@BMO: That isn't gameplay, that's a description of skills. They sound similar, but aren't the same.
I made the same mistake with my old versions of the insane jungling guides. That's also part of the reason why I decided to make full guides.
A tutorial on how to cast a line isn't enough to teach you how to fish, nor does it tell you about the real-world experience of deep-sea fishing, or the dangers of being impaled by marlins.
Or in other words: What does this segment tell me about how to play Athena in-lane? Or in teamfights? I can condense the entire segment into a few short phrases:
"Athena's ultimate deals lots of damage while protecting the target. It can be used for ganks, to save a teammate, but requires serious coordination that may not be possible in solo queue. It also has the risk of wasting it if the target dies."
You gave me three sentences of content and expect me to call it gameplay?
If you label your guide as a full guide but only have the build and ability upgrade order then I'll downvote you.
If you label your guide as a full guide but shown to have put no effort into it (by effort I mean Laning/Jungling explanations, why you chose the items you did, the Pros and Cons, etc...) then downvote.
One thing I will not downvote for is bad grammar, though I make sure to point it out in the comments section if I decide to comment.
I downvote if I feel that reading the guide didn't help me with that god whatsoever, or so little that it makes my eyes water. So pretty much lack of gameplay.
I feel like "gameplay" in guides, going by the apparently fluid definition here, should be split into more role-specific "general" guides than having one for each and every god, tbh. Since, telling someone an item build for a god, when and how to use skills, plus general tips on how to position yourself/win fights should be "gameplay" enough.
If you tell someone playing ADC to build like an ADC, then you can assume they're going to do duo lane and play like a carry would and not need specific instruction on exactly what to do, which is generally how things should be. Unless you have a very, very flexible god that you're making a guide for, that can fit multiple roles and builds, you honestly shouldn't need much of a gameplay section since it should be self-explanatory.
It just wouldn't make sense if every single god guide had to explain the role to be "any good". Role should be something you know before you pick the god.
I.E.: If I'm making a guide for an ADC, I shouldn't have to type out: go to duo lane, be careful, don't die, push your lane and try to keep the enemy in their tower, watch your minimap for ganks, use X skill to clear lane/poke, use X skill to escape if things go wrong, farm for exp/gold because you're a carry. Let your peel or initiator set up ganks and teamfights, don't go in by yourself, try to use LOS against the enemy and don't let them see you until the fight has initiated, etc...
Which is all just basic information that someone playing an ADC should know and isn't specific to any one god, yet would be popping up on every single guide since that constitutes a "gameplay" section.
Possibly lack of upvote, but I'm not going to downvote an amazing guide if they don't give a perfectly laid out gameplay. If you defend your items and skills and what do to with them, fine, but you don't *need* a gameplay section. It may prevent an upvote but the dude put work into it, it's not a downvote for something as one dimensional as that.
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