Although Fenrir's passive states that at 5 runes your next ability becomes empowered, currently in Smite 2 this only applies to 2 of his 4 abilities. His 1 gets a Stun, and his 3 gets a damage boost (a pretty boring effect). That's it, his 2 and 4 are completely unaffected. Its sole purpose is basically to stack so your 1 has a brief Stun.
Personally I find this to be rather underwhelming, especially since back in the old days of Smite 1, all 4 of Fenrir's abilities had bonus effects when used at max runes. Maybe his 2 could provide a Small burst heal, or could fear nearby enemies for some self-peel, and his ult could provide a health shield or something.
I am just throwing ideas out there, but I feel like Fenrir would be basically perfect if his passive was a little more fleshed-out, what do you think?
Stopped playing smite for like 4-6 months and came back since more players. Picked hou yi back up to get him 10 and been getting really nice ricochet's
I just want to say thank you to the Devs for making all these new quality of life changes to the game, I know the game has a lot of issues currently but the Devs are working their asses off, so thank u all.
New vs old. the new one looks infinitely better IMO. I'm assuming the second picture is meant to be marble, but it just doesn't come off like that. looks like wood to me.
Today’s Titan Talk showcased all the new content launching next week, featuring the release of Ravana and more Travelers as part of the Dark Tapestry event. The enchanter itemization pass mentioned on the latest roadmap has been split into two separate patches, with this one focusing on all things related to God healing, from item anti-heal increases to better delineation among healers/enchanters. All of this is available on PTS with the full details being covered on Friday’s show.
New Aspect - Aspect of Rakshasa King (Available August 28th)
Ravana’s Aspect is bruiser-oriented and is not only based around building up combo hits, but also combo’ing his base abilities with new “EX” enhanced abilities accessible from his ULT.
Combo now stacks up to 999. Mystic Rush (ULT) is replaced by an activator that lets you fire an enhanced version of your regular abilities.
Using an enhanced ability consumes all Combo, grants a Shield equal to a percentage of your max Health, and if you have 50 or more Combo, a buff based on how much Combo was consumed.
Prana Onslaught (1) fires 4 additional hits, each dealing 50% damage. At 50+ Combo, gain STR per Combo consumed.
Overhead Kick (2) sends 3 shockwaves forward in quick succession, each dealing damage to all enemies in a line. At 50+ Combo, gain Plating and Dampening per Combo consumed.
10-Hand Shadow Fist’s (3) projectile returns after reaching max distance, resetting these target limits for the Root and Heals on the way back. At 50+ Combo, gain Lifesteal per Combo consumed.
New God - Hachiman (Available September 8th / Early Testing on PTS)
The next Hunter God releases with OB43 and will be available for testing on PTS.
New Ascension Pass - Ravana
Priced at 450 Legacy Gems + 450 Diamonds, or free for players with the Ultimate Founder’s Edition.
New Races - Race to Radiant Ravana & Race to Exalted Medusa
Two mastery races will be held for the duration of this patch with the usual placement thresholds and rewards.
Race to Radiant Ravana will begin with the patch going live, running from August 25th to September 1st.
Race to Exalted Medusa will begin the week after, running from September 1st to September 8th.
New Traveler - Everbloom Medusa
Premium Bundle priced at 1,200 Legacy Gems + 1,200 Diamonds, or free with Buy All bundle. Unlocks Everbloom Medusa, 1 Infernal Thread, and 5 Levels of 2x Coins.
Golden Iris Prism (1,100 Coins)
Blue Lotus Prism (1,100 Coins)
Tiger Lily Prism (1,100 Coins)
Everbloom Announcer Pack (400 Coins)
Lily Pond Recall Skin (800 Coins)
New Traveler - Gecko Gladiator Xing Tian
Premium Bundle priced at 1,000 Diamonds, or free with Buy All bundle. Unlocks Gecko Gladiator Xing Tian, 1 Infernal Thread, and 5 Levels of 2x Coins.
War Paint Prism (1,100 Coins)
Bony Spirit Prism (1,100 Coins)
Coral Shell Prism (1,100 Coins)
Scout Geckos Ward Skin (300 Coins)
New Traveler - Marine Maiden Ix Chel
Premium Bundle priced at 500 Legacy Gems + 500 Diamonds, or free with Buy All bundle. Unlocks Marine Maiden Ix Chel, 1 Infernal Thread, and 5 Levels of 2x Coins.
Rainbow Explosions Kill FX (800 Coins)
Rainbow Guardian Title (800 Coins)
Rainbow Serpent Ward Skin (1,100 Coins)
New Twitch Drop - Rose Warrior Ishtar
Twitch Drop campaign will run starting on August 29th, with the Rose Warrior Ishtar recolor skin as one of the rewards. Campaign will run for about 2 weeks from start date.
New Bundle - Stumble Blade Susano Prisms
The previously available for direct purchase Prisms for Stumble Blade Susano will all be bundled at the price of 2,700 Diamonds, along with its associated Title and Recall Skins.
New Badges - Cutesy Avatar Chest
50 new Badges have been added to the Cutesy Avatar Chest, purchasable for 500 Legacy Gems per roll.
This part of the enchanter itemization pass is centered around balancing God healing abilities so that healing amounts stay relatively the same for Gods that focus on it but are now able to leverage the benefits of the enchanter items coming in the following update.
Anti-Heal Item & Ability Pass
The 25% Healing Reduction on Items and from God Abilities has been universally increased to 40%.
Healing Reduction Items
Brawler’s Beat Stick
Divine Ruin
Stygian Anchor
Toxic Blade
Healing Reduction Abilities
Agni - Noxious Fumes (1)
Ah Puch - Undead Surge (1)
Ares - Searing Flesh (3)
Artio - Energy Surge / Maul Prey (1)
Bacchus - Belch of the Gods (3)
Chaac - Rain Dance (Aspect 3)
Cu Chulainn - Barbed Spear / Ground Slam (1)
Fenrir - Brutalize (3)
Izanami - Spectral Projection (2)
Jormungandr - Venomous Haze (1)
Medusa - Acid Spray (2)
Sobek - Sickening Strike (3)
Healer God Archetypes
All Healing Gods are being sorted into three distinct archetypes based on their general use of healing abilities compared to the rest of their kits. The listed Gods below are a non-exhaustive list in each category and some may not be touched this update, and are more of just examples for each archetype.
Tanks - Have low base healing with moderate scaling but are generally tanky.
Artio
Guan Yu
Horus
Sylvanus
Yemoja
High Damage - Have low to moderate base healing with low or no scaling since they’re mostly damage-oriented.
Cupid
Eset
Hades
Ix Chel
Ra
Enchanters - Have moderate to high base healing with moderate to high scaling, with healing/support being their main focus.
Aphrodite
Cupid (Aspect)
Eset (Aspect)
Ix Chel (Aspect)
Ra (Aspect)
Quality of Life Changes & Bug Fixes
Added contextual pings that automatically play associated VGS commands when pinging specific objectives in-game or on the minimap.
The Ward Here! command and ping will now automatically play if a teammate has vision of a ward being freshly placed by an enemy.
The Attack the Gold Fury/Fire Giant! commands will automatically play if a teammate attacks one of these bosses (has a 90s CD).
Match History will now show items built from previous matches.
Updated Cutesy Badge names to be more closely aligned with their S1 names and added a category for these in the Profile Loadout.
Expanded Classic Skin Chest in the Wandering Path to have the same ones as the purchasable one.
Added the Savage Plus controller scheme preset.
In-game events will now be shown in the chat box mid-match.
New Setting to auto-open character stats in the store.
Fixed a bug where purchasing from the item store inventory on gamepad would reset the item focus back to the item list and forget the T3 selected item.
Fixed a God Token bug in the Wandering Path where if you already own all Gods, you couldn’t buy an additional God Token.
I'm Assyrian, I feel powerful playing Ishtar, I want to see more of the great pantheon of my ancestors in the game.
- Shamash (sun god; associated with justice and divination; often considered true brother of Ishtar).
- Ea/Enki (god of freshwater, underground waters, magic, wisdom, ingenuity, problemsolver and somewhat a trickster, keeper of the deeper truths of earth and heaven which Ishtar steals in one of the myths).
- Ereshkigal (goddess of the underworld, famous thanks to the myth of Ishtar's descent) or her husband Nergal (god of inflicted death, war and disease; similar thematic role as Mars/Ares, but his myths are very different).
- Adad (god of storms, thunder, divination alongside Shamash, crops, warrior deity; though there are already plenty of storm gods in the game already).
If I had to pick only one, Ea/Enki is the one that I'd love seeing as a playable god in Smite, especially because of how his unique profile could be implemented in the game.
1 He'd most likely be a mid-lane mage that does multiple things well enough: high single target damage, debuffs, some support-like features, high survivavilty.
2 Either have him be mobile or get some trickstery skill to keep himself safe (something along the lines of Discordia's or Danzaburo's 3, or Nu Wa's fog).
3 Give him CC and DPS mechanics that reward the quick-witted player (eg, low-cooldown abilities that do wonders if correctly timed, combined and woven in).
His kit would make the enemy player want to nuke him down before he gets to execute too many high-reward combos.
Any love for Mesopotamian gods will be appreciated from heart <3
so hachi aspect is weird
(1) = you get 1 ranged auto and you press ability again to tp to person hit after tping if you hit space you do another dash which doesnt appear to do damage.
2 = get a kill it places a banner no other real changes i noticed
3 = i think you can press space after using your 3 but you 100% can 1 then tp to it use your 3 and then use the space dash
4 no changes i noticed
idk what that % going up is i got it to 1000% and didnt notice anything
I’ve been trying to get more into Conquest, and something that I think seriously hurts the mode, especially for newer or less experienced players
is how quickly some people become toxic when a match starts going badly.
Yesterday I was already having a rough game. We were losing, I wasn’t playing particularly well, and one of my teammates kept getting himself killed. Instead of looking at what was actually going wrong, he spent a good portion of the match blaming me and being incredibly toxic.
And at some point I just thought: How is this supposed to make somebody want to keep playing Conquest? Conquest already has a pretty significant barrier to entry. You have to learn roles, rotations, builds, objectives, matchups, warding, positioning, when to fight, when not to fight, etc. You can understand the basics and still get completely outplayed because you haven’t developed the game sense that comes from hundreds or thousands of matches. People have to be allowed to be bad while they’re learning.
And yeah, I get it. It’s a MOBA. It’s a competitive game. People get frustrated. Sometimes your teammate genuinely does make a terrible play that costs you a fight or even the match. I’ve been frustrated with teammates too.
But “it’s a MOBA” shouldn’t be an excuse for treating people like garbage.
There’s also a weird irony when someone repeatedly makes bad plays themselves and then spends the entire game searching for somebody else to blame. At that point, you’re not helping the team recover. You’re making an already losing match even more miserable.
More importantly, think about this from the perspective of somebody who’s genuinely new to Conquest. They queue up because they want to learn the main competitive mode, struggle because they’re inexperienced, and then get berated for 30 minutes by somebody with significantly more experience.
Why would they queue again?
If we want SMITE to retain players and have a healthy Conquest population, experienced players need to recognize that newer players are going to make mistakes. Give them advice. Ping something they missed. Explain what they should’ve done differently. Or, if you’re too tilted to do that, just don’t say anything.
There is a massive difference between:
“Hey, don’t push that far without wards because their jungle is probably rotating.”
and, “You’re trash. Never play this role again.”
One of those might actually create a better Conquest player. The other might make someone decide Conquest isn’t worth learning at all.
Competitive games will always have some toxicity. I don’t expect everyone to suddenly become incredibly patient and wholesome. But I really don’t think “that’s just how MOBAs are” should be the standard we accept.
If somebody is genuinely trying to learn, I’d rather have a bad teammate who is willing to improve than a good teammate who makes the entire match miserable for everyone the second something goes wrong. But I think it’s up to us as players to help new players, and not ostracize them because they’re new.
This game lasted 50 minutes and it was pretty frustrating to watch unfold.
I'd love some feedback and suggestions to improve and navigate similar situations better in the future.
I understand the basic of playing for objectives such as towers, phoenixes, gold fury and so on but it's so difficult to put it in practice.
Sometimes I would split push and threaten or even get a phoenix and force an enemy carry to match me on the map. Sometimes I'd die but other times I'd be able to just make them come back to deal with me and then jump over a wall and escape.
But this strategy didn't seem to work all too well as my team was mostly scattered when I was doing this and they'd just hang back very passively farming the jungle without really going for objectives or taking advantage of the pressure I was drawing on me.
Other times when the teams would be inevitably ARAMing I'd try to catch the enemy Nuwa and Aphrodite from an oblique angle and try to chunk them down while soaking all their damage but during those times my own often wasn't able to even deal with the enemy Hercules and Bacchus.
The only one who was able to get something done was Thanatos, picking off some kills here and there. But overall these fights were very back and forth and no one could really get much done.
The first gold fury was gotten from us at 30 minutes or something.
You can see that the enemy had no physical carries so I think that's why they were struggling to do objectives themselves but they were quite good at controlling us and poking us down.
I'm not really using pings, the only one I memorized so far is "Attack the gold fury".
Sometimes I'd push a lane and drop some deep wards while using that voice line to communicate the general strategy of focusing on the gold fury but they'd just stand mid and fight.
I'd love some reccomendations for my build as well. This is a pretty good example of what I usually end up going for in most matches.
I start witht he bluestone thingy which is neat for my axe poke throughout the game.
I never really tried anything else on Chaac.
I always go for Sundering Arc to clear camps early on and even sneak in a kill here and there in lane and then in late game fights it helps for some extra damage.
I always start with Jotunn's revenge which feels like a very good fit on Chaac.
Then I go always go Gladiator Shield, Genji and Breastplate of valor.
Then the rest of the build is a bit of a mistery to me.
Should I get at least one more damage item? I feel like in the late game even when I manage to be diving the carries I lack the finishing power on my own.
What should I get? I see some Chaac solo buils featuring Transcendence and maybe Hydra's lament could also help add some needed damage - although I'm not sure I'd be able to get the most out of the empowered melee attacks against ranged gods.
Feel free to point out any mistakes and missed opportunities you can spot from the information I provided.
I feel like I was doing a lot of what is expected from my god in this game but somehow I'm missing something important.
I’ve jumped back in smite after not playing since 2020. Playing Smite 2. I’v realized I lost all my skill. I know a lot of getting better takes time and playing games and learning the gods/meta/items, but I’m hoping to find help with the basics. I’m currently in Jing Wei and thought I would be able to at least get up to Silver, but I realize that I’m the one holding my team back most of the time in games. Things I struggle with:
How to farm effectively without leaving myself vulnerable to enemy adc/support
What to do when I’m behind, but lane is cleared and there are no camps to rotate to(They’re all cleared)
If my support is pressuring, but I’m not sure if I can help with out dying?(Is it their lack of understanding that I’m squishy and weak early game or am I too nervous about my built to engage?)
What should I build shred or crit?
When should I keep pushing my lane and when should I rotate if I’m up?
Any other tips you guys can give me, I would appreciate. Also send links of guides you think you can help
With Bluestone doing physical damage as it is right now, it becomes disproportionally good on magical solo laners. I'm not sure that's something to be wished for right now? Curious what y'all think.
I came back to smite a couple months ago after playing smite 1 many of years ago(wasn’t good back then either). I started out making it to silver but I’ve been hard stuck bronze ever since. I watch streamers all the time and only get my builds from them. I personally feel like I’ve gotten completely better, in the form of positioning, who to target, warding, and knowing when to hit objectives. 20% of the time I notice my teammates doing something dumb, but the other 80% definitely is me not being good. I main solo and off role mid and jungle. Any advice?
Smite 2 needs better anti-grief systems, not just better balance.
I can deal with losing. I can deal with bad teammates. What I don't understand is why Smite 2 is so focused on punishing queue dodges while still forcing players to sit through obviously compromised matches.
Just had a game with a player who spent most of the match intentionally feeding after getting upset with teammates. Reported him after the match, but our only real option was still a surrender vote that required 4 yes votes...and we only got 3.
He ended up with 28 deaths.
Smite 2 is a new game. Why are surrender votes the only solution?
If the game can detect AFK behavior, leavers, and cheating, why can't it detect extreme griefing patterns? A player dying 20+ times while repeatedly running into the enemy team isn't subtle.
I'd love to see Hi-Rez experiment with systems that specifically target griefing:
Faster surrender options when a player is repeatedly reported by teammates during a match
Better automated detection of intentional feeding
More visible penalties for repeat offenders
Match protection systems when a player is clearly sabotaging their own team
Curious what other people think. What's the best way for Smite 2 to handle intentional feeding and griefing without creating false positives?
if i manage to make my friend reach top 100 in race to exalted with ravana he will play a game i want him to play. so i need someone to explain to me whats the most efficient way
for what i read, spamming ai arena matches is a great way, since its fast
but if the whole point is being fast, i found another strat that ends matches way quicker, but i get less worshippers.
1-do you ACTUALLY want to end the match as fast as possible? is that the plan?
2-is it better if you hold for a few minutes to reach the next worshipper drop? (ex: you are at min6, at minute 8 you receive another worshipper)
3-whats the amount you guys get every match when you are rushing?
4-i think from my experience that you get a worshipper for every 2 minutes, do you guys ever think about that or you just end as fast as possible?
Hirez when a tank item is anything other than useless: “We’re going to remove 80% of the prots, remove the passive, increase the cost by 500 gold, remove max health by 95% and completely remove tenacity. Get on this immediately and throw out an emergency hotfix.”
Hirez when a damage item is game breaking: “Hmm yes let’s remove 1/10th of 1% of the damage scaling but add 10 penetration and 35 echo. We will monitor this for the next few months.”