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SMITE 2 Closed Alpha 6 Update Notes

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UI

Auto Build

  • New setting in Usability to toggle between Auto Build On (popup with auto build
  • suggestions and relics), Off which gives Manual build (no popups), and Auto Open Shop
  • Manual build which opens the store automatically when entering matches.
  • Console Item Store - Added a New Active Items tab
  • Item Store - A Bolt Icon is now on all active item icons to make them easier to find.
  • Gods Grid - Coming soon dates have been added to announce the next patch gods.
  • New Overview tab in the gods page to display more god specific info and some lore.

Ranked

Trio Queue

  • Parties up to size 3 are now permitted in Ranked Conquest

Party Matchup Protections

  • The addition of Trio’s back into Ranked necessitates match protections to ensure only statistically fair matchups of parties on teams are possible to be made

  • The matchups were chosen by observation of matches that were biased by less than +/- 1% win rate in either team's direction in Casual Conquest, however the chosen

  • matchups are subject to change if Ranked produces different results

The valid matchups are:

11111v11111

2111v11111

2111v2111

221v221

311v221

311v311

32v311

32v32

  • Solo Queue SR Protections

  • Solo players who lose a match after being placed in a match where the enemy team has a party will experience a slight reduction in SR losses SR protection will scale depending on how much of the enemy team is composed of parties, with the greatest SR protection occurring during the 32v311 matchup

  • SR Soft Reset To facilitate the introduction of Trio queues and observe their effect we are applying a soft reset to our highest rated players

The reset will apply to players such that:

  • Master 3+

Reset back to Obsidian 2

  • Diamond 2 to Obsidian 1

Reset to Diamond 2

Clay to Diamond 3

  • No Reset

This is the final Soft Reset of the Ranked Test Season

The next season, in January, will bring the first “Hard Reset”

5-Stack Ranked Queue

5-Stacks have been disabled in Ranked Conquest

Reexamining how to best implement competitive play for 5-stacks

Ranked Draft Lobby

Added which team and player is Banning and picking in the upper left corner of the God Select lobby for better clarity

Fixed some text overlap issues during the pick and ban phases

Conquest

** Gold Fury**

  • Increased base Movement Speed from 400 to 450
  • Anti-bodyblock
  • If Gold Fury is in range of her target, she will use her normal attack
  • If Gold Fury is out of range of her target, but there are enemies in the way, she will attack all of them with a cleave
  • Her movement speed must be slightly lower than base for this to trigger

Warhorn

Fixed “in the pit” effect not removing properly from players Fixed “in the pit” effect granting the wrong amount of damage reduction

Gods

Izanami

  • General

Deals Physical Damage

New Feature: Thanks to a heavy focus on Hybrid Scaling, players can now choose their build path to determine whether they want hard hitting Basic Attacks and Abilities via Strength Scaling, or very strong Bleed effects from Intelligence Scaling – or a combination of both.

  • Basic Attack

  • Throw a piercing projectile that deals Physical Damage to all enemies hit.

  • The projectile returns to you after reaching its max range or hitting a wall, dealing Physical Damage to any enemies hit on its way back.

** Death Draws Nigh**

  • Gain Physical Penetration and Intelligence for each 1% of your Max Health taken as damage.
  • New Feature: Each stack fades 10 seconds after the damage was taken. Stack count cannot drop below the percentage of your current missing health.

** Sickle Storm**

  • Significantly increases your Attack Speed for 6 seconds, but your Basic Attacks no longer pierce enemies or return to you.

  • Basic Attacks deal Bonus Damage to Structures.

  • New Feature: Applies a stacking Bleed effect to enemies hit, scaling primarily off of Intelligence and the number of active stacks on the target.

Spectral Projection

Send forth a spectral projection of yourself, dealing Physical Damage and Slowing all Enemies in a line.

Fade Away Descend into the underworld, becoming Stealthed, and leap away from your current position.

New Feature: Gain Movement Speed while in Stealth.

Dark Portal Summon a dark portal which deals instant Physical Damage and Silences enemies.

New Feature: Damaged enemies are also dealt Physical Damage over time, and are hit with a strong Slow which fades over time.

Khepri

General Deals Magical Damage

Intelligence Scaling

Melee Basic Attacks

Fortitude Every few seconds Khepri applies a shield to himself and nearby allied gods.

Abduct

Dash forward then grab a god and pull them back

New Feature: Khepri can now aim his ultimate while grabbing a god in the A01, it will auto cancel his grab if fired

New Feature: the turn radius is higher, so you can position your enemy more carefully or move them around corners

Rising Dawn

Fire a projectile that applies a damage over time, debuffs enemy Physical Protections, and reduces damage allies take.

New Feature: This ability now has a large delayed detonate area at max range that applies the same effects (to allies and enemies) as the projectile

New Feature: This can now buff Khepri himself with the mitigation - but only if you run into the delayed explosion area. S1 it was not possible to buff yourself

Solar Flare

After a short delay, damage and root enemies at the target area.

Scarab’s Blessing

Buff an allied god with an instant cleanse, movement speed, slow immunity, STR, and INT. If they die while buffed, they are instead revived at Khepri’s location.

New Feature: The buff effect now applies STR and INT to the target

New Feature: Khepri now gains a small (2 of each prot) buff each time he successfully revives an ally. This has no duration or stack cap

Nemesis

General Deals Physical damage Hybrid Scaling Melee Basic Attack

Scales of Fate

Hitting enemies with Basic Attacks reduces the target’s Inhand Power, Strength, and Intelligence while increasing yours.

Swift Vengeance

Dash in a line up to two times, passing through all enemies and damaging them.

Slice and Dice

Slash in a cone, dealing damage to all enemies hit. Enemies hit in the center of the cone take increased damage and are Slowed New Feature: The center cone now has increased width near melee range to help improve melee hit feels.

Retribution

Gain a Health Shield for a duration. Heal and Reflect for a percentage of the damage taken. New Feature: The Shield scales with Max Health, the Heal scales with Intelligence, and the Reflect scales with Strength. New Feature: The Heal and Reflect are calculated using pre-mitigation damage. New Feature: Heal from all targets that damage you, not just gods.

Divine Retribution

Choose a single enemy god, dealing damage to them and all enemies in an area around them.

Gain Movement Speed and a percentage of the enemy’s Protections.

Reduce enemy’s Movement Speed and Protections by the same amount.

New Feature: This ability hits in an area around the original target, but you only steal from the enemy who has the highest Protections. All enemies are still debuffed and Slowed.

New Feature: This ability now has scaling damage in addition to the Current Health damage, meaning that if you are building Strength or Intelligence, you will be able to kill an enemy with this ability.

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Frgotenpower
Frgotenpower
Updated 5mo ago

SMITE 2 Closed Alpha 6 Update Notes

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