Smite 2 - Titan Talk April 3rd Summary: It's Too Powerful!

5 sept 25
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1. General Announcement

Xbox Login Issues

  • The team is aware some players on Xbox may be experiencing login problems.
  • The Titan Forge crew is actively investigating a fix.

Recent Nerf to Yoo's Aspect

  • Damage on subsequent bounces was reduced to address overperformance and frustration points.
  • The first hit retains full damage, but follow-up bounces are now reduced.
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2. Overarching Balance Vision for OB7

A Three-Patch Plan

  1. OB7: Reset the overall power level of items by roughly 10-12%, setting a more balanced "baseline."
  2. OB8: Sharpen item specialization. Items meant for tank shredding or specific counter-play will have stronger, more specialized identities.
  3. OB9: Clean up leftover issues and fine-tune items based on community feedback from the previous two patches.

Why the Across-the-Board Nerfs?

  • SMITE 2's seventh item slot increases total item power compared to SMITE 1.
  • Over time, balance patches led to higher and higher power "creep."
  • Reducing most items by ~10-12% keeps their relative relationships the same (e.g., your favorite item is still your favorite) but lowers the game-wide power curve.
  • Goal: More meaningful counter-play between tanks and carries, slightly lower burst among damage dealers, and a bit more difficulty (and risk) when tackling jungle bosses or diving towers.

3. Item Adjustments: Highlights

Most items get that 10-12% stat reduction. However, a few see targeted changes (additional buffs or nerfs) to address larger balance needs.

Items Kept at Full Strength (i.e., "No Nerf" Is Effectively a Buff)

  • Titan's Bane & Obsidian Shard: Premier percent-penetration items for physical and magical damage dealers remain intact.
  • Shifter's Shield: Underperforming bruiser item; no further nerfs to encourage more usage.
  • Totem of Death: Intended for specific mage builds and was underused; left intact (or slightly buffed) so it stands out more.

Bruiser Items (Extra Changes)

Gladiator Shield

  • Loses physical protection, making it less effective if rushed too early.
  • Passive damage slightly stronger if you fully commit to tank items in the rest of your build.

Glorious Pridwen

  • Reduced protections and cooldown reduction.
  • Slightly stronger shield explosion if you have multiple tank items.

Mystical Mail

  • Reduced health and physical protection.
  • Passive remains the same (it still punishes enemies near you in-lane), but it's no longer your all-in-one best defensive rush item.

Runeforged Hammer

  • Increased cost, decreased strength, health, and health regen.
  • Still grants big payoff on hard crowd-control hits, but less lane sustain out of the gate.

Shield of the Phoenix

  • Lower defenses overall, but synergy with high-health builds is enhanced.
  • Retains strong scaling when you stack more HP items.

Void Stone

  • Health lowered significantly to line up better with its physical counterpart, Void Shield.

Carry Items (Extra Changes)

Qin's Blade & Sunbeam Bow

  • Additional nerfs beyond the 10-12% baseline to curb how early these high-DPS items come online.
  • These should feel better later in the game, especially if you combine them with other on-hit or offensive items.
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4. Relic Changes: Blink

Blink's Cooldown

  • Lowered from 210 seconds to 180 seconds.
  • Further 30-second reduction if you successfully damage a god or secure a kill within four seconds of blinking.

Goal: Encourage using Blink aggressively rather than purely to flee. Overall feel is that the healthier, out-of-combat restrictions remain, but it's now more rewarding to initiate fights.

5. God Balance Highlights

Below are standout god adjustments. (Many receive the standard 10-12% item power shift, but these are direct kit changes.)

Merlin

  • Buffs to several stances (Arcane 1 & 2, Fire 1) for underperformance.
  • Blizzard range corrected to match intended design.

Aladdin (Major Shift)

  • Base versions of abilities deal more reliable damage for poke/clear.
  • Genie forms (ultimate-enhanced versions) have reduced top-end burst.
  • Lamp (Ultimate): Deals damage on throw (cannot kill from full if you raise the enemy's health), but no longer puts enemies at a larger health disadvantage when entering the lamp realm.

Hecate

  • Several damage buffs (Triplicate Form, Radiate, Open the Gates).
  • Boosts overall damage consistency without overdo

Bacchus

  • Chug: Lower cooldown, enhanced protections.
  • Belly Flop: Increased damage and slow duration matches official knock-up timing.

Vulcan

  • Various passive mod tweaks to strengthen underused mod choices.
  • **Backfire: **Minor damage increase for better poke.

Cabrakan

  • Tank builds improved: Gains additional mitigation scaling based on item protections.
  • Refraction Shield (Enhanced): Slight health restore scales with maximum HP.

Rom

  • More damage on Rolling Assault bonus attack and Astral Barrage.
  • Aiming to raise his performance in laning and late-game.

Pele (Shift)

  • Dash mechanic on Eruption (when Magma Rush is active) removed.
  • Eruption now always grants a big burst of movement speed during its pre-fire, letting you juke or reposition more smoothly.

Morrigan

  • Dot damage from passive is now "ability damage" (no longer triggers minion executes).
  • Some wave-clear toned down, but Deadly Aspects and Dark Omen scaling increased to compensate in direct fights.

Princess Bari

  • Overall nerfs: Decreased attack speed from Mystic Surge, lowered damage/scaling on Reverent Steps.
  • Fixed a bug causing Sacred Bell to over-benefit from Intelligence.

Awilix

  • Reverted to previous nerfs: Lower scaling on Suku and Moonlight Charge, after bug fixes didn't reduce her performance as much as expected.

Mordrid

  • Aspect of Rage: Lower CDR gained while Blood Rage is active.
  • Cruel Strikes: Increased cooldown.

Odin

  • Gungnir's Might: Now pierces multiple gods, but only stuns the first hit.
  • **Ring of Spears: **Grants Odin a passive stack on cast, and each kill inside the ring increases both Strength and Intelligence.
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6. New Feature: Consumable Swapping

Pick Up Wards or Potions, Drop Them on the Ground

  • No longer need to waste a consumable to pick up a Cyclops Ward or other special item drops.
  • If your inventory is full but you still want to pick up a new consumable drop, you can "swap" on the ground.
  • Dropped items last 120 seconds on the ground and are only available to allies.

Why This Change?

  • Frees up inventory pressure, especially for junglers who collect many free consumables.
  • Allows more strategic resource-sharing with teammates.

7. Looking Ahead: OB8 and OB9

OB8: Deeper Item Specialization

  • Items meant for countering high-health foes or dealing with heavy crowd control will get stronger, more unique passives.
  • Goal: Build paths that require more strategic forethought (e.g., anti-tank vs. raw DPS vs. high-sustain).

OB9: Finalizing & Fine-Tuning

  • Based on community and data feedback, the dev team will spend OB9 polishing any over/underperforming items or gods.
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8. Wrap-Up and How to Get Involved

Try the OB7 Changes

  • Hop into the upcoming flash tests. Details will be announced on SMITE 2's official channels.
  • Provide feedback in official forums, Discord, and social media.

Ranked Reset & Other Future Topics

  • The dev team acknowledges the need for a ranked refresh. More details soon once final tech pieces are in place.
  • Further UI/UX improvements for console players and the upcoming God Builder tool are on the horizon.
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Frgotenpower
Smite 2 - Titan Talk April 3rd Summary: It's Too Powerful!
FrgotenpowerActualizada hace 11 d
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