SMITE 2 Pc Game Cracked

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SMITE 2 Pc Game Cracked Free Download GAMESPACK.NET


SMITE 2 Pc Game Cracked Free Download GAMESPACK.NET The beginning of the Alpha was weird, because I could tell that I’m playing Smite, but everything felt SLIGHTLY off. Fenrir didn’t feel the same and I missed multiple leaps because it wasn’t what I was used to. Some autos felt weird, Ymir felt strange etc. But that faded away as I got more used to the classless system of smite 2. Guardians aren’t tanky and deal no damage by default, hunters don’t outbox you by default. Once you get used to Smite 2, it feels just like Smite 1. I love the idea of Smite 2 items in theory, but the implementation is a bit lacking at the moment. Some of it is because it’s an Alpha, but some of it MIGHT be due to weird design decisions, so I want to comment on it. Generally speaking the store felt okay to use once I got used to the layout and item icons, but it was harder to navigate than Smite 1 item store for sure. Also the inventory felt really hard to use somehow. I struggled to change my keybinds because items just wouldn’t move. TOP/BEST ADULT VIDEO GAMES IN UNITED STATES OF AMERICA (USA)

Items losing stats once they get upgraded is weird. For example in order to build Soul Devourer you need to build 10% pen, but the item itself doesn’t have penetration, so you have penetration at some point, but then lose it again. This feels weird. There is another item that requires you to build 40 INT to make the tier 3 item, but the tier 3 version has 15 INT. Losing 25 INT when you complete an item feels really off. I get that it’s a balance decision because you gain an active/passive, but it still feels odd. There are some bugs with building items, which will probably get ironed out, but in general using the item store was pretty damn janky. Sometimes the game would refuse to buy an item for some reason and I’d have to click around until it allowed me to buy the t1 Axe that I so desperately needed. Just a sidenote, it’s Alpha. Sins of a Solar Empire II PC Download

By far the biggest problem with the items I have is T2 items with actives. I like the idea in theory, but in execution it seems really weird. Basically you can build a T2 item with a powerful active, but once you complete the T3 item you lose the active. Olmec Blue gives you an active that shreds 10 magical and physical protections from enemies around you, which is a really strong active in the early game, but you lose the active once you turn it into a T3. I’m not sure what the best approach here is, maybe just add T2 items that don’t upgrade into things? Either way it seems weird to have a powerful tool that you just lose once you upgrade your item. Similar to losing stats. The other example I have is passives. Some item passives are completely fine to lose, but some feel REALLY off. For example if you want to build Jotunn’s Revenge, you need to build Caestus, which has a defensive passive. “Passive: When you are hit by a Hard CC effect you gain 15 Physical Protection and 15 Magical Protection for 4s”. It just feels weird to have 30 prots on a Fenrir/Loki and then once you get your big power spike you turn squishy?

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