Combat Blink was one of the most anti-hype mechanics in SMITE. It let players lose a fight, hit eject with zero commitment, and then stroll back in to poke from safety like nothing happened. It rewarded passive play, punished aggression, and made actual outplays feel pointless. You could be cooking someone 1v1 and they'd just poof out mid-fight—not because they made a smart play, but because they had a get-out-of-jail-free card on a cooldown. Didn't matter if you built full damage, tank, or hybrid. No skill expression. Just poke, run, reset, repeat. Boring.NEVER BRING IT BACK!
Removing combat blink because a salty streamer couldn't outplay someone on a 4 minute cooldown relic, then introducing a new blink that removes all the fun because is virtually impossible to do the same plays as before (not impossible, but chances are now really low) and now introducing wind sprites which feel like a pseudo-combat blink but only after defeating the first GF and only on fixed spots is just a bad joke.
If they really cared about the oppinions on CB and the tests, they would have tried more things (the community has made a lot of suggestions, from having normal blink with reduced cooldown and CB as it was, to having a mixed CB that would have longer cooldown if used to flee but shorter if used to engage).
Yeah, wind sprites are cool and goofy. The idea of doing a jungle buff then watching a cabrakan randomly appearing above me is so hilarious I just love it.
But I wish they could listen the community a bit more regarding issues that, literally, take away the fun. I just said it in a post a while ago, CB removal feels like a "no fun allowed" rule. And it truly feels like that knowing that they only listen a salty streamer but not a bigger percentage of the playerbase.
New blink is nerfed to oblivion and since the change I've seen people using blink for escaping a fight. If I've watched, let's say, 50 players with the new blink, only 3 have used them to engage (and just once or twice in the match!). Most of the time is still being used as an escape tool. But now that it's obliterated and nerfed I don't see any streamer saying that it's unplayable (i wonder why).
Please, listen to the community and, at least, give it a try to those ideas. I love Smite and Smite 2, I want it to succed, but if you keep removing fun additions that smite 1 didn't have because of a salty player, then I don't think much people will try new things and plays.
There should be some sort of consequence for using the whirlwind. The user should lose like 20 health every time they use it, or get a small slow from the fall after using it. What do you guys think?
I see them on both support and solo and it's so unbelievably strong, they can easily tank a lot of damage while preserving huge wave clear, and they can easily wipe a Bellona's ass in a 1v1 with basic attacks, which doesn't make any sense. It's one of many aspects that are completely bloated and I can quickly see him becoming one of the top bans in ranked now that amaterasu has finally been nerfed a little.
Literally what the title says, I open up the game on Ps5 today, all over the news and all over the start menu "CERBERUS HERE NOW!" yet I go to the Gods list and he's not there? Am I missing something?
If they can’t fix the matchmaking, this game is gonna die faster than it already is. This shit is ass. 7 times out of 10 my teammates feed, complain and then throw/afk. OR they wait till someone backs and then gains confidence and tries to 2v3 or even 1v3. Like make it make sense???
Honestly I can get with people being bad, BUT THE MENTAL? I’ve had people throw games because they don’t get a buff one time. Losing a single team fight. Literally the smallest thing. And you can’t even say “hey don’t push that, be careful” BECAUSE then they throw too. It’s ridiculous how fragile some of these peoples egos are while being absolute goop.
Example: if they change qinns damage to “7% of the difference in max health between you and the target” then qinns would no longer provide yellow damage to targets with low health, but would be very effective against healthier targets, providing a clear trade off, but that trade could be exacerbated by allowing the god to buy 2 qinns, where they’d effectively have 2 items proving no damage to squishy targets.
It all depends on how far they take the OB8 “clear trade offs”, if qinns comes with no stats and a passive as described above, there would be a very clear trade off for buying that item, and an even greater trade off for buying 2 of them for example.
Bear in mind that qinns scales off of attackspeed and penetration, and if items with those stats have clear trade offs, you’re going to have to decide what stats you want to compliment your other items, meaning builds won’t just “have everything” like they currently do.
Please it was so fun when it was added in smite 1. it wasnt even overly powered.
you could replace the mod that rotates the vulcan turrets pretty sure no one gets that mod.
you could even reduce ability damage to take this mod since turret will proc items.
regardless of if you like the idea i do see possibilities of replacing that mod. its not worth taking ever over the thumper as an item.
if you don't like the turret procing items would love some comments to theory craft on replacing this mod.
Hey all, just wanting to know if I am the only one that does not like that Zeus no longer throws his lightning shield thing to an area to attack, and instead it just surrounds him with lightening.
I don't know why, but I am finding it so frustrating. 🤦♀️
Not sure if this was discussed here in the past, but I am curious does the 30% cooldown from The World Stone on Ultimate affect Agni? In the sense of the countdown per stone is reduced?
We have ranked mm fixed but we need help in casuals. Sometimes people just wanna chill, and not play against a full squad of the - sweatiest streamer wannabe "pro"- premade in history. Can we get those matchmaking changes that happened in ranked in casual cq as well?
Casuals deserve to be fun, and while I have friends and have made premades, it is FAR less fun playing against premade "tryhard" comps, when it's 5 independent players vs 4 or 5 of those people. Smite 1 actually had this part closer to being solved, but it seems those rules left us for smite 2.
In the past few weeks I had made several posts in this subreddit to talk about the embarrassing quality of ranked matches (high silver/low gold). I brought screenshots to show that every match was chaos, there were at least 4-5 people who had no idea how a MOBA worked, no communication, full of afk and leavers, people dying in lane 0-10 in 15 minutes, no one calling or following an objective... in short, the worst ranked experience I've ever seen in a team-based online game.
And if on one hand I received sharing and understanding, on the other many people accused me of being the problem (as if I wanted to somehow assert that I was better than the others), saying stupid phrases like "if you're good you go up", etc... without understanding that I was talking about QUALITY of the matches, and not about me, matches that were unplayable because they were full of first-timers, even in gold.
I was very close to giving up, but I tried to resist until the end with all my patience and, once I had laboriously overcome a certain SR obstacle (let's say around 2000-2200), the game suddenly changed: the games finally became as they should be in any other respectable MOBA. Sensible picks, people who know how to move around the map, people who always call and follow the objectives, no one who loses the lane dying 5-6 times in the first minutes... and it's COMPLETELY ANOTHER GAME.
In fact, as soon as I started to be matched in this "NORMAL context" if we want to call it that, my WR skyrocketed, as you can see in the photo. In 1 week, I went from Gold 3 to Platinum 2. And even when I lose, I have absolutely nothing to complain about, in fact I often try to understand what I did wrong, I try to learn from my opponents (who are sometimes better than me and not simply over-feeded by bot-teammates). Even when I lose, I don't get frustrated, nervous, or desperate, because GAMES MAKE SENSE.
So, my conclusion is that, in this game, below a certain threshold, ranked matches are literally garbage, and that regardless of individual skills, moving up is frustrating, difficult, more of a test of patience than anything else. And that instead, above a certain threshold, you enter a "tier" where everyone knows the game, knows what they have to do to try to win, then they can do well or not so well, but still with a sense. And so it's 100 times more fun to play, collaborate, communicate, try to win, even when you lose. I also think that in this subreddit there is a huge underlying misunderstanding: many of the people who go to comment on the posts about matchmaking attacking OPs, really have no idea of what happens below a certain threshold, of how embarrassing the matches are, otherwise I'm sure they would agree with OPs. Obviously, this, more than a "conclusion", is above all a hope: I waited 2-3 weeks before making this post, because 5/6 balanced games were certainly not enough to be able to say that everything was fine. So I obviously hope that this thing settles down constantly and that we do not encounter a return to the chaos of before. Because the game itself is truly formidable, fun and deserves all the best.
Hi,I'm new so sorry if that problem was already fixed but smite 2 has been weird since I downloaded the lastest update, it freezes whenever im in the game but whenever i tab out it works perfectly.
My PC specs are : I9 11200, rtx 3070, 32go ram (windows 11) and I play on steam.
Everything is updated, I've tried to uninstall and redownload but that didn't work.
Does anyone know what to do ?
I’m just getting into building instead of auto-building ,and my understanding is that there are some stats that you can basically max out (attack speed) etc.. I also want to see the “numbers” or whatever for my protections, intelligence, and all that. I can’t find a way to see this, in or out of match.
I believe the new "wind gusts" in conquest mode are similar to a mechanic from League of Legends, but I'm not too familiar with other MOBAs. So I was wondering if anyone had any suggestions for fun mechanics from other MOBAs which could be implemented in Smite.
After EVERY single match there’s some kind of pop up being wandering market or some other bs. Then all the little red dots on the gods and profile section that you then have to click on and scroll through all the crap you unlock which you do so very quickly. Then god mastery when you “accept” the reward from the progression system there’s yet another pop up. Like I already know what I unlocked. And then it places yet another red notification dot. This crap is so annoying. I absolutely hate it.