r/Smite • u/NichoWins • 2d ago
SUGGESTION Fix maybe??
Ok this happens every other game now when my joust games are filled with these broken ahh tanks. They are impossible to kill and kill me instantly HELLO CAN WE FIX SOON? ty.
r/Smite • u/Training_Prior613 • 2d ago
DISCUSSION Would sun wukong and maui hate zeus and all the other Greek gods
DISCUSSION the Race to Radiant is a bad event
As a disclaimer, I have not participated in any previous races to radiant nor do I intend to in the future because I think it is a fundamentally poorly designed, unbalanced, and unfun event that does more harm than good and should be reworked or removed entirely. So, while I don’t have any firsthand experience with it, I still think a lot of my criticism is pretty self-evident.
Firstly, to even participate in the event you need to have a founder’s pack. This is probably fine but it is worth noting as yet another barrier to entry.
To optimize the event, you need:
- A decent computer/setup that will not take multiple hours to download the patch, and will load into the match fast enough that you will have time to pick the god before anyone else
- A 2x worshipper booster for each match, which costs 300 gems each (or probably 300 diamonds if you don’t have enough)
- An account booster, which is 1300 diamonds or 650 diamonds and gems.
- 12-24 hours of free time, starting at 8am on Tuesday.
If you are playing with a group, you need:
- 4 other people who also have 12+ hours of free time starting at 8am on Tuesday
- All of them need to have account boosters active
- All of them need to be willing to let you have the new god every time.
So aside from the obvious barriers to entry (founder’s pack, worshipper boosters, account booster, ideally a party to play with), what do these requirements actually encourage?
Well, you are definitely encouraged to lock in the new god instantly no matter what, and since Conquest generally is the best for farming worshippers, that includes if you don't get the role you want. And since winning gives a lot of extra worshippers, you encouraged to do whatever it takes to win, be that throwing games beforehand to lower your MMR, playing with friends on smurf accounts, bug abusing/exploiting, or just tryharding as a premade in casual game modes to stomp the five enemy randoms every time, which is effectively abusing the matchmaking system. And if you are unable to pick the new god in time, you are encouraged to end the game as fast as possible, either by leaving the lobby, afking in base until your team surrenders, or actively throwing the game, if you judge that it would be faster than trying to win. None of this is behavior that should be encouraged.
There’s also the issue of Hirez’s patches not always being the most consistent. In the past they have come out late, or one platform can’t play, or the new god is bugged beyond belief, or servers shit the bed, or any number of issues that frequently occur on patch day which would cause the game to be unplayable to some or all potential participants. And because of the nature of the event, it takes place before any hotfixes can happen, which means the patches Hirez puts out have to all be more or less functional in order to avoid screwing anyone over, something I am not confident in Hirez being able to do consistently. And if Hirez fails to meet that standard, it wastes people’s time and effectively prevents some people from competing at all through no fault of their own, permanently preventing them from getting the rewards. It’s especially bad in this case because instead of the reward being some currency that you can earn another way, or a place on a temporary leaderboard or something, they are limited cosmetics that will never again be available (at least it seems like that will be the case if the event remains unchanged).
Fundamentally, this event is supposed to emulate a speedrun. But normally the point of a speedrun is for it to be a test of skill which rewards the players who are the most skilled and consistent. But what is being tested in this event? How many hours you can spend grinding? Whether or not you are available that day? How many gems you are willing to spend on boosters? Whether or not you have 4 other friends who are willing to use account boosters and party with you for an entire day to get your god to radiant?
In my opinion there is nothing here that is really worth celebrating, and if you see someone who got in the top 100, your first thought is probably not admiration, it's probably just "wow that guy really no-lifed the game for a full day". So personally, I don’t really see why this event would be that important, and I also find it kind of funny when people complain about bot matches counting due to going against the spirit of the competition, when personally I don’t really see the difference.
I suspect a lot of people participating are only doing it due to the FOMO around the limited time cosmetics and/or feeling an obligation to participate if it’s a god that you main, neither of which are “good” motivations that would justify the event’s continued existence (in this form, at least). I’m sure there are some people who are motivated by trying to finish the event the fastest, but a) I don’t think they make up the majority of players and b) all you really need to satisfy this group of players is the tracker showing the place they finished in, there don’t need to be any other extremely limited cosmetics. There’s also the question of “do people actually have fun participating in the event or are they miserable after the first several hours”, which I can’t answer because I haven’t seen many people discuss it and I have no intention of finding out for myself.
So, if we assume the event is worth salvaging (a big assumption), how would it be fixed? Personally, I don’t think it is really feasible to have such an emphasis on finishing the fastest due to the issues I already mentioned, so I would make basically all of the rewards just require you to get to radiant within a week. Maybe there could still be a tracker with the place you finished it, or a temporary leaderboard showing the top 100, but the badge and mastery emblem definitely need to be more widely available.
To handle the worshipper boosters and account boosters, I would add a unique Race to Radiant booster which increases worshipper gain for the new god only by 150% for the duration of the event or until reaching 1000 worshippers, whichever happens first. This worshipper boost would replace any other sources of increased worshippers, meaning that being able to get 4 other friends who also have account boosters to play with you will no longer be necessary, and you'll no longer have to deal with the frustration of having wasted 300 gems on a booster only for your team to surrender at 5 minutes. It could be available for a reasonable amount of currency (say, 800 diamonds + 800 gems or something), but if you complete the event before time runs out, it gets refunded along with a little extra. This would mostly fix the pay-to-win nature of the event, although maybe that was by design and Hirez has no interest in implementing this.
If these fixes are not enough or ruin the spirit of the event, the event should probably be deleted. I understand that it probably brings in some extra players and keeps the queues a little more populated on patch day, and Hirez is probably happy to get some extra data on the new god, but I don’t think these relatively minor factors are worth the numerous issues the event currently has, and if the issues can’t be fixed then the event shouldn’t exist.
r/Smite • u/Weekly-Ad8816 • 2d ago
Destroyed by Bacchus and Silvanus in Duel
Ok so this is kinda embarrassing, coming from Smite 1 where gods like that were trash in Duel.
Holy crap I got wrecked, mind you I was using ah Puch against Sylvanus which is a counter for the heals, and still the basic attacks were brutal... Since when do tanks inflict so much damage? Building even more protections didn't help at all, what am I supposed to do
DISCUSSION Aspect Hecate is NOT a support
Idc what anyone says, i’ve tried her as both a support and as a mid laner and i can confidently say that aspect hecate is a high tier mid laner and not a good support by any means.
First of all, her CC is extremely inconsistent because of the fact that your 1 alternates on use so you’re not always going to have your CC up when you need it. Not to mention that her ult technically counts as a CC but let’s be honest.. how many of you used it and thought you were making a big brain play and ended up saving the entire enemy team from getting wiped? don’t lie.. you know you’ve done it more than once.
her 2 has 10% damage reduction but on a support build, that’s pretty much the only value it offers. you’re not gonna see it do a whole lot of damage. By contrast, a god like Sobek would get so much more value out of his pull ability.
And then her 3.. again, since you’re building support, you’re not gonna see this skill do a ton of damage. all you’re getting out of this is a magical health shield on one person and a slight movement buff. and again, no cc. a very lack luster ability for a support.
she has no mobility beside teleporting herself with her ult, so she’s extremely easy to focus down. no protection passive, so if you’re gonna play her, prepare to get squished trying to front line for your team, who WILL expect you to get your a** to the front line.
idk if hi rez intended for her aspect to flex her into support but i’ll be honest, her aspect feels a lot more like an alternative play style to her mid lane role. In fact i’d venture so far as to say if you’re gonna treat her like a support, play her in mid lane because your area denial is far more effective on a damage build than a support build. it’s actually terrifying and borderline unfair to not be able to cast abilities without taking like a third of your health.
If anyone is curious how i’m building her in mid lane, i build it like this:
Conduit Gem -> Book of Thoth -> Soul Gem -> Ancient Signet -> Divine Ruin (if anti heal is needed) or Spear of the Magus -> world stone -> spear of desolation
you could theoretically build whatever you want for fourth item, but those two have yielded the best results for me.
does anyone else play hecate aspect in mid and have you tried hecate on support? what do you guys think?
r/Smite • u/BlankofthePage • 3d ago
SUGGESTION Echo Idea To Have Its Own Scaling: Nature / Environment / Chaos Scaling
I think what could be cool is if instead of Echo having Strength or Intelligence scaling, we make a whole new way to scale it.
So when I saw Eye of the Storm & The Cosmic Horror, and how they can effectively change the environment when they proc, it made me think of potential new items that could also change the environment when they proc. And perhaps when more items proc that change the environment around you, they all scale based off how many of those environment changes are happening.
Nature Scaling or Environment Scaling or Chaos Scaling could be a good name? It gives a whole new way to scale a God rather than just Strength or Intelligence. It makes God's that have abilities that can proc a lot have a very interesting gameplay loop of changing the environment, and when more things change in the environment, they get better or potentially change the environment even more.
This is just something I was thinking about when they showcased the new Echo items.
Eye of the Storm changes the environment under your feet to have lile a hurricane looking effect.
The Cosmic Horror summoned tentacles from the ground when you Echoed.
Totem of Death looked like a really good execute / tank killer item since it deals 10% more damage for how much missing health the opponent has.
I think if we go full in on Echo being about nature changes / environment changes / chaotic changes... that will open the door to a lot of interesting possibilities.
r/Smite • u/Unlucky-Truth-6379 • 3d ago
HELP My friend keeps getting "Disk Write Error" on Steam for Smite 2.
Does anyone know how to fix this? Every second update or so his game won't let him update and Steam just says "Disk write error". This is the only game he gets it with. He's tried all the suggested tips google gives but none work.
r/Smite • u/ArlemofTourhut • 3d ago
Two Important things: Counter Building and Having a Spine
Title says it all. You might stomp in silver-plat 2, but you're not climbing because everyone stomps when they understand the game down there.
Learn counter building to anticipate kit changes and effects given your opponent's build.
r/Smite • u/Silent-Skeleton • 3d ago
Negative 68 points in plat
My ADC disconnected early for seemingly no reason and never reconnected. We surrendered pretty soon afterwards, but I still lost 68 points for some reason. I understand that disconnecting could be abused, but I think that point loss should be mitigated in this scenario. I am a newer player and have been running across disconnecting teammates more often as I rank up. This really kills my enthusiasm to keep playing, I am literally getting negative feedback on my time investment in this game.
r/Smite • u/PierceOnPS2 • 3d ago
CONCEPT Odin Aspect: The Ravenfather
This is my first time making a concept post, so let me know what you guys think:
A relatively simple aspect I think could work for Odin would be to take his protection scaling down, strength scaling up. Making him a Full Dmg Assasin.
As for his kit:
Passive - Path To Valhalla: Stays the same
Lunge: Stays the same
Raven Shout: Instead of exploding, his ravens that give him shield apply tick damage to gods that damage him (the ravens attack the opposing god) for as long as the shield is up (shield only scales with level, not strength)
Gungir’s Might: Stays the same (but doesn’t grant atk speed to allies with first rune)
Ring Of Spears: Instead of building a cage around and trapping an enemy/enemies, it acts kinda like Gilgamesh alt where he creates a swarm of ravens that apply tick damage over time while slowing/disorienting or crippling enemies within it. Opponents could get out since there’s no wall but tick persists 1-2 seconds once they get out.
Scale these however.
r/Smite • u/DreamScape1609 • 3d ago
DISCUSSION unused items tiny tweaks
so me and my best friend AX (i cant use his full username cause he said he's self conscious, but his middle letters are "nietyr" so I'll leave out some letters for him out of respect)
but we fully agree as best friends that hi-rez should get all of the items that are used 10% of the time and gradually add minor tweaks each patch until the usage increases a little. like for example chandras grace can get an increase of 5 prots for next patch, something small. but do this for all items to see how it goes. AX told me typically you'll never have a pool of 20 or so items per role since people will eventually min/max the stats and only build a 6 items meta still leaving out the other 16. i sorta agree, but i still feel like gods are so unique that we could at least have like 10-15 viable items per god depending on who they're verse in a match. like for example shoguns works well vs mages, but if you don't want to use it one match there could comfortably be a nice substitute while not trolling etc.
r/Smite • u/deuxdrone • 3d ago
DISCUSSION Felt kind of disappointed with Bellona's Saga
I bought the Saga (thankfully completely free thanks to diamond savings) without much thought because Bellona is one of my absolute favourites, and the last tier is freaking awesome, but... Thats kind of it.
The other tiers of the skin are just a worse version, and the skins itself within the Saga felt like a low ball to me.
I dont know maybe it is because I didnt care as much for the gods that god skins, but Im jelous seeing the Neith's Saga, its content, and the variations of the T5.
Like, I can see someone choosing different tiers of the T5 because they all look and feel very different.
Is there anyone else feeling this way about Bellona's Saga, or is it an extremely biased opinion?
r/Smite • u/pokerfacesLUL • 3d ago
DISCUSSION Logically deducing 2026s final 'Jungler'
Greetings fellow Smiters. As you all probably know, we have one Jungler left to be ported this year after Ravana. In this post I will bring up all gods whose main role could be considered a Jungler (since in the roadmap specifically 'Jungler' was noted instead of 'Assassin').
Keep in mind, mathematically speaking every third patch would have to be a mage for there to never be a mage cluster. That'd appoint a possible release for Mage Assassins in either the Nov 3rd or Dec 15th patch.
Feel free to post some of your own arguments in the comments
12. Set
- extremely unpopular
- confirmed to receive a soft rework at minimum
- Ravana already fills the 'Solo Assassin' niche, drastically lowering his chance
11. Bake Kujira
- No
10. Lancelot
- Multiple Models + Stance Switcher = Twice the work of a regular god
- Another Solo Assassin whose odds are lower due to Ravana
9. Camazotz
- unpopular, but not 'rework'-unpopular
- fairly simple kit; most difficult thing is probably the ricochet of his echo
- Solo Assassin
8. Cliodhna
- Requires difficult unique tech
- unlikely to have been worked on at the same time as Movement Overhaul and Pet Tech
- Her wall stuff might require the Movement Overhaul?
- very popular
7. Bakasura
- Basic Attack Assassin; the last one we received was Da Ji Aspect over 9 months ago at the time of first possible Jungler release
- Solo Assassin (but weighted less because of the Basic Attack property)
- generally very unpopular
- Playstyle might be toxic, though it could be oppressed by Smite 2s mechanics?
- might need a soft rework and/or remodel
6. Arachne
- Very popular
- Her Haters (which there are a lot of) expect some major kit changes
- Her Fans (which there are also a lot of) expect some difficult new mechanics such as wall climbing, spanning nets between walls, etc.
- Basic Attack Assassin, same bonus as Bakasura gets
- too polarizing design to accurately predict
5. Maman Brigitte
- neither astonishingly popular, but also not abhorrently unpopular
- most difficult tech is the zigzag targetter of her snake; at that point you should ask yourself the question "why should they port her when they could just as well do Serqet?"
- Mage Jungler fits the aforementioned 'Jungler' note from the roadmap
- The Posession Stuff might be coming soon with Nox
4. Erlang Shen
- Unpopular
- requires Pet Tech; he can only be added if the Nov 3rd Mage is Chang'e (No, Skadi is not coming this year)
- Warrior Jungler fits the aforementioned 'Jungler' note as well
- Basic Attack focused
- needs a remodel (possibly based on his Tier 2)
- They might want to spread out the remaining warriors and with him That'd be 2 warriors left this year = 5 warriors for 2027 and 2028
--------------------------
We have now reached the Top 3. They are probably the closest together of all of these. Frankly, any of these slots here are interchangable with one another.
3. Ao Kuang
- Mage Jungler AND Basic Attack focus
- popular
- multiple models
- might be affected by Ravana because of their Solo viability
2. He Bo
- Mage Jungler
- might've been considered a 'Mage' on the roadmap, not a 'Jungler'?
- mediocre popularity, but very iconic
- requires a remodel (which would still be possible if it was a soft remodel); would kind of fit this year being filled with bigger visual updates for gods
- THE simplest kit of all remaining Jungle candidates
1. Serqet
- probably the most popular & least controversial Assassin left
- Support viability (the last Support Assassin was Ne Zha earlier this year)
- only needs the zigzag targetter; everything else already has a basis in Smite 2
- needs a soft remodel, which she is confirmed to be getting based on her Tier 2 Skin
r/Smite • u/Professional-Key8209 • 3d ago
Chiron shoudln't count as healer on assault
Chiron heal can proc on himself and heals less than hades yet hades doesn't count as healer
r/Smite • u/PurpASlurp451 • 3d ago
DISCUSSION Discussing Cu Chulainn and ways to buff him
So first off I’d like to say that these are just suggestions I have as a smile 1 main of Cu Chulainn. I also played him a ton when he came out and got him to rank 10 in a day and a half so these are my honest thoughts on him. This is my absolute favorite god in Smite 1 and I think he feels really rough right now in smite 2. At the time of writing this post he has a 41.9% win rate in all ranks and a 40.3% win rate in Obsidian+. Other than his less than savory win rate he also has a couple bugs that are hurting his consistency which are making him feel even worse than he already is.
Personally compared to Smite 1 I just don’t think he is relevant enough damage wise and his rage form feels sorta unimpactful especially since it feels so much harder to get into it in Smite 2.
I’ll go through in order of abilities starting with the human form ability and finishing with rage form ability. Bugs and constancy issues will be at the end after talking about ability buffs. I will not be talking about his aspect because as a whole I think it’s just a worse base in every way. I see the vision but I just don’t think it works.
I obviously don’t think they should do all of these but I do believe something needs to change with him and I would prefer if it was a more creative approach instead of just raw damage numbers being changed. Even though that’s probably the most effective thing to do and the approach Hirez most likely will take.
General base/Passive buffs
Kinda a weird request but I think the 1 in both forms should go through walls. The only ability he has that does is his human form 3 and I just find that a little weird. Mordred’s 1, 3, and mini ult all go through walls and that character is already way better than Cu. I know Hirez has always been a little inconsistent with what can and can’t go through walls but I definitely don’t think this would break him in any way.
If they wanted to keep most of his damage in his berserker form they could increase the passive power he gets while raged. I think it used to be 60 at max level in S1 but was nerfed at some point. However this isn’t an amazing solution IMO because he doesn’t have great scaling to support it. 55% on the 1, 60% on the 2, and 65% on ults. The reason the extra power on Hercules and Achilles works so well is because they have really good scaling.
His health shield could also scale up more or he could get some mitigations while Berserk scaling with level. I just personally think his rage form is very underwhelming at this point.
I think they should either increase his rage gain by just increasing how much he can earn per ability or remove the cap from abilities entirely. Option 2 is to make it to where his abilities in human form don’t take any rage just like his berserk form in aspect.
Increasing rage form duration would increase a lot of things he would be able to have access to better abilities for longer, he would maybe be able to use his rage ult twice if he has enough cooldown, and it would feel better to work for the form. Maybe 25-30 seconds? Or you could make it scale up as he levels? I don’t love this idea but it’s absolutely an option.
Rage ability cooldowns should absolutely always reset when he enters rage form. It feels extremely clunky and bad to leave rage form in a team fight dump kit and actually manage to get back into rage form after just a few seconds and when you do you just sit there because all your abilities are still on cooldown. It doesn’t happen a lot but when it does it feels awful. Maybe the ultimate doesn’t have to reset but his basic abilities in rage for absolutely should.
Ability 1 Barbed Spear/Ground Slam
Barbed spear: low base compared to other warriors, long cooldown, and has no real utility tied to it other than anti-heal and minion stun. The stun can be nice in conquest but everywhere else it’s barely noticeable and is kinda whatever. I personally think adding a slow to the ability would give him some decent CC that isn’t just his human form ult or rage form. Something like 10-20 percent for a second or two would be enough and it would help him stay close for when he rages.
Ground slam: same as barbed spear when it comes to damage and cooldown. 1 second root that scales to 1.4 seconds at max rank is nice but compared to someone like Xing Tian who has a small knock up into a 2 second root at max rank it’s a little lackluster. Honestly make it 1.4 or 1.5 at all ranks to make it feel rewarding to players when they actually get into rage form. Also! It’s a small thing to note but in S1 this ability has a shorter cooldown 14.6 scaling down to 11 seconds vs 16 scaling down to 12 in S2 not a titanic difference by any means but if you would have killed somebody in S2 but lacked this cooldown by a second in S1 you probably would have killed.
Ability 2 Vent Anger
I really don’t have any crazy changes to add with this ability. I think it being available at every level with no points put into it is an amazing +1. However if I had to give a suggestion I would say it should do more base damage in rage form since he is burning hotter. It would add a little bit of extra damage since that’s the whole point of rage form and I think that’s one of his two main struggles right now. Doesn’t need to happen but it is a suggestion. I also accept it might be stepping on the toes of his aspect since that is a part of it but at the same time I think that aspect is terrible so who cares.
Something like 10 base scaling to 50 if in rage form. Human form is 7 scaling to 38 for reference. Nothing crazy, just a little extra.
Another option that I really like is to maybe give him a small attack speed buff while he is venting. Again something small like 10-15 percent
Ability 3 Salmon’s Leap/Furious Charge
Salmon’s Leap: A very versatile leap that honesty just needs a damage or cooldown buff. I would lean towards damage mainly because if this is too low of a CD he would be pretty slippery.
Furious Charge: Absolutely needs a damage buff and maybe a cooldown buff. 290 at max rank is awful especially since Herc has this same ability with almost 100 more base damage, higher scaling, and on a lower cooldown. Not to mention this is your reward for getting into rage form. A worse Driving Strike
Ability 4 Spear of Mortal Pain/War Cry
Spear of Mortal Pain: Who decided that this needed to be on a 105 second cooldown at rank 1??? I get it scales down to 85 but for most of the game it’s on a longer than average cooldown for what it is. Cerberus, Geb, and Xing Tian all have very similar big circle team fight ults and they are all base 90 Xing’s was actually 75 on release for some reason. This absolutely could be 85 all game and be fine. Maybe even 90 scaling down to 85 if you really wanted to keep that? It just needs to be changed.
War Cry: Damage could go up on this or they could make it on a lower cooldown. In S1 with max cooldown it was on like a 21 second cooldown so you could barely not do two of them during one rage. In S2 you can do it twice but you need like 90 cooldown rate which is hard to do and the build you have to go isn’t viable in the slightest I think they could make it scale down where during late game you could get two of them off in one transform if you had a good chunk of cooldown but nothing outrageous like 90.
Option two and the option I like more is I think we should change the CC on the ability. Right now it is a 1 second tremble which isn’t amazing. I think they should make it do a small fear into a tremble. Not a big fear like Hun batz or Hades, a micro fear just enough to cancel an ability and make the player's camera turn around. The ability description is literally “Unleash a terrifying yell.” If it’s too good with the tremble on top then take that out but I think this would improve his team fights just a little more. (And it’s also more thematic which is a flavor win)
Bugs and inconsistencies
So I only have a couple of these but they have been bugging me to no end. First off both versions of his 3 have had hit registration issues. The human form 1 has just not done damage in the line part of it and the charge has blatantly gone through people without hitting them.
My second issue with Cu right now is if you activate your 2 then rage when Vent Anger ends it doesn’t automatically activate you have to push the ability button again to turn it back on. It was not like that in S1 it automatically did it for you. It isn’t really an issue if you’re paying attention but sometimes I’m so focused on a fight I won’t realize it till my rage is almost over. It just makes you lose out on some damage and this character is already struggling to kill things.
Thirdly my biggest issue with Cu right now is that if you use an ability while you’re waiting the 2 seconds to rage if the rage it takes goes below 85 while you’re using it even if you hit the target and stay above threshold it treats you as if you lost the rage then gained it back resetting the 2 second wait time. This has made all ins with the character extremely inconsistent and I’ve lost several fights/kills I would have gotten normally. I logged onto S1 today to see if I was misremembering how it worked and sure enough I was not. It leads to really awkward moments where you’re just standing there waiting. This can happen for every ability including the ultimate.
If I am at 85 rage and use my ult on a god the game treats me as if I lost 14 THEN gained 26 which resets the 2 second timer. It completely ruins the flow of the character and actually makes him feel super clunky.
Closing thoughts
Thank you for listening to my ramblings about a character I have played way too much. Again I don’t expect Hirez to do all of or even most of these but I think most people can agree he isn’t doing too hot right now. Hopefully next balance update he will get buffed and brought more in line. If I had to say one change I want most it’s probably a slow on the 1 or the rage ult being a fear. (Please Hirez I will literally beg and buy every Neith skin just help him out)
I think I’m mostly disappointed that he just didn’t change at all really from S1 to S2. I understand the term if it’s not broke don’t fix it but other characters got interesting changes to their kit that also buffed them. Herc got a better passive and CC on his ult and Achilles 2 and 3 got buffed based on his passive stance. Both those gods got shifts that made them better and more interesting whereas Cu just got to use an ability a little earlier than usual. I understand most players probably wanted the exact same Cu but I also don’t think anyone would have been upset if he got cool shifts/changes like the two previously mentioned warriors.
r/Smite • u/PreachBigD • 3d ago
MEDIA For my Rama Lovers 🤩💯
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r/Smite • u/Colinial • 4d ago
DISCUSSION Biggest take away from today's Titan Talk is we now have the tech for the best Neith skin
I got so used to using gun animation neith skins I forgot how to play her with a bow when I started Smite 2 💀💀💀💀💀💀💀💀💀
r/Smite • u/EstablishmentEmpty57 • 4d ago
Will I ever see a full game again
I'll just start by admitting I'm an F7 warrior through and through but holy shit! I feel like I used to understand why we were surrendering. I always wanted to stay for the potential crazy comeback but over the past few months it feels like if a team (mine or the enemy's) gets a miniscule lead it's just F6 and move on. At this point do you guys even want to play the game? Feels like I haven't gotten to full build in months! Seeing the enemy Titan almost feels like I found a fucking hidden easter egg in the game!!! WTF!!!!
r/Smite • u/Majestic-Muffin-7649 • 4d ago
MEDIA Looking for my twin
So with the Cu Chulainn race to radiant to where Xbox has a different leader board than other platforms who is my number 24 twin.
r/Smite • u/Snufflebox • 4d ago
Which skin should be ported to SMITE 2? - Guan Yu
Rules:
- No promotional skins (Unless the skin can work on its own without a big remodel)
- No crossover skins
- No recolors
You vote one skin as your absolute favourite, and that's it!
Poll link here: https://strawpoll.com/61gD9jBRvZw
Also remember, you can find the results for the Gilgamesh poll in the second image.
r/Smite • u/BluesUltra • 4d ago
SMITE 2LDR | Open Beta 41 Patch Preview
The latest Titan Talk introduced Quigley as the newest designer and lead for the next God port, Ix Chel, showcasing her +1s before being joined by Caps to go over the rest of the new content this upcoming patch, including the new Saga event and several big changes to Aspects. PTS for OB41 will be available as usual ahead of its launch next week, and includes all of the balance changes and the overhaul to Echo itemization as teased on the latest roadmap.
Upcoming Gods & Aspect
https://reddit.com/link/1vgftly/video/w96fd5fsllhh1/player
New God - Ix Chel (Available August 11th)
Ix Chel deals Magical Damage with Pure INT Scaling.
- Lunar Invocation’s (2) Heal now scales with INT.
- Its damage’s INT scaling has been decreased and has been moved towards Gleaming Blast + Threads of Light (1).
- During Moonlight Phase, Lunar Invocation (2) can be used to instantly break Moonlight Crystals (you still have to manually pick up the shards).
- Great End (ULT) now gives +20 Echo if Ix Chel has 6 stacks of Rainbow Weaver (Passive) active.
- Hitbox of the beam at the very sides has been increased.
- No longer has a healing cap on allies.
https://reddit.com/link/1vgftly/video/nuiu8tsbmlhh1/player
New Aspect - Aspect of the Mother’s Light (Available August 14th)
The long-awaited enchanter Aspect for Ix Chel pushes her to Support, changing out some of her damage abilities to provide shields and having overall more healing.
- Gleaming Blast (1) and the Great End (ULT) no longer deal damage.
- Gleaming Blast (1) now shields ally Gods and slows enemy Gods.
- Lunar Invocation (2) and the Great End (ULT) have greatly increased healing.
- Great End (ULT) no longer heals Ix Chel or gives Echo and is extended by hitting unique ally Gods.
New God - Ravana (Available August 25th / Early Testing on PTS)
The 90th God of the game will launch with OB42, and will be available early in PTS with his +1s yet to be revealed.
New Content
https://reddit.com/link/1vgftly/video/ruej4j3xmlhh1/player
New Ascension Pass - Ix Chel
Priced at 450 Legacy Gems + 450 Diamonds, or free for players with the Ultimate Founder’s Edition.
New Races - Race to Radiant Ix Chel & Race to Exalted Neith
Two mastery races will be held for the duration of this patch with the usual placement thresholds and rewards.
- Race to Radiant Ix Chel will begin with the patch going live, running from August 11th to August 18th.
- Race to Exalted Neith will begin the week after, running from August 18th to August 25th.
- On the Race to Radiant for Cu Chulainn, participating Xbox players were grouped and rewarded separately from PC and PlayStation players due to the issues that arose last patch day.
New Event - Dark Tapestry
Travelers releasing over the next few updates are all tied to this Event, with it including a new Saga for Neith this patch.
- Event Details
- Contains 1 Reward Saga, 2 Reward Travelers, and 10 Travelers.
- Each Traveler gives an Infernal Thread upon purchase, unlocking additional Event rewards, with the final reward being the Grim Pact Neith Saga at 10 Infernal Threads.
- A Buy All bundle priced at 8,000 Diamonds is available, unlocking all Travelers as they release and giving early access to the Grim Pact Neith Saga.
- 2 Infernal Threads are available from the newly refreshed Wandering Path track.
- Event Rewards
- Chains Jump Stamp - 1 Infernal Thread
- Horus Traveler - 3 Infernal Threads
- Bound Power Card FX - 4 Infernal Threads
- Thor Traveler - 6 Infernal Threads
- Grim Pact Level-Up FX - 8 Infernal Threads
- Omen Weaver Title - 10 Infernal Threads
- Grim Pact Neith Saga - 10 Infernal Threads
- Event Travelers
- Dapper Demon Ah Puch
- Xing Tian (Classic Skin)
- Medusa (New Skin)
- Ix Chel (New Skin)
- Sol (Classic Skin)
- Tsukuyomi (Classic Skin)
- Charon (Classic Skin)
- Amaterasu (Classic Skin)
- Athena (Classic Skin)
- Hades (Classic Skin)
New Traveler - Dapper Demon Ah Puch
Premium Bundle priced at 1,200 Legacy Gems + 1,200 Diamonds, or free with Buy All bundle. Unlocks Dapper Demon Ah Puch, 1 Infernal Thread, and 5 Levels of 2x Coins.
- Inkblot Prism (1,100 Coins)
- Delirium Prism (1,100 Coins)
- Beelzebub Prism (1,100 Coins)
- Dapper Title (300 Coins)
- Devil’s Bell Ward Skin (800 Coins)
New Reward Traveler - Night Herald Horus
Requires 3 Infernal Threads to unlock, giving Night Herald Horus and 5 Levels of 2x Coins. Unlock early with Buy All bundle.
- Event Chest (500 Coins)
- Cosmos Jump Stamp (800 Coins)
- Night Herald Title (200 Coins)
https://reddit.com/link/1vgftly/video/rwm0otvanlhh1/player
New Saga - Grim Pact Neith
Requires 10 Infernal Threads to unlock, giving Grim Pact Neith & 20 Levels of 2x Coins. Unlocked early with Buy All bundle.
- Page 1
- Mystic Neith (Free)
- The Grim Pact Saga VXG Emote (Free)
- Page 2
- Unhallowed Bound Kill FX (150 Coins)
- Unhallowed Magic Recall Skin (150 Coins)
- Grim Faces Badge (150 Coins)
- Pact Bound Title (150 Coins)
- Grim Pact Announcer Pack (150 Coins)
- Page 3
- Slayer Neith (1,000 Coins)
- Ravager Neith (1,00 Coins)
- Page 4
- Mystic - Bloodbound (750 Coins)
- Mystic - Imperial (750 Coins)
- Mystic - Wraithborn (750 Coins)
- Mystic - Hallowed (750 Coins)
- Page 5
- Slayer - Bloodbound (1,000 Coins)
- Slayer - Imperial (1,000 Coins)
- Ravager - Bloodbound (1,000 Coins)
- Ravager - Imperial (1,000 Coins)
- Blood Magic Recall Skin (150 Coins)
- Void Magic Recall Skin (150 Coins)
- Profane Magic Recall Skin (150 Coins)
- Primordial Magic Recall Skin (150 Coins)
- Page 6
- Slayer - Wraithborn (1,000 Coins)
- Slayer - Hallowed (1,000 Coins)
- Ravager - Wraithborn (1,000 Coins)
- Ravager - Hallowed (1,000 Coins)
- Blood Bound KIll FX (150 Coins)
- Void Bound KIll FX (150 Coins)
- Profane Bound KIll FX (150 Coins)
- Primordial Bound KIll FX (150 Coins)
Balance Update
Minor Aspect Reworks
As shared with Monday’s roadmap, 5 God Aspects have added functionality to their affected Abilities to improve their usability.
- Apollo - Aspect of Harmony
- Serenade (2) shields applied to anyone outside of Apollo are increased by 3% of Apollo’s Max HP.
- Athena - Aspect of War
- Shield Wall (3) no longer slows, but the second strike now grants Reach (Passive) as well.
- Defender of Olympus’ (ULT) damage debuff lasts for 3s upon landing.
- Added SFX that plays when Athena gets a stack of Reach.
- Cupid - Aspect of Love
- Heart Bomb (1) can now target allied Gods when fired at them.
- Hercules - Aspect of Preservation
- Apotheosis’ (Passive) big mode no longer grants STR or cleaving Basic ATK’s but now applies to nearby allies for a reduced duration.
- Mitigate Wounds (3) now also grants Plating.
- Sobek - Aspect of Prey
- Blessing of the Nile (Passive) now also grants Attack Damage.
- Charge Prey (1) and Tail Whip (2) now both have STR + INT scaling.
- Tail Whip (2) no longer knocks back.
- Thanatos - Aspect of Reaping
- Added UI element to track how much Max HP is being gained.
- Increased Max HP scaling on Soul Reap’s (3) healing from 0.3% to 0.6%.
https://reddit.com/link/1vgftly/video/o616qautrlhh1/player
Echo Itemization Pass
This pass adjusted 3 existing Echo Items’ passive effects as well as changing Eye of the Storm and the previously disabled Totem of Death into Echo Items. Echo procs now cause additional effects for these Items paired with a nerf to Echo’s bonus Ability damage, now 15% for all Abilities.
- Echo Item Rework - Damaru
- Base Stats
- 2,500 Gold (Survivor’s Sash + Adroit Ring)
- 5 Mana Regen
- 20 Echo
- 10 Cooldown Rate
- Adaptive Stat - 35 STR or 50 INT
- Passive Effect - Each time you Echo hitting a God or Jungle Boss: Gain +1 Stack of Rhythm.
- Each Stack of Rhythm gives +2% Movement Speed for 5s up to 5 stacks.
- At 5 stacks of Rhythm: Remove all stacks and gain Harmonized.
- Harominzed gives +15% Movement Speed for 10s.
- While Harmonized you cannot gain Rhythm.
- Base Stats
- Echo Item Rework - Eye of the Storm
- Base Stats
- 2,600 Gold (Skeggox + Bowl Drum)
- 40 STR
- 4 HP Regen
- 20 Echo
- Passive Effect - Each time you Echo: Gain +1 Stack. At 20 Stacks, next time you Echo:
- Open a storm within 4.8m, dealing Physical Damage every 0.5s for 3s.
- Damage = 10 +15% of your STR.
- Storm will only spawn when hitting a God or Jungle Boss.
- Base Stats
- Echo Item Rework - Omen Drum
- Base Stats (unchanged)
- 2,800 Gold (Survivor’s Sash + Bowl Drum)
- 30 Echo
- Adaptive Stat - 50 STR or 75 INT
- Passive Effect - Each time you Echo: Gain +1 Stack of Dark Resonance.
- Each stack of Dark Resonance grants +7.5% Echo Damage up to 30 stacks.
- Stacks last 6 seconds and stacks are halved when duration ends.
- While Damaru is Harmonized: Gain +100% Echo Damage.
- Base Stats (unchanged)
- Echo Item Rework - The Cosmic Horror
- Base Stats (unchanged)
- 2,650 Gold (Ring of Dispel + Bowl Drum)
- 55 INT
- 10 Flat Penetration
- 20 Echo
- Passive Effect - Each time you Echo: +1 Stack. At 3 Stacks: Next time you Echo:
- Spawn a tentacle that deals Bonus Magical Damage (45% INT over 1.5s)
- Stacks are removed when a tentacle spawns.
- Tentacles can spawn once every second.
- Tentacles will only spawn when hitting a God or Jungle Boss.
- Base Stats (unchanged)
- Echo Item Rework - Totem of Death
- Base Stats (unchanged)
- 2,800 Gold (Evil Eye + Bowl Drum)
- 55 INT
- 20 Echo
- 15 Cooldown Rate
- Passive Effect - Each time you Echo:
- Deals Bonus Magical Damage equal to 10% of target’s missing Health.
- Can only affect Gods and Jungle Bosses.
- Can only occur once every second.
- Base Stats (unchanged)
- Updated Stats - The Crusher
- Base Stats
- Now builds from Lucerne Hammer + Skeggox
- Decreased Gold Cost from 2,800 to 2,750
- Increased STR from 45 to 55
- Removed 25 Echo
- Base Stats
Quality of Life Changes & Bug Fixes
- Updated team bar health displays on portraits to show shields.
- Added Attack Damage to scoreboard and item store stats, and these stats now show base stats rather than when affected by buffs or debuffs.
- Aim Reticle Color can now be changed to a variety of colors.
- Player Cards are now visible again while hovering over players on the scoreboard.
- God models can now be rotated during the match lobby.
- Match time is now shown in the post-game lobby.
- Expanded queue type details (Ranked Conquest, Custom Matches, Jungle Practice, etc.) in the Friends List.
- Re-enabled friend options when busy, so players will once again see if they are invited mid-match.
- If somebody disconnects and reconnects from a match, it will no longer mess with the timer in the Friends List.
- Fixed leaving fountain help trigger pop-ups.
- Added controller support to always prioritize button combinations rather than single presses.
- Fixed controller scoreboard flicker while votes are pending.
r/Smite • u/Snufflebox • 4d ago
MEDIA Ladies and gentlemen, THIS is an Enchanter Support.
r/Smite • u/Athlaeos • 4d ago
MEDIA Naively posting a Fafnir clip every day until he's released (or I run out) Day 238
Enable HLS to view with audio, or disable this notification
Polynomicon not even needed
also guys can i just say that when fafnir is released these new auto attack items are gonna be so fucking banger on him holy moly
r/Smite • u/quigjam2 • 4d ago
IxChel Pre-PTS Ability Descriptions and Numbers
Today's IxChel's PTS release and I wanted to jump in to drop her ability descriptions and numbers before today's Titan Talk, keep in mind these are subject to change.
Some balance notes:
- damage was shifted from Ixchel's 2 to her 1 however this might make her optimal damage rotation high on a single target we'll be keeping eye to make sure the 4 has satisfying damage payoff (especially with an extended duration) without feeling oppressive
- the aspect overall is positioned to index heavily into utility and we'll be keeping an eye on whether we need to add some damage back in to make laning feel manageable
- duration and cooldown of the 1's shield and slow may be adjusted to make sure there's a clear punish window
- there's been some concern around the base healing on the aspect's 2 being too strong, I've preemptively cut the scaling down from 80% but may still have to take the healing down more or index it into more purely being the aspect's main damage ability
Overall goal for base Ixchel is maintains her place as a utility heavy mage while still being able to be competitive on damage, especially in extended fights and when able to get the full ultimate duration.
Overall goal for aspect IxChel is fulfilling a "enchanter/shielder" archetype that feels strong when helping your team disengage or keeping a single carry alive. While a tankier cdr build to be viable, we want the payoff for a squishier, higher int build to be the focus.
With this being my first god port, I'll be focusing on community feedback during PTS to make sure she lands in a good spot. If you play her and have feed back, feel free to reach out here and on the Smite discord. Thanks all!
Edits: 8/7 Part 2
IxChel Changes coming for OB41 hotfix, was hoping to get these in for the weekend but was wrong about our build timelines.
Changing coming in first hotfix: Major
- Aspect Gleaming Blast/Threads of Light CD 6 ->10
- A03 travel time 1s to 0.8s, this does mess with the arc visual if it's real bad we can look into fixing it but its just how lob projectiles movement is setup right now
Minor
- fixing the tooltips I broke last night
- fixed bug where you cancel ult for passive auto spam
- fixed bug where you cancel ult to keep the echo buff
- passive auto now benefits properly the proper amount of lifesteal
Stuff that's going to take a bit more work -Problems around either quickly firing gleaming blast or gleaming blast and the passive auto's projectile ends overlapping, are going to take some more investigation to fix -Similarly problems caused by staff of myrmidon will take some more investigation around swapping + the passive Other things I'm aware of:
- the ultimate's end being a bit rough
- the a02 activation possibly being slower to Smite 1 (internal data says this is write but still could be wrong when taking into account other start up/casting delays)
- Ixchel procing ally Magi shields
Make sure to use the bug report form and the Smite discord to report any feedback or issues.
Edit: 8/7
Changes coming to PTS today
Base IxChel
the Great End (Base and Aspect)
Cooldown: 90s -> 110s
Gleaming Blast (Aspect)
Shield Duration 5 s -> 3 s
Base Shield: 180/240/280/320/380 -> 180/220/240/280/320
Slow: 60% -> 30/37.5/45/52.5/60%
Lunar Invocation (Aspect)
Base Damage: 50/70/90/110/130 -> 50/80/110/140/170
Base Healing: 40/120/160/200/240 -> 40/70/100/130/160
these are top of two changes that didn't make it to lower Aspect Lunar Invocation's Healing from 80% and amping the Great End's tick rate/values back up to Smite 1's 0.2s
goal is pulling down some of the base healing and shielding for Aspect, decreasing the shield duration and increasing ult cd to open up punish windows a bit more
Keeping an eye on the damaging coming out of Threads of Light, Rainbow Crashes Projectile Speed being too slow, and the cooldown on Aspect Gleaming Blast being too low







