What is the best MOBA!? Smite or League of Legends?



Find out what is the best MOBA! Smite or League of Legends? A longterm moba player explains all including, client differences, skins, prices, gameplay, communities, bugs and developer feedback!

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00:00 – Intro
01:27 – Clients
05:03 – Stores
12:50 – Gameplay
22:44 – Ranked
27:55 – Bugs
30:30 – Devs
33:35 – Conclusion

#bizzleberry #MOBA #LoLvSmite

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38 thoughts on “What is the best MOBA!? Smite or League of Legends?”

  1. Hope this helps people find the differences between the two games 🙂 – Feel free to put some questions about the games if you want to know and I will be still be uploading League & Smite content on this channel. Both games are good but in their own right <3

    Love ya and if you ever wanna say hi join discord.gg/bizzleberry and verify 🙂

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  2. great insight. I myself simply can't feel hyped by league's bird's eye view camera like the way SMITE's more action-oriented camera does. I'm also a jungle main so I love the fact that smite gives me the advantage for successfully ganking from behind them. It actually makes me feel like an assassin sneaking to take out enemies from behind and that's fun.

    imagine if SMITE had League's budget though. It makes me feel like only a small fraction of League's gains go back into the actual game, most of it probably goes to marketing or gets pocketed by executives. I like spending money in smite because I feel like a bigger cut of my buck goes back into the game instead of funding the CEO's next yacht.

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  3. I’ve been hating leagues ranked mode recently. When I win I only gain 12 LP and when I lose I lose 17 LP. Also whenever I try to play mid or top lane I have to wait 4-5 minutes to get into a game. Idk what’s been going on with league but it’s a little frustrating.

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  4. I played some league after having playing smite for years, but the main thing I like about smite allot better is the 3rd person it just feels way more interactive than just clicking where to go on a screen from a birds eye view. League was pretty fun though and I definitely didn’t mind playing it.

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  5. Great overall guide but about Smite's arena… maybe you NEVER got the full (mainly x-box) parties of arena matches where level 160 "gamers" try to manhandle against randoms. Disappointing thing and there is nothing casual in this. (And I was in the update show patch chat you showed 🙂 )

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  6. Agreeing in nearly everything you said, except in smite you get a really good value from the battle pass its pretty cheap and once you buy it you will make gems for the next one just by playing the game, you totally skipped it. Also you get free currency/gems for just logging in and for the first win of the day, league is grindy bc you can get like 50 essence a day which is not very much. Second thing is ranked, smite ranked is pretty bad because the game is far more casual than league. Im at 1300 hours and have played like 5 ranked games XD And to the charybdis buggy release, its true but for some defense its the 2nd most buggy release after baba yaga i can think off, usually the releases arent that buggy. Great video!

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  7. Gosh. I could go on whole rant about how stupid Riot is for . . . A lot of things, just concerning League

    Not bothering to update champ visuals for years and lettong 70% of the whole roster get old and clunky.

    Not giving us anymore fun PVE modes.

    Letting the expansive storylines of skinlines hang there for no reason (Odyssey, StarGuardian, PROJECT etc.)

    Firing top narrative writers because they ask to do more and push for more diversity in writing, after years of service to Riot Games. 😐😐😐

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  8. SMITE devs also occasionally share things like god winrate at different levels of play in different gamemodes to help justify changes they feel are needed to the character. If they ever discuss reworking a character, they have a very clear set of criteria that they will consistently use to decide for or against the rework.

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  9. Both are good. I came from lol to smite when smite was in beta and been playing it since then. I think smite does some things different, but there are also things which are just not as good as it lol does in my opinion. But for me personally, I had just more fun playing smite, especially with friends. I think reasons would be the gameplay of smite which is more fun for me and also the modes it has or sometimes also time limited brings. I would also agree that it is more indie'ish like in comparison to lol at least, with the random stuff smite sometimes does (in a fun way which i personally like). But I can say all in all it is just personal preference so I would try both

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  10. personally i think you missed something really important and that is that in smite you get 50 gems (gems are RP but in smite) every week just by login in. so you can purchase things in smite without paying

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  11. The 3rd person view in Smite feels more immersive, and for anyone interested in any kind of mythology, it makes it that much more fun to play, honestly. I played the OG original DotA custom map in Warcraft 3 back in the day, which started the entire MOBA genre, and it was fun and all that, but definitely not as immersive, especially these days when RTS games are hardly played.

    As to bug fixing: keep in mind that League is an older game, and also a much more simplistic game in terms of movement and ability placement/skillshots, and all the interactions with those in teamfights. It's a lot harder to fix bugs in a game where it's a 3d style environment than a top-down isometric. Also, to be fair, Charybdis (pronounced Ka-rib-dis) has some unique things in her kit that made things interesting to say the least in terms of bugs. I feel like Smite has more of those issues BECAUSE they try to do new and interesting things with each new god, like with Cliodhna coming up, she'll be the first god to have a deafen mechanic and make other gods unable to hear in-game sounds when hit by that debuff, and she can phase through walls (at a ramping health cost), which no one else can do. I'm certain there will be issues with it upon release, but Smite devs have always fixed these issues and are very mindful of game balance.

    The entire Smite dev team and talent team are great folks, and genuinely enjoy interacting with the community and take suggestions and criticism of things into consideration. I played League for a little bit and it honestly felt just like dealing with Activision Blizzard devs: "Shut up and play the game we give you, if you don't like it, quit". Well… I did 😛

    As for the characters and such themselves, I just don't feel any connection to any of the champions in League. Even reading the backstories and lore and stuff… it's just not making me give a shit, you know? With Smite, I'm a fucking GOD dude. It's SO satisfying to put the hammer down on punks as Thor from up in the air with his ult, and it's fun as hell to be the god of rad graveyard parties with Baron Samedi and give everyone drinks and shit. It's so cool to see the different pantheons I grew up learning about being playable characters in a game. Hauling a gigantic boulder out of the ground and chucking it at people with Hercules is like "SO STRONK" and makes me flex irl lol.

    Overall I do agree with most of your assessment, although I still feel like League is more popular just because it was the one that lasted out of the first round of MOBAs, and not because it's doing anything particularly better or different. It's also hard to really full compare the two since Smite is a 3rd person setup with everything being a skillshot, instead of just clickclickclickclickclick.

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  12. Great video! Some feedback that I think you kind of touched on, but glossed over, imo, is that in Smite every ability, and even your autos, are ALL skill shot, whereas in league, you have much more point and click mechanic. It's been years since I've played LOL, but I remember a distinct difference between the two is that aspect.

    I'm not suggesting there aren't skill shots and league is easy because of that difference, but it makes landing things in Smite more rewarding. The is no ability where I click on the enemy character and my sun will hit guaranteed, I HAVE to aim it.

    Editing to add: I've played MOBAs since DotA 5.84b on WAR 3 and the locked camera of smite makes you focus and pay attention to the map, as well as depends on your team for MIA calls more. I have, between dota, lol, hots, dota 2, and smite countless thousands of hours.

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  13. Nice video, love to see a fair comparison, you did a great job 🙂

    In my opinion, League and Smite differs quite a lot, I've played both games for almost 10 years now, so I think I can say something.
    1 – Client
    League client is just horrendous perform-wise, it's heavier than the game itself, it runs separately, it's extremely buggy. I downloaded League these days and it's the second time I had to reinstall the whole game just because the client wasn't working at all, the first time the client just froze and fully stopped working even with restarts, the second time every time I finished a game the client just blacked out forever and I had to restart the game. On the good side, it is so much better looking than Smite's.
    Smite client has it's problems, the navigation is kinda bad, somethings aren't well organized, there are a lot of minor bugs but nothing gamebreaking. There's this bug that is quite annoying that happens a lot with my friends that the queue just get stuck at 0 and you have to restart the game.

    2 – Store
    League has direct purchases, Smite has a lot of chests and loot boxes and it's quite annoying. Getting BE on League is HARD, if you don't rely on missions it takes quite a while to save up to buy a 6800 essence champion, because you only get essence when you level (and the average is like 1500) and it takes like 5 level up to get this amount. In Smite I would say it's almost too easy these days, so not that good either.

    3 – Gameplay
    Now I would say that both games go even further apart, and it's more than just RTS vs 3rd Person.
    In League the most difficult thing is macro play, the whole strategy, when to push, when to do dragon, when to rotate, map awareness, jungle paths, tracking the jungler, warding, counter picking, wave control, etc.
    Meanwhile in Smite is micro play. Things like aiming your skills (because almost everything is a skillshot), juking the enemy's attacks, huge amounts of AA resets, huge focus on counterbuilding, bodyblocking, etc.
    Note that this does not mean that one doesn't have the other, but these are the focus of both games. I feel like LoL learning curve is quite nicer than Smite's in this aspect, since League champions are simpler in general — Let's do an adc comparison: in League you click the enemy to attack, in Smite you actually have to aim every attack and attacks doesn't even go through units — But League positioning and stuff is more on the heavier side.
    Item-wise League has objectively less Items and builds, Riot is too safe about their decisions and they almost never try to tip the balance with something more spicy, also the builds itself are more direct and you don't often build to counter your opponents, you build the best build for the champion to try and get a snowball going. Smite on the other side is heavily focused on conterbuilding, there are a plenty of anti-healing (and they stack) items, attack speed reduction items, anti-crit items, anti-tank items, anti-burst items; I feel that it has more diversity too, like there are masks that boosts your damage by 20% but make you take 20% more damage (can be bought only by tanks), a mask that gives you 20% damage reduction but you do 20% less damage (can't be bought by tanks), a item that literally gives you 70% cdr for 7 seconds. Also you can choose your "summoner spells" in-game, so you can directly buy what you need in each situation instead of going flash every game.

    4 – Ranked
    I don't really play ranked in both games, but certainly League wins this one, because Riot puts a heavy weight into competitiveness.
    Smite, on the other hand, is more casual. BUT it also has the best game mode that I feel League should adopt: DUEL 1v1 noob. It is pretty fun lol

    5 – Bugs
    Both games have a lot of bugs. Hi-rez isn't such a big company like Riot, so yeah there's a lot of bugs, but they try. Riot has such a big budget but I don't feel that much of it is converted into the game itself.. I main Illaoi, and for more than a year now her Q animation doesn't work 80% of the time she just stands there where the tentacle slams itself (it's more common with skins tho), and for a long time her E had his duration halved if you hit Rumble specifically. I remember this guy that was a Mordekaiser main and he made a Reddit post listing like 100+ bugs that the champion had.
    Generally I feel like League has a lot of inconsistencies that Riot just doesn't put time into fixing. Smite doesn't have these minor bugs as much, but they let some pretty big ones escapes every time lol. When Gilgamesh was released there was this weird interaction that if you kicked someone and he got hit while airbone with some abilities the game would just think the dropkick skill never ended and the enemy would keeping getting damaged and stun until they died lol. When Arthur came out, when he ulted Fafnir in dragon form the game would literally crash. You used to be able to use the jump (that has no gameplay use) to avoid certain skills. You used to be able to ult and enemy with Kumba and Ne Zha at the same time and the guy would be launched outside the map lol. But Hi-rez eventually fixed it all.

    6 – Devs
    I just going to say 1 thing about Hi-rez: Fan Content. They have lots of it. A lot of fan skin concepts and memes get into the game, and it's pretty nice.

    7 – Conclusion
    League is too competitive that it affects the casual experience, since people tryhard even in modes like URF and Normal Games, so it's pretty boring/toxic to test new champions or builds. But if you like playing to win it's awesome. Also the community is bigger, the game is more strategic, and the learning curve is less steep.
    Smite is pretty chill and it has a nice balance between casual and competitive. It also is pretty deep mechanical wise (steeper learning curve). Also It has mythology and the skins are better. But it doesn't have Illaoi so that's sad.

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  14. touching on the whole Ranked shitshow,

    Now there's been a couple of different itterations of ranked systems in smite, Now people would probably argue that there is many like probably like 4 maybe, but in reality it's only been 2. The only difference between most of them has been that the devs moved from hiding a lot of values to making them viewable by the individual players.

    So one of the 1st system I remember is a bit similar to current time where literally everyone started in bronze 5, at the time they didn't show you your MMR, cause that wasn't shown until like s5 or 6, but there's always been a number, it's just as stated previously it was hidden.

    Now moving on from that they changed over to a qualification games system which had you play 10 games and then you'd be placed in a estimated division based on your W/L. (chances are it wasn't solely W/L ratio, but also the order of which game you won and which you loss. The earlier games being more important and the last games being less important.

    After scrapping the qualification games, they started becoming more open about how much information was displayed to each individual player, I do believe it was at this time MMR was being displayed. Now essentially there isn't any actual difference between the quallie game system and this one, it's just how much information was displayed, but to those who hasn't critically thought about this. They might have seemed like 2 different systems.

    so essentially what ended up happening when we started to see the mmr swings from losing and winning in the 10 first games of a split, people started to realize how much the system sucked. Because you'd be gaining or losing like 200-300+ mmr on your 1st game, then that'd very rapidly decline to like 150-200 then over the course of the 10 first matches you'd be sitting at like 50-60 or so MMR per win or loss at the last game, then over time maybe after 40-50 games you'd decline to 13-20 mmr gain loss per game.

    It doesn't really require a lot of thought process to realize how bad that system was, because if you lost your 7 first games you'd have to maintain like a 80% winrate over the next 40 or so games to only make up for like half of the MMR you lost. Which is pretty insane. On the other hand you could also get lucky the 1st 10 games and get skyrocketed right into high diamond while not actually deserving to be there.

    Actually I just realized that before they started to show MMR they only showed which division your MMR was in, and that they didn't introduce the actual MMR values until they introduced variance, but the swings and everything was practically the same it was just still hidden. Either way what ended up happening was that when they started to show MMR they also started to show your variance, so what happened was that the community decided that it was this "variance" mechanic that was at fault here. Which is true, but instead of understanding that the variance itself wasn't the problem, but rather how drastically the variance dropped and how much the variance would amplify your gains and losses. The community essentially went to war against variance, and as a result we've reached the current ranked system where they removed variance.

    so now we have more or less flat values of MMR gain and losses regardless of how many games you've played as opposed to back in the day where you'd gain/lose more MMR of the first games then slowly over time you'd stagnate.

    What should have happened was that variance should take much longer time to alter, while max and min alterations of MMR per game should have been adjusted, so that you'd only gain like max 80 of the 1st game, then have that steadily trickled down to like 20 over 50games or so instead of 300 -> 180 -> 120 -> 90….

    It'd be like 80 > 77 -> 75… with like a +/ modifier of like 3 for estimated to lose or estimated to win.

    Current system just fosters chaos. only place that is safe is high diamond+ mmr, and bronze 5 mmr. If you're all the way at the bottom chances are you belong there and only those who truly belong there will end up there, same goes for the really high MMRs.
    but anything between is chaotic when you take into consideration that a lot of players is essentially bouncing within like a bracket of +/- 300mmr so like 2100 -1500 or 1500 – 900. so with a lot of players essentially bouncing a bit back and forth between that big of a value difference you have to assume that at any time a player who can hit 900 now and then will have the capability of being at 1500 while a player who can hit 2100 now and then is at 1500 therefor matching them together. Now apply that to all the players between 900-2100 then you get pure chaos.

    There is no good regulations for matchmaking quality, at the very least in comparisson to when we had variance, sure someone could get shafted and take unreclaimable losses, or someone get lucky and end up in games that they didn't belong in. The difference here was that if you didn't belong in either of those mmr ranges you'd be able to consistently carry or consistently throw the games for you allies until you managed to climb/ descend to belong.

    statistically a majority of high level players wouldn't be suffering that 7-10 losses at the 1st 10 games, in the same way that a majority of bronze players wouldn't be getting carried and get free wins in 7-10 games, so with the assumption of a majority of high mmr consisted of actual high mmr players, while low mmr actually consisted of low mmr. Then you'd have a mix of both in the middle ground as well as mediocre players. Now that the 10 1st games were over the MMR gain/loss would be really low and would continue to sink per game played until a really hard stagnation at the 13 +/- point. With such small gains and losses you lock players into their brackets and only those who don't belong there will consistently ascend or descend.

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  15. I know this is about league vs smite but I will have to say that imo the most fun mode in any moba is Dota 2's ability draft. I haven't played league so Idk if they have a similar mode.

    Basically your team takes turns building a kit out of random gods. It's super interesting to see how the skills you choose interact and has lead to some of the most fun and one sided games I've ever seen.

    Anyways great video, I really do think that if you are looking for a more casual, console friendly experience that Smite is the better choice. If you want more competition then League or Dota is a better choice as the ranked matchmaking is doo doo in Smite for reasons you've stated.

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  16. Since you are new to the smite community you missed a VERY important thing that makes smite even better than LoL, the pro league community aspect, and im not talking about which has better teams/tournaments, I'm talking about the fact that you can easily communicate with pro players/casters like if they were a youtuber like you through comments/chat/twitter/reddit which I bet nobody on league has ever been able to even say hi to a league pro player/caster while on smite just go to purple youtube to a pro player channel and you easily get game insight from the best players of the game

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  17. Hey man, been loving the videos. Glad to see a new player in Smite. You were pretty accurate overall as i have played both games and can attest to pretty much everything. The new god bugs i think needs a clarification. So unlike League, Smite is crossplatform. Because of this, the devs try to keep every version of the game the same. So, every console, as well as PC, gets patched at the same time. Due to the certification process of consoles, they have to wait for the approval before they are allowed to push out those patches. Hence why it takes longer for certain bugs to be addressed. Overall great video and great content! Keep it up!

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  18. Bizzle, another thing from smite is the 3rd person aspect changes jungle!!! In smite you can actually attack someone from behind unlike league, the top view gives them 360 vision.

    Also you forgot that in smite there are voicepacks and commands those are part of expressing your self, and laugh, taunt, jokes, special emotes, clap dance, that are ways to express yourself smite has the most complete in game comunication. "You rock, awesome, Nice Job, I'm the greatest, be careful, wohoo, attack whatever, becareful" etc. Every skin has his unique way to express those commands! On top of that is the global emote to get them salty! xD

    I play in console and know every single command, not having a kewboard doesnt limit me at all for comunicating w my teamates.

    Also the crossplay! You could be playing on an RTX pc with ur little brother while he plays on his switch with his moms hotspot on the car! Smite is awesome for me.
    Love ur channel btw!

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  19. One ting I will say that I disagree with, as an on & off Smite player who has recently gotten into League (mostly because I can't convince any of my friends to try/play Smite even though I gave LOL a try for them…): It feels as though as a completely free-to-play player, you get Champions a lot quicker & easier than you can get Gods.

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  20. I play both and I must agree its so much nicer to unlock skins on league, cause you can always have them for sure with a direct safe purchase, smite will be releasing a nice skin in lootboxes.. once you've a few skins it's alright, but as a new player that RNG must really suck and be so expensive! (Also Skin Spotlight for league has basically become part of the client for me haha)

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  21. Also something you missed on Devs it's the existence of "The Olympians" a group of people selected by the community which had meetings with the dev team if you find a bug or had a petition about the game you just DM your prefer Olympian and they will send to message directly with the devs.

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