As someone who has poured alot of hours into Smite and at a relatively high level, I have 1 large concern and 1 smaller question regarding Brawl. The first being, what other measures are in place/being considered to prevent stalling and second, when will be able to see champion specific buffs/nerfs within a game mode in the client?
My main concern is what is in place to prevent stalling. In lower elo leaning games in Smite, players tend to play what they want irrespective of team comp, and people tend to play more to not die. I think these 2 issues are unavoidable, you can't (and shouldn't want to) dictate what people play, nor can you flip a switch in someone to fight to the death. This occasionally resulted in games stalemating due to the abundance of safe clear on ranged champions (Admittingly a larger issue in Smite's god design than League), and how easy it was to reset and heal in between waves. In higher elo games, people realize there is no punishment for staying closer to your fountain as it made it easier for you to heal and rejoin your team resulting in a similar issue where teams sort of just wait for someone to overextend/make a mistake.
I'm happy to see that the minion portal is not directly in front of the base, something that really bothered me in Smite Arena, but I was wondering what other measures have you guys considered taking to reduce the possibility of stalling? For example, your minions getting a movement speed buff depending on how many opponents are in base healing, or slower ticks of healing forcing you wait a few seconds longer in base?
My second smaller question revolved around, when can we get something implemented into the client that tells the player what is buffed/nerfed on a particular champ. I presume with accelerated gold gains, you'll be forced to make champion specific nerfs within the game mode, but with Arena changes and Aram specific changes, it's pretty hard to keep up every single change each champion has undergone.
That being said, I'm still excited to see a new game mode and testing to see how it plays!