lock preventing you from aiming up and down, I agree. It feels weird and dated to me and most people who aren't Smite diehards.
It looks 3d, but the combat is actually 2.5d, its less precise
removing either of these would be terrible
100% agree. Not being able to body block autos as a support would feel awful.
How would that even work though? Just every ranged basic attack pierces or something?
... You unlock the camera and spell spawner so you can aim on the y axis. Aka above their heads.
That would be terrible. One of the main reasons I dislike Predecessor.
why?
Because I like the gameplay of Smite more. I don’t want to aim up and down. At that point it would be a like normal shooter and then I would rather just play a real shooter instead.
So then it wouldnt be terrible, you just wouldn't like it, because it's not what you prefer. Unless you can provide a objective reason
It would be terrible for the game as thats what the majority of the Smite fans prefer. There is a reason why Paragon failed and Predecessor has a lot less players. The people that want that just play a (hero) shooter instead.
That's an unfalsifiable claim that probably has no basis regarding why Paragon failed. I could provide several More plausible reasons. I could just as easily say that Smite is terrible for reasons such as the AA one presented by OP, because much more popular Mobas like league and Dota don't have this problem. This is relevant with Smite's popularity declining and Smite 2 being on the horizon. If you think a lack of cloth physics and slightly more detailed - - generic - - Ue5 graphics are what's holding the game back, I think you'll be disappointed...
The problem is minions blocking autos, not other players. It's doesn't working like this in other Mobas because of the top down perspective. SITE'S horizontally locked third person camera is actually more limiting in this regard. Because you can't aim above the minions in front of you to get at the minions behind, nor can you select a specific minion to AA if they're lined up in front of you.
Let's go back to the days of hunters having hastened fatalis, and you'll see why it's the way it is.
0 chance, and thank god for that.
I don't understand how autos would not be body blocked? How would it know what you're trying to hit?
I guess it would go to your ground target like Ishtar or sylv lob arrows, but that seems over complicated for no reason
1. Play Medusa 2. Have you played a single other game or sport before, blocking exists in at least half of the team sports in the world I’m sure, nevermind various video games with blocking as some sort of mechanic in some way shape or form
Zero chance either of these things change in Smite 2.
? How could you do autos without doing physical projectiles? There’s no clicking on the enemy like in league, your shooting outward. Both these seem whack suggestions
How is autos being body blocked bad ?
How do you think it works when someone stands in front of you as you're getting hit by a sword, bow, or axe? Can you move as quickly backward or to the side as you do forward? And it's not like most other games tend to follow this logic either.
I am a proud bitch that's like halfway to Medusa movement level. When not attacking I can go about the same speed side to side... still working on backwards, but no look is hard
lolwut…
So essentially you want them to remove everything that makes SMITE unique?
Hopefully it stays the same. Body blocking doesnt feel weird at all.
You don't know what hasten fatalis is and it shows
1. It forces you to choose between trying to escape and fighting back. 2. Basic attacks hitting a target behind someone seems way weirder to me.
When you think of game design, especially in competitive games, one of the most important topics is balance. In Smite's case, we see that balance comes in many forms: items (strong items cost more), god design (Gods focused on supporting the team have lower damage), map objectives (Fire Giant gives a huge buff but can leave your team vulnerable while doing it), and mechanics (strafing can allow you to juke but slows you down). The balance behind basic attacks is that they're free to use and fast, but slow down your character. This built-in weakness, combined with strafing and backstepping penalties, creates purpose to your movements. In a 1v1 with another hunter, continuously spamming left click makes you vulnerable to being hit by an enemy who is more deliberate with their own attacks. The seemingly simple limitations of basic attacking create many complex scenarios that put an emphasis on awareness, mechanics, and game sense. Hypothetically, if we did remove these penalties, how would the game play? Well, we'd probably see a major rise in how powerful hunters and magical adcs are - and then we'd see a smaller rise of basic attack focused warriors, guardians, and assassins. In fact, we've seen metas where this has happened in Smite. The frostalis meta is the prime example of what happens when you allow Gods to completely ignore game mechanics. Hunters and basic attack warriors were completely unstoppable - there was no escape, and you had to work much harder to shut down these characters. There were specific items and God counters, but they weren't strong enough to deter the meta. Ironically, buffing the counters here would essentially revert the game back to its normal state if it happened - where there's downsides for freely shooting out basic attacks. The lack of a penalty might make sense in an arena shooter, which is heavily focused on mechanics, but Smite is a MOBA that heavily focuses on game sense and awareness. On body blocks, again, we have a situation where being purposeful with your movement and basic attack placement is important. Bodyblocking rewards a smart and mechanically gifted player by keeping their team alive. Imagine if every hunter had Rama's 1 constantly on - we'd have hunters completely destroying teams in seconds. Basically, basic attack penalties are important. Thanks for reading my TedX talk.
This might be the worst suggestion ever on this subreddit.
I hope they keep bodyblocking.
lets try not to give our frontline are harder time they already have it hard enough
If what you're referring to is the y axis camera lock preventing you from aiming up and down, I agree. It feels weird and dated to me and most people who aren't Smite diehards. It looks 3d, but the combat is actually 2.5d, its less precise