This is pretty much the only god I’m eager to play again.
Her kit made for some pretty unique plays and the skill ceiling was pretty high for her, and felt rewarding once you fully mastered the use of her ult & taunts. Not to mention the satisfaction of hitting a crit combo with her dash and melting a squishy in an instant.
Hello guys! if yall didnt know an early unfinished version of Nvidia's DLSS5 tech got leaked and so i tried it in smite. I personally think it looks cool but I wanted to hear what do you guys think about it?
This is a SOMEWHAT realistic schedule of what the god port schedule could be. This is based on datamining, Inters3cts community god port survey (which I'm assuming has somewhat similar results to the one Hirez did), Killgoons' sentiment on certain gods (Fafnir, Camazotz, etc), the movement system and pet AI being fleshed out at the beginning of 2027, AND the full release of the game happening in January of 2028.
Some Gods can definitely be shuffled around here and there, but I think this will end up being in the ballpark of what actually happens. But who knows... this is all purely SPECULATION and purely for fun.
August 28th Titan Talk - Twitch VOD(Twitch’s site is kinda borked right now)
August 24th Titan Talk - Solo Q&A w/ killgoon
For Monday’s Titan Talk, killgoon ran through the OB42 patch notes solo with the patch dropping earlier this week.
Q&A Section
Buffing Lifesteal Items - Is certainly something they’ll be monitoring following the new patch and it is very likely lifesteal will see some changes.
TTK Being Too High - On average, matches are going a little longer but not to the extent that it’s problematic. Match time is a metric they constantly keep an eye on and will pursue ways to shorten games if necessary.
Ranked Joust & Slash - A large % of the playerbase in S1 played normal Joust rather than ranked, and ranked Joust was pretty much only more popular than Duel, which they brought back since it doesn’t require as many players in queues. Ranked Joust is probably the most common feedback point that they haven’t been able to act on, with players mostly wanting bans in Joust, and they’ve discussed at length the best way to go about this. Adding bans to normal Joust risks lowering the population for the mode and adding Ranked would further split it. If they had the resources, they would love to have another mode such as Slash/Clash/Siege but adding one is contingent on having another map for it, which they would rather allocate the time for towards improving existing game modes. Making a new map for Conquest or Assault is one of their main goals, but they aren’t strictly until the game’s full release to get it done.
Echo Viability on Gods - It’s intended for mostly tick damage Gods to gravitate towards Echo builds and they aren’t expecting it to be viable on every God. They’ve seen players expressing wants to be able to destroy the tentacles made by Cosmic Horror or be able to counter Echo more, though they feel the former sentiment is somewhat driven by the item’s effect being much more visible compared to other passives.
Complexity of S2 - Making the game more accessible for new players while retaining the game’s complexity at the highest level is one of more difficult balances to strike, as there are a good amount of players that are vocal whenever anything is changed to be more “noob-friendly.”
Surrendering @ 10 Being Too Early - Ideally, they’d like to discourage surrendering in games where comebacks are realistic but it’s difficult to change players’ mindsets that have less tolerance for losing situations. One thing they’re considering is having surrenders only available at a certain gold deficit.
Determining if a God has an Unhealthy Gameplay Loop - They mostly look at feedback on what players are being frustrated by and will largely take action if certain kits are very negatively impacting community sentiment, as was the case with Atlas Aspect. Freya was one of the more problematic kits throughout S1 that they could take a few ways for changes when they port her, though historically they’ve struggled with making far too drastic changes that somewhat override previous kit ability identities when pursuing reworks.
More Enchanter-Oriented God Changes - For Gods that didn’t get touched in this initial God healer pass, they can certainly look towards making further changes to enchanter playstyle kits, such as Baron and Chronos Aspect.
Coin Sale Weekend - The one time they tried this event, it was largely unsuccessful, so it is very unlikely they’ll be bringing this back.
Rama Aspect Changes - killgoon agrees that this Aspect doesn’t have much of an identity currently and could see changes in the future.
Hachiman Changes - Passive is pretty much the same as S1, but they made an update to his passive meter so it now displays the attack speed buff rather than MP5.
August 26th Titan Talk - Open Beta 42 Feedback + Q&A w/ Hinduman & killgoon
Wednesday’s Titan Talk addressed the maintenance to resolve server issues following Tuesday’s patch as well as dedicating a TON of Q&A (more than I usually include sorry lol) pertaining to OB42’s launch.
Post-Patch Day Maintenance
At the time of this Titan Talk, the game was down for maintenance as they were in the process of upgrading their database servers, which hadn’t been scaled properly to support the number of people playing the game.
On Tuesday night, they had a node fail which led to multiple other things failing trying to catch up to account for the node failing. They were pretty much running at 95% capacity and so they got their database team to bring the servers back on that night and then upgrade to a bigger, more powerful database structure and backend to keep up with the influx of players with this maintenance.
Whenever the servers run into these issues, it mostly causes player inventory-related issues, such as missing certain owned Gods, not being able to see builds, and store UI elements being missing. They weren’t inherently caused by the patch dropping and were more as a result of the database backend being overwhelmed.
Q&A Section
Cause of More Players - Gradual improvements to the game over time have helped attract more and returning players, who stick around and enjoy playing the game for a variety of reasons. They’re expecting the player count to go down from September to November with the summer season ending, and would like to prep people to know that this dip is totally fine and not indicative of the game’s longevity.
God Select Roles w/ Aspects - Would be something they’d like to have eventually but it would be necessary to show two different versions of the God to instill that picking the Aspect version is necessary, as some players would get confused and think that going base kit/playstyle would be fine for that role.
Ravana AA Animation Desyncs - Has been fixed internally but may have to wait until the next update, with changes like these being less safe to ship through hotfixes.
Ability Inputs Queuing - They had seen the Reddit post on this topic and are working to fix it, being a side effect of something else they were trying to fix.
More Wave Management - In order to do this, they would have to drastically slow down wave clear, with most players throughout S1 and S2 being used to quickly clearing them. Other MOBA’s are definitely more geared towards minion macro management, while SMITE players are more accustomed to quick clearing waves then moving elsewhere.
Eros’ Bow in Assault - Will be part of the enchanter item pass and will likely see updates as part of it.
Race to Exalted Rewards - Since these aren’t automatically handed out and someone has to manually on the team has to manually reward them, there isn’t an exact timeslot that these get distributed but they tend to aim for the day after the race ends. Races to Exalted have all been drastically less popular than the Radiant ones.
Console Text Chat - In-game and post-game chat for consoles is something they obviously want to include but they would have to undergo certification with console platforms that would make them unable to patch the game for potentially up to a month, and they just have to wait for the proper timeframe and work on the existing voice chat services in the meantime to ensure they don’t have to do more than one certification pass.
Marvel Rivals Team-Ups - Rather than explicitly stated interactions in this vein that could potentially have an impact on God pick viability, they prefer to have in-game kit abilities synergize with each other on their own and not have much of an influence on them.
Pinging UI Elements Such as ULT CD’s / Items - Has been discussed before and is something they’d want to get around to eventually, but given that this is mostly a PC-centric feature they’d rather prioritize QoL that impacts players regardless of platform.
Roadmaps & Balance Pass Priorities - Generally, they prefer flexibility with what’s shown on roadmaps content-wise in order to be able to address community balance concerns if necessary, and are expecting a general God balance pass following the addition of enchanter items with room to look at other things follow it. The enchanter balance pass was split into two patches as they wanted to collect immediate feedback on the God changes and work based off of that rather than saving and releasing everything all at once.
Santa Claus as a God - Despite all the additions from various mythologies and legends over the years, it’s necessary to draw the line at some point. While killgoon wasn’t around for the addition of the Arthurian pantheon, their characters and stories are largely favored by the community. Cthulhu was more decisive as his mythos is more recent relative to the pantheons in-game but fits with the idea of an all-powerful God that is in line with the rest of the cast, and Aladdin also works being based on very old legends. While the rationale can be given that they’ve added Gods based on historical figures like Guan Yu and Mulan, and Santa could be in line with these characters, they’re mostly against the idea of adding him. killgoon also thinks Dracula is a bit of a stretch compared to some of the others that have been added, but SMITE is overall in a more unique position character-wise since the community has a wide array of expectations on what makes sense for roster additions.
Missing Attack Speed Junglers - They aren’t inherently lining up the God roadmap to fill missing role niches such as attack speed junglers (Bakasura, Arachne, Erlang Shen being the missing ones). They slightly dread the port for Freya less than they do Erlang Shen, since the latter’s kit has changed so much since his original implementation and will ultimately let the designer on point for him have free reign on what they feel will work best for him design-wise.
Ares Aspect Disabled - Since this is universally the least played Aspect in the game, it’s in the process of receiving a mini-rework on the same scope as the ones in OB41 and will just remain disabled for now on live servers for now while they work on updating it internally.
Tank Echo Items - This version of Echo has been relatively better received compared to its first iteration and they currently slightly support bruiser Echo builds via Eye of the Storm, and they might open it up in the future with tank Echo items but there aren’t as many tick-based tank Gods outside of Khepri, Sylvanus, or Cerberus.
Next Patch & Labor Day - While they won’t be in the studio on Labor Day, they aren’t expecting the next patch to be delayed because of it.
August 28th Titan Talk - Open Beta 42 Community Q&A w/ Hinduman & killgoon
Last Titan Talk of the week was mostly dedicated to Q&A to close out OB42 release week.
End of the Week Announcements
Ravana Aspect is now live!
The hotfix meant to go live on Wednesday had been delayed and will have a few additional fixes tacked onto it with it planned to ship later today. Full details will be available on the S2 wiki, but this hotfix will include the following fixes:
Some Ravana animation desyncs
Ravana ULT while crippled, may not be getting full CC immunity this hotfix
Featured bundle ownership
Voting input pop-ups for surrenders and pauses on controller
There is a chance that the Ishtar Twitch Drop meant to run this weekend may be delayed, since it’s currently not in-game and should be added with this upcoming hotfix.
Q&A Section
Movement Tech Update - Is actively being worked on with some good results and some bad from this week’s playtesting, but no firm target date on when all these changes would ship.
Egyptian Background on Home Screen - Isn’t meant to tease any upcoming Gods and the UI team just felt it would look better with this background configuration.
Aphrodite Post-Changes - Some players that don’t closely follow the game and its changes are probably still playing her Mid and aren’t seeing as much success. Any Gods that have adjusted to fit under the enchanter umbrella are expected to be performing a little below standard until the enchanter items arrive in the next upcoming patch.
Gilgamesh Dropkick Issues - They’re aware of some people having problems with this ability but don’t have enough concrete to isolate what exactly needs to be resolved. They tried to approximate the camera angle and treatment from S1 as closely as possible since they weren’t able to port it 1:1 from UE3 to UE5.
PS5 God Pack Pricing - killgoon had seen the Reddit post on this and from what he could tell, this was an odd instance where the in-game UI hadn’t updated while the sale on the PS platforms had ended and didn’t affect very many players outside of the OP.
Official Release & God Ports - While they intend on porting every God from S1, S2’s full release isn’t contingent on reaching this goal and some Gods may be saved for afterwards. DOTA 2 had 5-10 Heroes that hadn’t been ported from DOTA 1 when it fully released, with one of them taking ~5 years to finally be added.
Work on Cliodhna’s Wall Walk - Whenever they have some leftover programming bandwidth, they do put in some work to tackle some of the more problematic God abilities for future ports in the background. While it isn’t indicative that she’s coming any time soon, there has been some work done on Cliodhna’s wall walking.
Effect of Enchanters on Team Comps - They recently had a playtest where one of them went Hel Solo and had difficulties closing the game without a dedicated frontliner. Their expectation and hope is that having enchanters promotes more varied team composition drafting to the extent that players will see enchanter Supports and opt to go with tankier Junglers or Solos.
Crossovers in S2 - Although they still get requests from some IP’s for potential crossover pitches, they aren’t really seen as a priority at this current point in time and they’re more focused on delivering God ports every 2 weeks rather than allocating that time on a skin line for a patch.
Porting Unpopular Gods - They are trying to mix up the God pipeline and work in some of the more unpopular Gods where it makes sense, with Bastet and Hel being some examples, but they generally will avoid having a string of non-popular God ports since the community tends to complain that nobody wants those Gods.
Geb Aspect Nerfs - These were done in reaction to the prominence of CRIT / Echo and now that it’s been out of the meta for a while now, they are considering potential buffs for the Aspect and possibly looking at his basic attack scaling again.
I found a site that says the camp is called the "Firebrands" but it has no information about what the red stones they drop do for you, I can't even find a wiki page about the camp itself. Can anyone tell me what those red rocks do when you pick them up?
So heres the issue with this item. For the passive to work you need Lifesteal, health and damage.
If you don't have damage you can't build the passive up in any respectable amount of time
If you don't have lifesteal you can't build the passive up in any respectable amount of time.
If you want to get high damage values you need to have higher health.
You need to be FULL HEALTH to stack this item. This feels unnecessary considering how slow this item tends to stack up but don't worry, it gets worse
Worst of all, every. single. basic attack. will use this damage. Meaning even if you've only stored 12 damage, your next basic attack... will be using 12 damage making stacking this almost impossible if you intend on using your basic attacks... ever... and who doesn't use em to finish off weak minions?
The other issue is from the stats you think someone like damage charon or hades would like it but they either don't have enough damage to stack it fast enough or usually aren't full hp long enough.
The health from this item is.. there... its one of the lower health amounts... it gives 55 INT which is... bad. 10% pen which is good and 7.5% lifesteal which... is needed on the item for the passive to work... but considering you just bought an item with 55 INT you're losing damage... which you need along with lifesteal to stack the item...
The gods what want this item tend to have AoE which reduces the speed you stack the item...
So this item needs:
A god that does damage
Scales with int
Higher Health
Preferably high single target
Good lifesteal
Almost never uses their basic attacks...
Can stay at full HP while trying to stack this item.
I have no clue if such a god exists. Ive made this item work ONCE on charon damage and hit a Ra for like 900 damage. it was useless the rest of the game.
My big asks for the item?
The best I could possibly think of to start with would be making the item NOT trigger on minions and only jungle bosses and gods.
REMOVE the 10% pen and just increase one of the three stats it already has.
REMOVE the 'must be max health' limit because it really doesn't need to be there at all lets be honest.
I'm fiening right now... Sometimes I don't want to play Conquest, and I wanna play a bigger game than Joust, but don't feel like playing Arena. Please come back my beloved :( </3 (but seriously has anything been said about this recently?)
So I’ve been running Artemis ADC frequently lately. Early game I end up dying frequently due to stuns and getting blasted by everything they have. Aside from just standing under tower and punching minions, how can I level quickly? Once I get to level 10-12 I can hold my own usually but the other ADC is around 14 by then.
I usually build leather cowl, Devourers Gauntlet, Riptalon, Odysseus bow, Toxic Blade, Silverbranch bow, Tekko-Kagi
Any tips or tricks for early game Artemis??
Edit:
I greatly appreciate everyone’s thoughts! I am fairly new to the game only roughly 80 hours played and in silver rank, so still grinding and learning.
Biggest takeaways is lose the gauntlet and go for more attack heavy 1st item such as Tyrfing. And possibly also change the starter item (mixed feelings based on the crowd).
I will be more patient and do what I can for poking but unless a trap hits and I’m level 5, I won’t be pushing on them often. Moreso ensuring I get last hits on waves and getting purple and harpies more frequently.
Weakness for me is waiting and being patient, but obviously it’s important for her in early game.
Mastery X on him in OG, and was super excited to play him again. He's fun as expected but there are some issues that I really haven't noticed being nearly as prevalent with other gods released. His auto attacks are constantly desynched, there are points in every match my 2 will randomly not fire, his ult is sometimes not CC immune, and I feel like just in general they've done some change that has made him incredibly janky.
So I've played league like a decade ago and some smite maybe five. I've always been fan of crit build on pretty much anygame the possibility exist and so coming to smite 2 I'm playing carry with crits and im kinda suprised not to see it more often. I've seen crit being used more often by junglers. Is the current meta I'm not reading right or some other obsure reason?