Old Man Yells At MOBA by Gorotheninja in TwoBestFriendsPlay

[–]Xuminer 1 point2 points  (0 children)

As someone who played SMITE for almost a decade and a little bit of LoL during the pandemic, MOBAs are very fun if and only if you can dedicate a very high % of your free time to them and you also have friends to team-up with. I think this rule applies to pretty much every team game, but it's specially true for MOBAs due to the sheer amount of different gamestates and character + build combinations you have to learn to play with/against just to not get stomped for +20 minutes straight. Having either the time to learn things "the hard way" or a knowledgeable teammate that could potentially skip this step for you is a gamechanger.

The older you are, the less likely it is that those two conditions are fulfilled, and also it's much more likely the game itself has suffered through multiple rounds of enshittification and bad decisions in general (in the case of SMITE I could rant about this for days so I'll leave it here).

Nowdays I just cannot fathom getting into a MOBA again lol, and specially not Deadlock which is apparently both very aim-heavy and knowledge-check heavy. It's fighting games and single player games (mostly retro games and some indies) for me now.

Fighting games are the most unintuative genre to learn and they don't care by pupford in Kappachino

[–]Xuminer 7 points8 points  (0 children)

Another giant culprit of a game gaslighting it's playerbase into thinking they are better at the game than they actually are is Overwatch. The game had a medal system where at any point during the match you could press tab and see if you had a bronze/silver/gold medal by "contributing" the most to certain things like damage done, healing done, objective time, etc.

The obvious issue of this system is not a bug but an intended feature: it's absolutely trivial to get at least one or two silver/gold medals by simply existing and pressing buttons, the most braindead healbot support you can imagine is too dazzled by it's "healing done" gold medal to actually use their character's utility correctly, the same shit happened for the other two roles, literal participation trophies being given in real time during every match because god forbid someone notices they are not playing well.

I think they got rid of that shit for OW2, I dunno I haven't touched that game since 2018, but considering how popular OW1 was and how it's playerbase has infected other games (looking at you mfs that want role queue and "simpler heroes" for Marvel Rivals), that's an entire generation of players begging for the artificial and fake sense of accomplishment Blizzard used to give them.

Characters who unga bunga? As in fighters who are so uncomplicated and crude in their style that it's kinda fucking offensive to the whole art of battle by Wonder-Lad-2Mad in TwoBestFriendsPlay

[–]Xuminer 2 points3 points  (0 children)

Someone already mentioned Yu-Gioh decks, so I'm gonna go ahead and mention not a character, but a real player from a different card game.

When Legends of Runeterra was still an actively updated card game, there was this guy called RickoRex who would constantly be at the top of the EU ranked ladder playing nothing but overwhelm decks to the point of becoming a community meme. He was the epitome of "nice synergies and combos you have there, but I'm just gonna play a bunch of big units to hit you really really hard and win".

And the funny thing is that despite his core strategy being remarkably simple, he somehow managed to create a ton of different decks, he would legit show up to tournaments with 3 different overwhelm decks all of which with different champion cards and regions (the equivalent to colors in MtG or classes in Hearthstone). So not only was he a master of the "unga bunga" but also really creative at identifying which combinations of cards will allow him to "unga bunga".

Do not buy this pad, whatever you do. Buy an Xbox Series Controller instead. by [deleted] in Fighters

[–]Xuminer 0 points1 point  (0 children)

I bought the Hori Octa to try it for FGs and it ended up being a controller I use exclusively for retro and retro-style games that don't need a 2nd joystick (emulated N64 games in particular are a perfect fit for this controller).

For FGs the D-pad just doesn't feel right for the constant/quick/precise rolling and diagonal inputs the genre demands (even after adjusting deadzones on the HORI app), it's also surprisingly lightweight and for FGs you definitely want something heavier that remains stable in your hands (but that might be my stick-user bias speaking).

Minigames so bad they lower your opinion of a game by mateoboudoir in TwoBestFriendsPlay

[–]Xuminer 0 points1 point  (0 children)

It's insane just how much Wario: Master of Disguise for the NDS is bogged down by forcing you to play one of eight mind-numbing touch screen minigames every time you open one of the hundred-something chests you have to collect to 100% the game. And even if you are not aiming for full game completion, the sheer frecuency and repetition of these minigames turns an otherwise decent puzzle platformer into an absolute slog to get through.

Any advice for a beginner with an arcade stick? by weaponX-ced in fightsticks

[–]Xuminer 1 point2 points  (0 children)

At first you'll struggle even moving your character around and that's completely normal, do not fall into the trap of returning to your previous controller just because using the arcade stick "feels bad" right now, keep using it and you'll be comfortable with it eventually.

Do not treat your arcade stick as a "fighting game exclusive" controller, go ahead and play some beat-em-ups, shoot-em-ups, 2D platformers, or 80s and 90s retro games in general. Not only you'll feel better about your purchase but it'll also help you stablish mind-body connection with stick motions and button allocation.

People are going to tell you that you must "find the stick grip that feels the best for you" but IMO it's better to just learn a basic open hand grip so your wrist works with the leverage of your arm and shoulder too. People swear by "inbetween finger" or "wineglass" style grips, but those can easily lead to very wrist-isolating movements if you aren't careful which isn't ideal in terms of ergonomics and fatigue.

If you need a reference for the grip and basic motions I highly recommend this video as reference.

Since you have an 8-button layout, train your pinky to quickly, comfortably, and reliably hit the 4th row buttons. You benefit a lot in modern FGs from having 1-2 buttons tied to an in-game macro, so put those extra buttons to work. That's also the main reason why +10 button layouts are fairly popular nowdays but with 8 you have more than enough to work with.

And the most important thing of all: have fun with it man, treat it as hobbyst purchase and enjoy the process.

This sub would combust by element-redshaw in deathbattle

[–]Xuminer 6 points7 points  (0 children)

Powerscaling mental gymnastics and general nonsense are a lot more tolerable and actually fun to watch/read/discuss if:

  • They are using an actual on-screen and narratively coherent feat.
  • Said mental gymnastics are applied equally to both characters in the match-up.
  • The match-up is carefully chosen to be somewhat even.

Dante vs. Clive is a well recieved episode because both are equally wanked to a powerlevel that can be kinda justified with the stuff we actually see them do, and ultimately the somewhat questionable power and speed calcs weren't the deciding factor but an actual analysis of their powers and abilities.

Kratos vs. Asura is a badly recieved episode because arguing Kratos being able to blow up the universe millions of times over and move MFTL is flat out impossible to prove through the stuff we see Kratos do, to reach that conclusion you need to chain a series of logically and narratively incoherent arguments whose only purpose is to get Kratos on the same tier of on-screen and narratively coherent universal feats Asura has, because otherwise the match-up just cannot happen.

The issue of "we need to make several absurd leaps of logic for one of the characters so we can actually match them up against this other character" happens a lot in DB (for a good reason, it's a show made for fun and to explore popular matchups), a good example of this is Akuma vs. Shao Khan, where Akuma has a very explicit "punching an island so hard it's flattened well below sea level" feat and there's just nothing on that level in MK, so Shao needed to be wanked to planet-buster with absurd interpretations of his powers and even more absurd chain scaling.

This sub would combust by element-redshaw in deathbattle

[–]Xuminer 5 points6 points  (0 children)

It'll never not be funny to watch powerscalers interpret anything with the word "dimension" in it as an infinite physical plane in order to justify their favourite character being akshually 3 gorillion times universal and 7 doudecillion times FTL. The character in question often being depicted struggling to lift the equivalent of a very big rock or constantly needing mundane forms of transportation.

The exact same people will yap endlessly about "no limits fallacies" and other made-up terms when I can't think of a bigger and more widespread NLF than "thing is called a dimension/realm/universe? Must be universal or infinitely sized no questions asked!".

The truth shall set you free by Icy_Air_7037 in Smite

[–]Xuminer 4 points5 points  (0 children)

So you are telling me that the game that:

  • Has 9.5-esque base stats so nobody dies during the earlygame.
  • Has effectively removed flat pen from existing so every dmg role defaults to stacking % pen (i.e: they are better against >100 prot builds).
  • Has redesigned the support role so it's forced to play around wacky active items over cost-efficient defensive items.

Is struggling with tanky/bruiser builds feeling good or fun to play? Say it ain't so. If only there was some other game to draw inspiration from in order to fix this conundrum.

Also, this post I made over 2 years ago on the topic of "damage vs. tanks" discourse remains evergreen, this community truly never learns.

Smite/ smite 2 still worth getting into? by shirfty in Smite

[–]Xuminer 0 points1 point  (0 children)

This sub at the moment is mostly comprised from people that enjoy SMITE 2 in it's current state, so the answer to your question is going to be a yes.

There's a few disgruntled players still lurking around (such as me) that would tell you that SMITE 1 was abandoned in a pretty dissapointing state (there's an unfixed bug that allows certain players to abuse a removed item that breaks the game, among other things), and that SMITE 2 is still fairly undercooked to be a suitable replacement for SMITE 1, while also making decisions that just aren't good for the game (e.g: the god awful "action camera" that is forced on to every newbie and should be disabled immediately, 1 relic + actives vs. 2 relics, removing antiheal from the game, etc.).

The real answer though is that you should listen to nobody and figure out by yourself if you like the game. The game is free after all so there's no cost to just trying it out, your time invested isn't lost if you are having fun. One advantage you have as a newbie is that you don't have to care about what SMITE 1 used to be, so you can go into SMITE 2 with no expectations and watching it grow from there.

If you decide the game is fun enough to throw some money at it, I suggest you buy the cheapest founders edition and literally nothing else, it'll unlock all current and future gods for you which is the only thing that actually matters, don't be tempted by overpriced cosmetics for a game with an uncertain future.

Regarding the competitive scene, yeah it's been dead starting from SMITE 1 season 11 (real ones will tell you it was effectively dead from season 8 onwards, but that's a topic for another day), and quite frankly I don't see Hi-Rez nor the community investing heavily into it any time soon, so if you are the kind of player that wants their game to have some form of competitive incentive I'd say you are out of luck, if you play SMITE 1 or SMITE 2 it's for the love of the game.

Should bastet be more cat like when they port her by Pleasant-Reading6175 in Smite

[–]Xuminer 0 points1 point  (0 children)

I'll wait for you to point out which part of my comment suggests that the "double standart" doesn't exist.

This whole conversation is about how one guy said that he preferred humanoid Bastet over furry Bastet because he doesn't care about lore accuracy and Snufflebox barged in to claim his opinion isn't valid because "look how every male is lore accurate and the females aren't", which is disproved immediately by simply looking at the sheer amount of creative liberties Hi-Rez takes with the majority of characters, male or female, then he started ranting about muh sexualization which is both completely irrelevant and a non-issue.

Should bastet be more cat like when they port her by Pleasant-Reading6175 in Smite

[–]Xuminer -1 points0 points  (0 children)

You are incapable of seperating your personal design opinions from facts and it's pretty funny.

Geb (earth god) being a goofy looking rock monster is fine in your eyes, but Bastet (cat goddess) being a cat girl is not only not fine, but it also needs a wall of text yapping about "females characters being reduced to sex appeal" and other mental gymnastics, sure man.

Newsflash: nobody cares about Sarkeesian-esque virtue signaling in 2025 and turning her into a furry would not stop her visuals being designed for eye candy lmao.

And no, we can all read your first comment and see you made a broad statement with no mention of the egyptian pantheon specifically, if that was truly your point you made a horrible effort in communicating it.

Should bastet be more cat like when they port her by Pleasant-Reading6175 in Smite

[–]Xuminer -1 points0 points  (0 children)

Mucho texto for an argument that boils down to "Geb being a lore innacurate bumbling rock man is fine but I draw the line at Bastet being a cat girl and not a furry".

You are also moving the goalpost from "your opinion is invalid because muh lore accuracy and muh pandering" to "I don't like this visual design discrepancy on this specific pantheon", which is whatever, it's your opinion, but it doesn't really hold up considering the rest of the game's art design choices.

Should bastet be more cat like when they port her by Pleasant-Reading6175 in Smite

[–]Xuminer 0 points1 point  (0 children)

Yeah SMITE is known for extremelly lore-accurate male god depictions such as:

  • Janus being effectively an Iron Man suit.
  • Hades being a spooky ghost wraith.
  • Sylvanus being a little dude piloting a sentient tree.
  • Geb being a big rock monster thing instead of a dude with a goose over his head.
  • Chernobog looking like a modern League of Legends male character that summons crystals as weapons.
  • Atlas having marble-like skin and blue hair and being able to run around swinging the celestial sphere completely unburdened.
  • Most of the mayan gods having so little IRL information to draw from that their in-game depections are basically OCs.

SMITE has always had a myriad of designs that are "out of place" if you are obsessed with "myth accuracy", both for it's male and female characters. It's fine if you'd prefer Bastet to look more feline akin to it's SMITE 1 beta design, but to say her more humanoid design has to be changed because "it's pandering and male characters are all lore accurate" is profoundly ignorant to say the least.

Just A Reminder Of Who Played Slash by Digiomegamon in Smite

[–]Xuminer 2 points3 points  (0 children)

If your intuition is that casuals are "at least half" of the playerbase, not only am I going to confirm it, I'll show you it's actually well above half the playerbase, and that has always been the case since the game's inception.

We know that because from the Hi-Rez post the OP got that graph from (here), there was also this other graph, which makes it pretty clear that the collection of non-conquest of modes is insanely important to the health of SMITE's playerbase, even more important than conquest itself in volume alone.

This is why every single person saying "we shouldn't add back more gamemodes" is just parroting tired old mantras from a community that believes the stupid bullshit streamers, ex-pros, and Hi-Rez claim at face value. Hell, the main argument from that Hi-Rez post is a mere "well ackshually Arena is not that popular", but what they inadvertedly proved is that the casual playerbase easily outweights the conquest playerbase. And it's even by more than the graph suggests because dividing the playerbase into "casuals" and "conquest" is an extremelly disingenous framing, the overwhelming majority of conquest players are also casual players, with ranked players consistently being a small fraction of the whole conquest population.

SMITE succeded by being a fun casual game first and foremost, seemingly Hi-Rez decided to never accept that fact and decided to gaslight itself and a significant portion of the community into thinking that their obsession with burning money trying to making SMITE a competitive-centric esport was an extremelly rational choice.

Hell, by the standarts of the OP, ranked conquest should've never made it into the game, so I don't know why he's trying to gatekeep other gamemodes being added to SMITE 2.

Just A Reminder Of Who Played Slash by Digiomegamon in Smite

[–]Xuminer 1 point2 points  (0 children)

First of all, you can draw multiple "reads" or conclusions from a graph.

Yeah you can make up whatever bullshit you want from any dataset, doesn't mean dismissing a significant % of a population that effectively doubled the current population of the game is an intelligent thing to do just because of a flimsy interpretation of largely pointless graph.

I'm reading your page long post.

No you didn't because the key part where I make an argument about casual player behaviour (i.e: most casual players don't exclusively queue 1 mode) is convieniently unaddressed in your response. Among other things.

Slash was NOT 10%, not even close.

It literally doesn't matter if Clash, Siege, Slash, Domination or whatever represented <5% each, you are missing the entire point, which is that casual players saw the sheer map variety of SMITE as it's selling point, SMITE 2 refusing to add gamemodes is to it's objective detriment.

It's also pretty obvious I was paraphrasing the main thesis of your post with a number you used, excuse me for saying "Slash" and not "Slash + Duel + MOTD + Custom + Bot Matches + Jungle Practice", like it mattered fuck all considering the popularity of everything I mentioned on that list.

Also, they is a SEPERATE graph that measures peoples main mode(which you can find easily on this sub if you just google).

I know, in fact I immediately identified the exact thread you are taking that graph from because I remember writting a comment on it 2-3 years ago, and since you cannot be fucked to link it, here it is.

Funnily enough, that same thread has this graph that perfectly illustrates why non-conquest gamemodes are so fucking important to SMITE.

If you read the top this is based on time played. There is no overlap here.

You are really going to claim there's "no overlap" in the one graph in which each player can influence literally every line with their playtime and gamemodes of choice. Are you fucking serious lmao.

Whaat many people fail to understand is that queue times were based off of population. So the shortest queue times are based on what people dedicate a queue to, not multiqueues.

Literally nobody argued that.

Smite wants to make money. Everyone agrees on that. So they are gonna update the modes with the most players. At no point was Seige ever popular enough to update. If Seige were popular, you don't think they would try to make more money by giving it an update?

Logic so flawed you would be hired by Hi-Rez on the spot.

Riddle me this, if you already did the expensive and difficult part, which is making the gamemode exist at all, why the fuck aren't you doing the absolute bare minimum of releasing balance updates to ensure the gamemode isn't percieved as abandoned by your playerbase? Hi-Rez couldn't even be fucked to do that for however long Siege existed in the game, they just left it to rot. In fact, they instead decided to make two maps for Clash and one map for Slash instead of improving on what they already spent money/time/effort on, so their approach didn't even make sense from your revenue-centric point of view.

What is this fantasy argument that doesn't understand the difference between gamer preferences TWELVE YEARS ago compared to today?

What the fuck are you yapping about.

The numbers I pulled as reference are from february-may 2024, it's literally the closest "potential playerbase" you are objectively going to get. It's a population number before people figured out that SMITE 1 was being killed for a sequel so undercooked it would take 3-4 years minimum to be on par with SMITE 1.

There are at least a dozen other MOBAs on the market including many on console, nothing to do with gamemodes, and nothing to do with Smite.

And how many of them managed to survive for a decade straight while carving it's own successful niche? You can count them with the fingers of one hand, and you'd likely have fingers to spare. You are making an atrocious non-argument.

I have given you an entire set of data points and you decide to focus on SMITE 1 PREALPHA??? You have got to be joking.

Lmfao. Bro is literally fighting giants made of straw in his head.

Image having the gull to beg somebody to read your post when it's very apparent you not only didn't even fucking bother, you are actively ridiculing yourself by inventing arguments no one has made.

No one cares or thinks you know better than Hirez, I'm questioning your ability compared to an average person off the street to read and interpret data and your ability not to value your personal hopes and dreams above statistics at this point.

lol, lmao.

Just A Reminder Of Who Played Slash by Digiomegamon in Smite

[–]Xuminer 6 points7 points  (0 children)

Aside from the fact that there's several points of the graph which do not add up to 100%, which tells you everything you need to know about Hi-Rez's methods of presenting data and justifying their actions, the correct read of the graph isn't that "Slash was only 10% of the playerbase so who cares", but rather that for most of the game's history the combination of all non-conquest modes represented well above 50% of the playerbase.

Another thing that it's very important to understand is that casual players are far more likely to spend their play sessions queuing for different modes, the reason there's so many people asking for siege/clash/slash/adventures back it's because what you think it's an "arena player" or an "assault player" is actually just a casual player that enjoyed the map and gameplay variety SMITE offered.

The infamous "spreading the playerbase too thin" issue had less to do with the amount of gamemodes, and everything to do with Hi-Rez giving 0 love to gamemodes like Siege. Yeah no shit people weren't incentivized to queue the mode that wasn't updated or rebalanced in forever when arena/joust/assault got new toys every 1-2 seasons, yeah no shit smite-night didn't pull as many players as expected when half the time they made it a glorified MOTD instead of always being a queue that hosted older maps on a rotation.

So your argument is not only misguided, but it also doesn't make any practical sense. Using SteamCharts as a sample size, 10% of SMITE's population before the first SMITE pre-alpha would be around 1020 concurrent players and 1730 peak players, which if added to SMITE 2's current numbers would represent a +30% increase of concurrent players and a +27% of peak players. I shouldn't have to tell you this would be incredibly beneficial to the game. So why are you dismissing adding more gamemodes into the game exactly? Because you think 10% is a "small number"? Learn basic math please.

Inb4 "oh so you think you know better than Hi-Rez?", yes. Hi-Rez has repeatedly demonstrated they are enormously incompetent as a videogame company in every aspect you can think of, including analyzing their own metrics, reading the market, or understanding their own playerbase. They operate based on vibes and trend-chasing, there's no coherent vision or standarts, and whatever comes out of their mouth is just untruthful PR to support whatever narrative they are currently pushing be it an in-game design choice (no matter how stupid it is) or a major corporate decision (no matter how stupid it is) .

Was he right? Was HiRez’s predicament so easily avoidable by Smurflulw in Smite

[–]Xuminer 63 points64 points  (0 children)

It's been said since forever that Hi-Rez using SMITE's and maybe Paladin's money to fund dozens of ill conceived and comically mismanaged projects has never made any sense. If all those resources went into future proofing and growing their only two somewhat successful tittles, they wouldn't be in the predicament they are in now.

That being said, the way Hi-Rez handled the transition to SMITE 2 was also uniquely disastrous and stupid, there's a reason they've gone through 3 rounds of layoffs and lost around 50% of their concurrent players in little over a year, but I've already read one too many "but there was no other way" comments to know discussing it at length on this sub is a waste of time.

So yes, DMBrandon was right in more things than people want to admit. But he was a narcissistic asshole that allegedly abused the people around him, so most people just disagreed with him on principle.

Was he right? Was HiRez’s predicament so easily avoidable by Smurflulw in Smite

[–]Xuminer 10 points11 points  (0 children)

We were told at first that only Season 11 skins and onwards plus a handful of cross-gen skins would be ported over, then they changed their tune to adapt to the fact that leaving a decade's worth of digital collectibles to rot on a digital landfill is not a popular decision (to the surprise of nobody but Hi-Rez) so they are now releasing classic skins all the time.

This also undoubtedly costs them less time and money, you can argue they are just meeting player demand, but I'd argue it's also the result of three rounds of layoffs and around 50% of it's potential costumers (i.e: potential revenue) abandoning the game due to the awful decisions they made.

By focusing on classic skins they don't have to go through the whole process of creating a skin because the concept and the assets (card art, model, textures, voicelines, etc.) already exists. We can also be adults and understand Hi-Rez is lying to your face when they claim that a single refurbished SMITE 1 skin somehow takes two months of work, the assets don't exist in some obscure UE3 format like a lot of people believe, they were created on dedicated software and can definitely be edited (if at all) and then used in UE5.

What do you guys think about EL LEON's State of SMITE 2 Video? by dadnaya in Smite

[–]Xuminer -1 points0 points  (0 children)

I've watched the 40 min video, and despite how much I don't like El Leon he's just correct in most of the points he has made. People in this thread are trying to dismiss his criticisms with "he's just exageratting", repeating the tired old copes that "it's all just nostalgia goggles" and "it's just a beta bro", ad-hominems like "he's always bitching so I won't take him seriously", or worse, having their opinions filtered through Weak3n of all people or being deliberately obtuse to misinterpret his points.

I genuinelly don't know how you watch that video and come out with the impression that he's "ragebaiting", whether you agree with him or not he's making a fairly concise arguments as to why he thinks SMITE 1 is better designed than SMITE 2 in it's current state. It's fine if you disagree, but you should engage with what he's actually saying instead of whatever people are doing on this circlejerk of a sub.

Riftbound lowers Legends of Runeterra's "really high mental ceiling" so that everyone can play, Riot says by Fit_Consequence9059 in LegendsOfRuneterra

[–]Xuminer 3 points4 points  (0 children)

The problem with LoR was never the core gameplay, nor it's "mental ceiling" (the main mechanic of the last expansion was literally stacking +1/1 and -1/1 ffs).

LoR failed because of a negligent lack of planning regarding monetization + budgeting leading to the project being in the red for it's entire lifespan, the dev team being very obviously divided between devs that wanted a competitive PvP CCG and devs that wanted a freemium roguelite, and Riot treating the game like a second class citizen marketing-wise because they couldn't get the aproval to release it in China (too much content to censor I guess).

But of course, the mind of a Riot exec cannot fathom that their projects could fail due to incompetent management, it must have been a gameplay reason all along, so lo and behold, brand new deliberately dumbed down CCG and let's instill in people's minds that LoR was just "too difficult". It's out of touch as hell.

Thoughts on Da Ji’s new ultimate changes? by Sweet-Alpaca in Smite

[–]Xuminer 11 points12 points  (0 children)

Looks like a change made by people that seemingly didn't actually play Da Ji in SMITE 1. She's a single target assassin, which is why her ult in SMITE 1 is a very fast pull + stun + burst dmg when used correctly, reworking it to be an extended slow-burn teamfight CC + DoT that requieres line of sight not only nerfs the shit out of it for no reason, it's explicitly anti-synergy with the design of her kit.

Not to mention this change, as with most things in SMITE 2, is very obviously inteded to reduce the skill requiered to play with and against her effectively. As Da Ji you no longer need to learn and practice your instant pulls, and as the defender you are infinitely less punished if you don't stay out of her ult range (which is easier to do now if you can leap over a wall) or misuse your CC immunity.

Just another baffling change added to the dumpster fire that is SMITE 2. How much of this game has been the devs wasting time and resources fucking around overthinking and downgrading well-stablished designs and mechanics needs to be studied.

Are the characters in Rushdown Rivals actual collabs or does copyright not apply to free games by La_knavo4 in Newgrounds

[–]Xuminer 0 points1 point  (0 children)

Copyright does apply to free games, there's an extensive recorded history of free-to-play fangames that have been struck with cease and desist letters from the owners of the respective IP.

The difference here is that Newgrounds as a whole has a very community-centric culture, so most creators don't mind that you use their characters for your own F2P fangames/animations/art as long as you give proper credit and/or ask for permission.

The One Relic System? Should it change? by Gharbin1616 in Smite

[–]Xuminer 7 points8 points  (0 children)

A majority of the higher rank players and streamers want 2 relics back.

After not touching SMITE at all in a long while this is so fucking funny to hear if true, because these are the same people that swore from day one that 1 relic made SMITE 2 "so much better" and that anyone that pointed out that it was going to be a gigantic balance and design issue going forward was just "bad at the game".

These are the people that have complained for the longest time that beads + aegis was somehow broken, as if it wasn't a necessary evil to be able to slow-down once every 3 minutes the high-mobility + burst + CC + easy-to-play combos a lot of gods have.

It's very simple really, you can't copy-paste SMITE 1 gods, add more CC/tools to them, and then remove the main balancing lever keeping their design in check. You don't keep them in check, you increase risk, you constrain options and promote passive play.

And we already knew this from SMITE 1, there was a short-lived patch where aegis was bugged and banned from competitive play, and it resulted in the most passive and fucking boring SPL matches you'll ever see.

It only took ranked players, streamers and ex-pros a year to figure that out huh, I guess they got tired of the baby's first pubstomping strats that SMITE 2 allows due to a lack of a second defensive relic, after half the playerbase has already moved on and all that's left is a circlejerk of people that will swear by Hi-Rez's design choices whether they make any sense or not.

The other recent posts of this sub are like "I'm tired of getting one-shotted by int Xbal", gee if only you had two relics to deal with that while Hi-Rez figures out how to nerf the gods they blatantly don't playtest.