CA1 - SMITE 2 Closed Alpha 1 | |
---|---|
Summary | |
Release date: | July 18, 2024 |
Client version: | 1524235 |
See also | |
← AW4 CA1 → | |
All Patch Notes |
NEW GODS
Jing Wei
The Oathkeeper
Voiced By: Alison ViktorinMordred
Breaker of the Round Table
Voiced By: Gavin Hammon
NEW SKINS
Gleaming Defender Ares
Cross-Gen - SMITE Cross-Gen Pass
Voiced By: David AutovinoCharred Soul Chaac
Cross-Gen - SMITE Cross-Gen Pass
Voiced By: Hunter PetersonLunar Hex Hecate
New Skin - Direct Purchase
Voiced By: Katiana SarkissianJoki Loki
Classic Skin - Direct Purchase
Voiced By: Jalen CassellFirefly Sol
Cross-Gen - SMITE Immortal Honor
Voiced By: Jeannie TiradoMeltdown Sol
Classic Skin - Twitch Drop
Voiced By: Jeannie TiradoPnyx Blade Susano
Cross-Gen - SMITE Immortal Honor
Voiced By: Bradley GarethMr. Squish Ymir
Cross-Gen - SMITE Squishy Chest
Voiced By: Andrew Wheildon
COMMUNITY FEEDBACK ACTION ITEMS
"This is a list of the specific features, fixes, and changes implemented in this update as a direct result of community feedback during the Alpha Weekends. Each of the things listed here is expanded upon in more detail further into the update notes.
To all players who participated and left your feedback: Thank You!!!"
- Illustrated “Card Art” Returns
- Environment Overhaul for style and fantasy
- Game Wide Performance Updates
- K Screen/Ability Screen
- HUD Art/Layout Adjustments
- 20+ SMITE 1 Items added to SMITE 2
- Minion knockback, AI, and grouping matched to SMITE 1
- Itemization System Changes and UI updates
- Short Description Mode in Store UI
- Wards and Consumable slots and function like SMITE 1
- Starter items return
- Active item system changes and better HUD support
- Revised Component Building
- Revised God Damage Typing and Scaling Systems
- All gods will only deal one Damage Type
- All gods can still buy all items
- Gods will be split into three groups: 100% Strength Scaling, 100% Intelligence scaling, or Hybrid (scaling off both Strength and Intelligence)
- Tank now have unique protection scalings on their abilities
- Magical/Physical Penetration is removed. Replaced with “Penetration” so all gods are more easily able to access the stat combos they need.
- Reworked many existing gods mechanics to address feels issues and functionality inconsistencies with SMITE 1
- Reworked many existing god visual FX for better clarity, performance, and impact
- Added LOD system that throttles FX emitters based on visual quality settings.
- Future upgrades will use this system to throttle based on distance and number of active emitters on screen.
- First major pass of bounding box configuration to reduce CPU usage calculating dynamic bounds on Niagara FX emitters.
- Added LOD system that throttles FX emitters based on visual quality settings.
- Reworked many existing god audio SFX for better clarity, performance, and impact, and bringing back familiar sounds from SMITE 1
RELEASE DETAILS
- SMITE 2 - Closed Alpha will go online and be playable 24/7 starting on August 27th, at roughly 7 a.m. Eastern
- From that point on, all progress and account item ownership will be permanent
- Players will launch into this version of the game using the “SMITE 2” entry in your Steam, Epic Games, or Console Library, all future updates will continue to use this primary app.
- To guarantee yourself a way to play: Purchase a Founders Pack
- There will be other ways to obtain codes to play, but those will be limited
GENERAL
- Settings
- Settings Screen has been reordered to better fit Industry Standards and SMITE 1 flows
- Video Settings
- Many Graphic settings have been adjusted in their functionality for improved performance and to better fit our art style goals
- Post Process Quality lowest setting is Medium, it cannot go lower
- Brightness forced reset back to 50
- Opacity Sliders for VFX have been fixed, players can now individually scale the Opacity of the in game particle effects. There are 3 different sliders for Self, Friendly, and Enemy
- Audio Settings
- Push-to-Talk is now the default Voice Chat setting, default key is Shift for PC
- Consoles will also default to this option but will need to choose a Push-to-Talk button in order to use Voice Chat, or turn Push-to-Talk off
- Gameplay Settings
- Casting types per ability has been added. This setting does save uniquely for each god, and can only be configured while playing that god
- Usability Settings
- Colorblindness modes have been added
- Some settings that weren’t fully functional were also removed
- VFX - Player adjustable FX opacity
- "We’re constantly trying to make combat more readable and improve clarity. Something brand new to SMITE 2 we’ve implemented is allowing players to scale the transparency of VFX based on what the casting player's relation is to you."
- You can adjust VFX opacity from 100% to 10% for allies, enemies, and yourself and everything will scale by that amount to make combat more readable.
- This doesn't affect things that are meant to be opaque for gameplay reasons like Cernunnos’ bramble meshes on the ground, and Loki's agonizing vision blinding sphere.
- "We’re constantly trying to make combat more readable and improve clarity. Something brand new to SMITE 2 we’ve implemented is allowing players to scale the transparency of VFX based on what the casting player's relation is to you."
- Performance Update
- Significant efforts taken in order to improve FPS and Connectivity
- Players should notice significant improved performance compared to Alpha Weekends, and larger impacts on their performance from changing Video Settings
- Accolades Updates
- Updated the Sound FX for killing a god
- Added Announcer VO for
- “Enemy has been slain” and the similar lines for enemies/allies deaths, these will only play if the kill is not attached to a Multi Kill or Killing Spree
- “Minions have spawned”
- “Your tower is under attack”
- “Your phoenix is under attack”
- “Your titan is under attack”
- Gold Bursts
- Gold Bursts on killing minions and gods now has proper VFX and sends a projectile towards the player
- Player Behavior
- Report Player
- Open the Scorecard (Tab Screen) and click on any player's name to open the report form
- This can be accessed at any time in a match, or end of match lobby, it cannot be accessed from the home screen at this time
- Mute Options
- Click on a player’s name in the lobby or the speaker icon on the Scorecard to access mute options
- Mute Voice
- Mute VGS
- Mute Pings
- Mute All
- General Policy
- Player behavior policies are consistent across all Hi-Rez games
- Player reports will be reviewed and bans will be applied at various lengths or perma-bans depending on the offense
- Deserter Penalty is in effect
- Server Regions - Full Matchmaking Support for:
- North America
- Europe
- Latin America North
- Latin America South
- North Asia
- Oceania
- Report Player
- Settings
RANKED CONQUEST TEST SEASON
- SMITE 2 Ranked System Goals:
- Increase the playerbase
- Enhance the competition
- Test Season
- Different features will be rolled out over the course of the Test Season to evaluate them individually, and for changes to be made as necessary
- Launch will include the new Rating System and Party Restrictions, with the next features being Leaderboards and Role Queue which are planned to arrive in Closed Alpha 2
- The Test Season will last 3-4 patches (as needed) before Ranked Season 0
- New Rating System: Skill Rating (SR)
- Skill Rating (SR) is a brand new ranked system designed for SMITE 2
- Skill Rating is an all-in-one system, which describes your skill level and rank tier in SMITE 2 Ranked Conquest - previously these two systems were characterized separately as MMR and TP
- Core functionality behind SR:
- All players start at the minimum SR, which is 0
- SR will adjust more quickly when the system believes you are underrated, but will not heavily penalize a player who has overachieved
- SR is an uncapped value, meaning that the only limit on how high it can go is determined by a player's skill level
- At the top end, SR is designed to reward a higher win rate over a higher win count to encourage serious competition at the highest levels
- SR’s integration into Ranked Matchmaking will expand over time, with the first iteration in the Test Season not being the final intent - updates to come soon
- New Ranks
- Rank Tiers and Divisions have been revamped for SMITE 2, in line with the switch to SR.
- All Ranks up to Demigod are separated by 600 SR, and split into 3 Divisions.
- The Ranks, with their starting SR, are as follows:
- At Demigod, there will no longer be Divisions, rather the way to separate yourself from the competition is to achieve a higher Skill Rating
- Once in Demigod Rank, players will battle to earn the Rank of Deity. This is the most prestigious Rank in SMITE 2, which is reserved for the Top 100 players worldwide.
- To earn Deity, a player must:
- Gain at least 500 SR in Demigod (Achieve 5,500 SR minimum)
- Be in the top 100 players ranked by SR worldwide
- It is possible to derank from all Ranks in SMITE 2. If a player loses a match and suffers SR losses that would result in a derank, a player will first fall to the minimum SR rating for that Rank. At that point, they will have to lose one more match before falling out of their current Rank.
- Party Restrictions and Matchmaking
- SMITE 2 Ranked Conquest aims to expand the playerbase, and to do so we have brought down all the walls on party restrictions.
- A Ranked system with fewer restrictions on parties can allow a large influx of players who previously would have never tried Ranked
- Heavy restrictions also encourage other undesirable behavior – such as Smurfing – which we would like to take steps towards addressing
- We will gather valuable feedback and data on the connections between Ranked, Matchmaking, and Party Restrictions over the course of the Ranked Test Season – and adjustments will be made as necessary
- Party Size Restrictions:
- Players will be able to queue for SMITE 2 Ranked as a solo player, or as a party of size 2, 3, or 5
- Solo players will only be matchmade against other solo players
- Parties will only be matchmade against other parties
- SR is consistent whether queueing solo or with a party
- Party Rank Restrictions:
- There are no restrictions on Ranks between party members
- SR Dampening for Wide Skill Range Parties
- To address the potential impact of parties with a large skill gap on the integrity of the SR and Deity leaderboards, there will be adjustments to SR gains and losses to parties that meet certain criteria
- This dampening affects both gains and losses so that players who wish to play competitive SMITE with friends of a wide skill range can do so without having it interfere too heavily with the trajectory of their SR journey
- 25% SR Reduction if the top and bottom SR rated players are more than 1,200 SR apart, scaling another 25% for each additional 600 SR difference, up to 75%.
- Immediate 50% reduction if a player in the party is ranked in Demigod or higher
- Matchmaking changes may occur over the course of the Ranked Test Season, as the current implementation is not the final implementation. Gathering data from this period of time will be invaluable for creating a long-term sustainable matchmaking backbone to the Ranked system
- There is a known bug affecting players who enter or exit parties after selecting the Ranked queue – if you run into queue issues, leave the queue and reselect Ranked to reset until the bug is fixed in an upcoming patch
- SMITE 2 Ranked Conquest aims to expand the playerbase, and to do so we have brought down all the walls on party restrictions.
- New Draft Lobby UI has been implemented that displays the timeline of picks and bans more clearly to players
- SMITE 2 Ranked System Goals:
USER IntelligenceERFACE
- Illustrated “Card Art” Returns
- With touch ups for accuracy to SMITE 2 models and better art practices
- Item Store UI Updates
- Added short description view mode in item store
- Added additional visual dividers for stat categories when viewing all items
- HUD Updates
- Relocated allied god view for better clarity
- Adjusted HUD element art for more appealing contrast with the gameplay art
- Skill Screen or “K Screen’
- Short description updates
- Level up amounts and scalings shown
- Can use shortcuts to level up skills from the new screen (On PC, Control + the skill button; on Console D-Pad Up + the skill button)
- Changing cast mode per ability is now done in the Settings screen, and not on the “K Screen”
- Illustrated “Card Art” Returns
PROGRESSION AND CUSTOMIZATION
- Starting with this update progression will not be reset (with possible rare exceptions if any extreme exploits are found). All progression earned and cosmetics unlocked will be permanent throughout all future beta and live phases.
- Currency
- Legacy Gems
- Earned from SMITE 1
- Double the amount earned when you buy a Founder’s Edition
- Can be used to pay up to 50% of the cost of most new SMITE 2 content
- Can be used to 100% unlock SMITE 1 Classic Skins, Gods (including new SMITE 2 Gods!), or specific other items
- Diamonds
- New Premium Currency in SMITE 2
- Legacy Gems
- Free Sources of Diamonds
- God Mastery Tracks
- 225 Diamonds from free levels spread throughout the Mastery Track
- 225 Diamonds from reaching Level 10 and owning the god’s Ascension Pass
- Daily Logins yield Diamonds every day!
- 100 Diamonds spread over 7 days
- Your progress never resets, even if you miss a day
- God Mastery Tracks
- Founder’s Edition Screen and Upgrades
- You can now upgrade your Founder’s Editions from inside of SMITE 2
- Note that these upgrades are not visible on the Platform storefronts; the only way to upgrade your Founder’s Edition is through this screen
- This screen also displays the benefits associated with each level of the Founder’s Edition
- Progression
- Worshipers
- Earned from playing PvP games
- Tracked individually per god to progress through Mastery levels
- Unlocks Mastery Level Free rewards
- Unlocks Mastery Level Ascended rewards if the Ascension Pass is owned
- Account XP
- Earned from playing PvP games
- Tracked in your player profile
- Skill Rating (SR)
- Earn from playing Ranked Games
- Tracked in your player profile to display your Ranked Tier
- Custom games will not provide any progression
- Worshipers
- God Unlocks
- Throughout the Closed Alpha Phases all Gods except the most recent releases will be available on free rotation for all players
- These gods will be marked with the “Free Rotation” icon to indicate this
- For this Closed Alpha 1 Update Mordred and Jing Wei will only be accessible to Founder’s Edition owners, or will need to be unlocked with Diamonds or Legacy Gems
- In the future, Gods will need to be unlocked individually and only Founder’s Edition owners will retain their free access to all gods forever
- Ascension Passes and God Mastery
- Play PvP matches, earn Worshipers, and reach Mastery Levels with each god
- Each of your gods’ Mastery Levels will be displayed to other players in various places even if no other rewards are unlocked or cosmetics are equipped
- Each Mastery level has rewards, some levels require the god’s Ascension Pass to be unlocked in order to gain the rewards for those levels
- Ascension Pass grants the following items immediately on unlock
- Shadow Skin for that god
- A Tracker unique to that god
- The Mastery Emote for that god
- A permanent +25% Worshiper boost for that god
- Mastery Rewards are (All gods follow the same format)
- Level 1 (Free) Clap Emote + 10 Diamonds
- Level 2 (Ascended) Objective Destroyed Tracker
- Level 3 (Free) Assists Tracker + 20 Diamonds
- Level 4 (Ascended) God Unique Tracker
- Level 5 (Free) Onyx Skin + 30 Diamonds
- Level 5 (Ascended) Opal Skin
- Level 6 (Ascended) Global Emote
- Level 7 (Free) Wave Emote + 40 Diamonds
- Level 8 (Ascended) Title
- Level 9 (Free) Kills Tracker + 50 Diamonds
- Level 10 (Free) God Mastery Badge + 75 Diamonds
- Level 10 (Ascended) Radiant Skin + Card Effect + 225 Diamonds
- Level 11 (Free) A Mastery Star to be displayed on your Mastery Level
- Level 12+ (Free) Unlimited number of Mastery Stars
- Note that reaching Level 5 will require fewer Worshipers than in SMITE 1, but reaching Level 10 still requires the same amount. We wanted players to be able to get more rewards, more quickly, and wanted to recognize this new Level 5 milestone as the amount of time it takes to really have mastered a god.
- Cosmetics
- Skins
- Change the physical appearance of your god in game
- Includes visual effect, audio changes, voice acting changes, additional animations, or other features depending on the Skin Rarity
- Trackers
- Numerical counters that display a unit of measurement for how many times you have achieved a specific action with each god
- Trackers will count all data for the god from the day the tracker is implemented, even if you haven't unlocked it yet.
- For example: Objectives Destroyed is an Ascension Tracker all gods have. If you have played the god without the Ascension Pass unlocked and destroyed 53 Objectives, when you do obtain this Tracker it will display 53 :***Objectives Destroyed from the very start, instead of starting at 0.
- Each god can have up to 2 Trackers equipped on their Card at a time
- Badges
- Artistic icons to display on your god’s Card on the loading screen
- Each god can have up to 3 Badges equipped
- Any badge unlocked can also be used a Primary Badge (Avatar) for your player account
- Card Effects
- Animated Effects around the edge of your god’s Card on the loading screen
- Animation Emotes
- Causes your god to animate in the game world
- Triggered through VGS (VXE or VCW)
- Mastery Emotes
- Particle Effect Emote that displays the Mastery Level or Mastery Stars of the god you are currently playing
- Triggered through VGS (VXM)
- Global Emotes
- Particle Effect Emotes used in game to convey various emotions
- Triggered through VGS (VXE)
- Equipped at the Player Profile level and applies to all gods
- Global Emotes now display a different self-preview near your character, so it’s easier for you to see. Other players will still see your Global Emote in the air.
- Titles
- A text string displayed near your player name on the Card
- Equipped at the Player Profile level and applies to all gods
- Skins
- Cosmetic Rarities
- In SMITE 2 each cosmetic is designed to offer a wide variety of customization options. We’ve assigned a Rarity to each item to help classify different levels of detail, effects, and animation that go into each one, ranging from Heroic all the way up to Mythical. The full list of Rarities includes:
- Cosmetic Obtainability
- All Skins should have one of the following Obtainability Tags clarifying time availability:
- Standard
- This item is available for direct purchase and may appear in Chests or other special Events.
- Special
- This item is from a special Event and may appear for direct purchase or in Chests.
- Rare
- This is a rare item and may only appear on special occasions.
- Skins may also have additional Tags clarifying different attributes such as Cross-Gen, Classic Skins, and more!
- God Loadouts
- In SMITE 2 a variety of cosmetics can be set at the god level, and displayed differently for each god you play.
- This can be accessed from the Home Screen, Gods, Select a God, Loadout
- Skin
- Badges
- Trackers
- Card Effect
- Player Loadouts
- Primary Badge (Functions like an Avatar)
- Title
- Global Emotes
- Divine Legacy
- Accounts that linked their SMITE 1 progress should see a variety of rewards through the Divine Legacy System
- Legacy Gems should be granted in the proper amount
- Cross-Gen Skins unlocked in SMITE 1 should now be properly unlocked on SMITE 2
- Note that not all Cross-Gen Skins are available in SMITE 2 yet. These skins will be added shortly after a God becomes available to play in SMITE 2, usually one patch later.
- A variety of Badges will be granted depending on Divine Legacy progress
- SMITE 1 Mastery Badge
- Will display as the Mastery Level you attained with the god in SMITE 1, including the number of Mastery Stars attained
- Player Badges
- Having played enough matches in each Season of SMITE 1
- Tier 5 Badges
- Each Tier 5 skin unlocked in SMITE 1 grants a Badge
- Ranked Badges
- Each SMITE 1 Ranked Skin unlocked grants a Badge
- Commendation Badges
- Each SMITE 1 Commendation Skin unlocked grants a Badge
- Exclusive Event Badges
- SMITE 1 milestones like Beta Testers, SWC attendance, etc. grant badges
CONQUEST
- Environment Overhaul for style and fantasy
- Adjusted core engine settings to remove “Default Unreal Engine” visuals, leading to sharper, crisper visuals
- Adjusted environments, character models, and lighting to add more vibrant colors and stylized visuals
- New lighting, engine settings, colors
- Many new assets and individual asset reworks
- Reworked the Conquest floor game wide to better fit SMITE style and color goals, and improve readability, especially in Gold Fury and Fire Giant areas
- Chaos side jungle now has a more unique and complete art style
- Starting gold increased from 750 to 1250
- Tower Changes
- Tier 1 Tower health increased from 2000 to 2400
- Tier 1 Tower damage increased from 150 to 215
- Tier 2 Tower health increased from 2250 to 2900
- Tier 2 Tower damage increased from 200 to 265
- Physical penetration increased from 20 to 30 for all towers
- Gold bounty reward reduced from 50 to 30
- Blue bounty reward reduced from 100 to 80
- Phoenix Changes
- Phoenix health increased from 2500 to 3000
- Phoenix damage increased from 250 to 315
- Physical penetration increased from 20 to 30
- Layout Changes
- Duo lane
- Duo lane width increased by 2m
- Duo lane side jungle moved up 2m to compensate for lane adjustment
- Mid lane
- Mid lane width increased by 2m
- Island on Fire Giant side adjusted to compensate for lane adjustment
- Jungle
- Small island next to yellow camp shrunk to improve flow
- Duo lane
- Jungle Changes
- Fire Giant Changes
- Increased base health from 4500 to 5625
- Gold Fury Changes
- The Ancient Fury will now spawn whenever the Gold Fury is defeated three times, regardless of which team defeated her
- Previously, she would spawn when one team has defeated her three times
- The Ancient Fury will now spawn whenever the Gold Fury is defeated three times, regardless of which team defeated her
- New camp: Oracles
- Oracles have replaced the middle buff camp on the Gold Fury side
- Defeating both Oracles spawns a ward for your team in the Gold Fury pit
- Ward lasts for 60s
- New camp: Queen Naga
- The Queen Naga will spawn at 7 minutes into the match
- An announcement will play for all players
- Her minimap icon will be visible for all players
- The Queen Naga has four random spawn locations
- Two on the Order side, two on the Chaos side
- Once she has spawned on one side, her next spawn will always be on the opposite side
- For example, if she spawned on the Order side her next spawn will be on the Chaos side
- Once spawned, she will idle for 45s before starting her patrol
- Her patrol path will always end at the opposing team’s jungle side
- For example, if she starts her patrol on the Order side she will end up on the Chaos side at the end of her patrol
- Once she ends her patrol, she will idle again for 45s before restarting her patrol
- When attacked, she will create a dynamic leash area at her location
- Her distance from her starting location will be represented on her health bar
- Once she’s too far from her starting location, she will return back to her starting location
- While in combat, she will always attack the closest hostile target
- This is different from our other jungle camps who will only target the first hostile target until they leave the leash area
- When defeated, she drops a new jungle buff called Naga Assault (detailed ahead)
- It is recommended to have at least two players to defeat her
- Respawns every 4 minutes
- The Queen Naga will spawn at 7 minutes into the match
- New jungle buff: Naga Assault
- Drops from defeating the Queen Naga
- Dealing damage to an objective or jungle boss spawns two Naga soldiers that assist you in battle
- Naga soldiers will only attack the target you’ve initially hit
- Soldiers will despawn if the player is defeated or if the target is defeated
- There is a 20s cooldown before you can summon another set of soldiers
- You can only summon a new set of soldiers when the previous set have been unsummoned or defeated
- The Naga soldier’s strength and health is based on the owner’s level
- For example, a level 10 player’s Naga soldiers is much weaker than a level 20 player’s Naga soldiers
- Naga Soldiers can be affected by Superior Leadership
- Superior Leadership is obtained by defeating the Gold Fury twice
- Lasts for 180s
- Stacks with other jungle buffs
- Fire Giant Changes
- Environment Overhaul for style and fantasy
ARENA VS AI
- Play with and against AI controlled Gods Bots in the Arena Vs AI mode!
- Unlike SMITE 1, you are not currently forced to play vs AI when you are starting out in SMITE 2. This is because a lot of SMITE 2 players are experienced in SMITE 1, and we did not want to force you to play vs. bots for a few levels.
- That said, if you are new to SMITE, or learning a new God, we strongly recommend getting your footing in this mode before playing against humans
- A more fleshed out Tutorial and introductory videos are in development, and will be added before Free-to-Play (when we anticipate a larger wave of truly new players)
- For their first outing, Gods Bots are set to Easy difficulty
- Easy bots play defensively and are less aggressive
- They will also graciously refrain from casting their Ultimates on you
- God Bot Roster:
- Anhur, Anubis, Bacchus, Bellona, Cernunnos, Chaac, Kukulkan, Loki, Odin, Thanatos, Ymir
- Friendly God Bots will attempt to pick around the players’ choices to create a balanced team comp
- Improved behaviors, advanced teamplay and coordination, a greater range of difficulties, and an expanded God Bot roster are all currently in the works. The new engine for SMITE 2 gives us opportunities to craft more dynamic and player-like Bot behavior that we will be excited to showcase in upcoming releases!
- Play with and against AI controlled Gods Bots in the Arena Vs AI mode!
ARENA
- Arena Vs AI mode has been added
- Environment Overhaul for style and fantasy
- Adjusted core engine settings to remove “Default Unreal Engine” visuals. Leading to sharper, crisper visuals
- Adjusted environments, character models, and lighting to add more vibrant colors and stylized visuals
- New lighting, engine settings, colors
- Starting gold increased from 750 to 1250
- The battlecry active is removed from the Arena game mode due to the changes to the player inventory and introduction of Consumable slots
- Jungle Camp Changes
- "The buffs that the jungle camps were giving were adding a lot of extra power and effects to an already chaotic game mode. By reducing their starting infamy level, the effects they give will be simpler and incremental in power."
- The starting infamy level of jungle camps has been reduced from 3 to 1
- Hot Streak Changes
- "The Hot Streak effect was increasing the extremes too much. This change is to reduce the bounds of those extremes along with the removal of the Battle Cry relic."
- Reduced the effect that increases damage dealt and received from 20% to 15%
- Gifts Changes
- "Players were finding it hard to make use of the gift once they picked it up due to its short duration."
- Increased effect duration from 30s to 60s
GODS
NEW
Jing Wei
- New Features
- Persistent Gust now has a secondary larger circle area, which does not hit enemies, but allows Jing Wei to gain the Attack Speed buff without being hit by her own Knockup
- Explosive Bolts now has 1/2/2/3/3 charges per rank, allowing the ability to be fired up to 3 times in rapid succession, and therefore gaining up to 9 Explosive Bolt shots in a row if the ability is activated after every 3rd shot
- Agility’s Dash now has left-right turning control available to Jing Wei while dashing
- Air Strike can now strike a 2nd time, directly back in the direction it was fired from. This will occur if Jing Wei does not immediately choose a landing location, this 2nd strike can be skipped by landing immediately
- New Features
- General
- Deals Physical Damage.
- Strength Ability Scaling.
- Ranged Basic Attacks.
- General
Mordred
- General
- Deals Physical Damage.
- Mixed Strength and Intelligence Ability and Basic Attack Scaling.
- Melee Basic Attacks.
- Light-Tank Base Stats.
- General
- Mordred Basic Attack
- Deal Physical Damage to an enemy in front of you.
- Has a 4 hit chain. Attacks in order of Mourning, Clarent, Clarent, Mourning with a 1, 0.75, 0.75, 1x swing time.
- Mourning’s damage scales with 100% Strength + 20% Intelligence
- Clarent’s damage scales with 100% Intelligence + 60% Strength
- Mordred Basic Attack
- Passive - Wrath of the Forsaken
- Hit enemies to gain Wrath.
- Your Ultimate Ability Heart Slash can only be used after reaching 40 Wrath.
- Your Ultimate Ability Pursue the Weak can only be used after reaching 80 Wrath.
- After using an ability or attacking, your Interact key becomes a Dash forward.
- This deals Physical Damage and Knocks Back the first enemy god hit.
DAMAGE TYPES
- All SMITE 2 gods will deal 1 damage type (Physical or Magical) for all of their basic attacks and abilities.
- Physical Gods (Will deal only Physical Damage, but may scale off Strength or Intelligence)
- Anhur
- Bellona
- Cernunnos
- Chaac
- Fenrir
- Jing Wei
- Loki
- Mordred
- Neith
- Odin
- Susano
- Thanatos
- Magical Gods (Will deal only Magical Damage, but may scale off Strength or Intelligence)
- Anubis
- Ares
- Athena
- Bacchus
- Hades
- Hecate
- Kukulkan
- Sol
- The Morrigan
- Ymir
- Zeus
- God Scaling Types
- All SMITE 2 gods can still buy all items
- All SMITE 2 gods’ basic attacks still scale damage with 100% Strength + 20% Intelligence, with Mordred as a slight exception (One of his two weapons, Clarent, scales off of 60% Strength + 100% Intelligence)
- SMITE 2 gods will now be split into 3 possible ability scaling types for Intelligence, Strength, or Mixed usage.
- Strength Ability Scaling gods (These gods have no use for Intelligence but can still buy the items for the passive, active, or other stats)
- Anhur
- Bellona
- Fenrir
- Jing Wei
- Loki
- Susano
- Thanatos
- Intelligence Ability Scaling gods (these gods use Intelligence for all of their ability damage scalings, but can still buy Strength items for basic attack damage or other effects)
- Anubis
- Hades
- Hecate
- Kukulkan
- The Morrigan
- Zeus
- Mixed Ability Scaling Gods (These gods use Strength and Intelligence for various ability damage scaling effects throughout the kit, even though they will always deal only 1 type of damage)
- Ares
- Athena
- Bacchus
- Cernunnos
- Chaac
- Mordred
- Neith
- Odin
- Sol
- Ymir
POLISH
General
- VFX Reworks and Adjustments
- While many VFX have been adjusted for clarity and visual quality we want to draw special attention to 5 gods in particular for this release.
- Chaac, Ymir, and Kukulkan’s are more major visual reworks, while Loki and Thanatos are more focused reworks.
- In the section below changes relating to this pass with be tagged with [VFX Rework].
- While many VFX have been adjusted for clarity and visual quality we want to draw special attention to 5 gods in particular for this release.
- Knockups
- Gods now much more quickly blend to their knockup/falling animation when hit with a knockup effect. This should make knockups feel more responsive as a whole.
- Dashes and Charges
- Dashes should feel smoother as a whole, both in the expected distance they should travel but how server correction interacts with dashes.
- Ex. Susano’s Storm Kata dash was often going much further than it should and would hitch at the end as the server corrected the error. This felt bad and made it difficult to follow up as you would dash far past your :**target. Both of these issues should be resolved.
- Fixed an issue where gods dashing could block gods cameras, causing them to zoom in as if they had backed up into a wall.
- Dashes should feel smoother as a whole, both in the expected distance they should travel but how server correction interacts with dashes.
- Basic Attack Audio Adjustments
- “This is the first pass so not all gods have received this update, but we will be going back to update gods while keeping these notes true going forward. Our goal with these changes is to ensure Basic Attacks feel good to swing and especially good to hit with.”
- Basic Attack Chain Audio
- Adjusted god's effort grunts to play only on the final hit of a Basic Attack chain, rather than randomly each swing.
- This now matches SMITE 1, and helps in tracking where you are in a Basic Attack chain.
- Adjusted god's effort grunts to play only on the final hit of a Basic Attack chain, rather than randomly each swing.
- Basic Attack Swings vs. Hits
- Updated many swings to be quieter, while we increased the volume of the hits or ensured they had a distinct element that stood out from the swing.
- This should better match SMITE 1, but the goal is that you can easily discern a basic attack miss vs. a hit through just the audio.
- Updated many swings to be quieter, while we increased the volume of the hits or ensured they had a distinct element that stood out from the swing.
- Basic Attack Swing and Hit Variations
- Updated many swings and hits to have more variety, reducing the likelihood of hearing repeated audio from swing to swing.
- Other Audio Adjustments
- Added an error SFX when players attempt to cast an ability that is currently blocked for any reason, such as CC.
- Noted below are many god specific adjustments. The list below focused on adjustments that have more specific gameplay and combat impact but many MANY other audio adjustments were made.
- Many abilities had occlusion updated.
- In some cases, the gods were occluding their own attacks. In others, abilities were being occluded too aggressively, making them difficult to hear over the wall.
- Select abilities had a theme pass.
- Many abilities had a mixing and volume pass.
- Many missing Voice lines or Supplemental Audio (Jumps for example) were added.
- Some sounds had passes for optimization and performance. This is most noticeable in Arena.
- Many abilities had occlusion updated.
- As mentioned above, this is going to be a continuing pass we are going to continue to work through in future updates.
- Minion Hit Reactions
- A major pass has been done on minion hit reactions and minion knockback. In general how far and in what direction your abilities send minions backwards should be much closer to expected, making it much easier to manage grouping and manipulate the wave with your abilities.
- Additionally, how minions respond and recover to being pushed out of their squad and target position should be closer to expectation as well.
- Many gods’ abilities have the amount they push minions also updated to more expected values.
- Projectile Offsets
- Many gods that fire projectiles have had updates to the projectile spawn location. This is something already being done in SMITE 2, and is something also done commonly in SMITE 1. This pass should make them line up better than they have been previously.
- For some gods that offset projectiles very high (Hades or Anhur Basic Attacks) we are adding a downward trajectory to the attack.
- This will not change the range of the attack.
- Our goal is to reduce some of the perception oddities that occur when projectiles are raised. In general the higher they spawn the slower they feel and the less distance they appear to cover.
- Character Encroachment (Collision Resolution)
- In SMITE 1, you are prevented from moving further into a character's collision, but if you end up overlapping them (due to a teleport or knockback) you are not immediately pushed away. Instead you are allowed to move out but never more into the character. This makes interactions where gods are forced to overlap due to ability interactions resolve gracefully.
- The above has now been implemented in SMITE 2
- In SMITE 1, you are prevented from moving further into a character's collision, but if you end up overlapping them (due to a teleport or knockback) you are not immediately pushed away. Instead you are allowed to move out but never more into the character. This makes interactions where gods are forced to overlap due to ability interactions resolve gracefully.
- Cancel & Cooldown Commit Fixes
- Fixed many cases where a god was able to cancel an ability right after confirming and not have the ability go on cooldown
- Hit Reactions from Map Objectives
- Gods should now properly react to hits from Towers, Phoenixes, Gold Fury, Fire Giant, and the Titans. This should help you recognize when being damaged by any of these map objectives.
- Hit VFX Clarity
- Many hits will now play offset from the character's collision, giving better directional feedback and allowing the VFX to be less obscured by the god’s model.
- More hits will be updated to this new system as we move forward.
- Many hits will now play offset from the character's collision, giving better directional feedback and allowing the VFX to be less obscured by the god’s model.
- VFX Reworks and Adjustments
Anhur
- Basic Attacks
- Adjusted the projectile spawn timing and location to better match the animation.
- Shifting Sands
- Fixed an issue where the Pillar’s Visuals and Hitbox could become misaligned.
- The Pillar will now always face towards Anhur.
- Adjusted the casting animation to better match the timing of Smite 1’s animation.
- Increased the speed at which the pillar appears as well as how quickly it reaches its max height.
- Anhur now always plays a voice line when casting this ability.
- Anhur should now better hear the spawn sound of the pillar when cast at max range.
- Anhur must now aim a lot closer to himself to place the pillar behind him.
- Impale
- Adjusted the prefire sound to be much closer to SMITE 1.
- Adjusted the projectile spawn timing and location to better match the animation.
- Adjusted the impale range to better match SMITE 1.
- Greatly increased the impale speed.
- Desert Fury
- Added additional oomph to each throw to help them stand out in combat.
- Anhur now plays a roar sound on cast to better notify enemies he is firing Desert Fury.
- Basic Attacks
Athena
- Preemptive Strike
- No longer returns to a non combat stance while in the charged state.
- No longer loses all momentum on hitting a target. This should help her feel like she doesn’t microstutter on hitting targets.
- Defender of Olympus
- Now follow the teleport target more reliably.
- Athena no longer roots herself upon landing and can immediately move.
- Preemptive Strike
Ares
- Basic Attacks
- The Shield attack now has a unique hit VFX and SFX that distinguishes it from sword hits.
- Shackles
- If used while firing Searing Flames, Ares will now animate casting Shackles.
- Fixed an issue where the chain would remain on the map if he is killed as a chain attaches to a target.
- Call To Arms
- Reduced the postfire of this attack.
- No Escape
- Gods pulled will now play their falling animation rather than standing still or running.
- Fixed an issue where gods were being pulled to a cached location, meaning the follow up slam could miss.
- Now has Minion and God Passthrough while this ability is active.
- Basic Attacks
Bellona
- General
- Adjusted her animations, especially as she is moving and swinging her weapons. Attacking as Bellona should look and feel more accurate.
- Made adjustments so her Weapon transition would behave more consistently.
- Basic Attacks
- Added a ground slam sound on the final swing of her Standard Basic Attack chain.
- Added a ground slam sound on the final swing of her Hammer Basic Attack chain.
- Shield Bash
- Adjusted the timing and durations of the sounds for this attack so cast, travel, and hit are more distinct.
- Block stacks are no longer consumed by Minion Basic Attacks.
- Bludgeon
- Added separation from the Spin audio and the Slam audio to keep them distinct.
- Lowered the volume of the Spin for the Spin hit to better stand out.
- Adjusted the hit and Slam audio so you can clearly hear a hit when it occurs.
- Scourge
- Lowered the volume of the Scourge strike to better match other attacks.
- Eagle’s Rally
- Moved the voice line to play immediately on cast, rather than delayed.
- Lowered supplemental takeoff volume so the voice line can be distinctly heard.
- Shortened the landing sound, it previously left a lot of lingering ground rumbling sounds. This should help clear the combat audio space.
- Adjusted the deployed flags orientation to match the orientation of it while she is leaping.
- General
Cernunnos
Chaac
- Basic Attacks
- [VFX Rework] Complete rework to smooth out the trail, unify his color scheme, and increase fidelity.
- Thunder Strike
- Adjusted the Axe size, arc, and rotation speed to better match Smite 1. This should help the timing of the attack feel more correct.
- Added a timer at the location of the axe as well as around Chaac.
- Adjusted the volume of the projectile itself to be more audible.
- [VFX Rework] Completely new throw trail VFX.
- [VFX Rework] Enhanced the warmup VFX with new mesh bolts, materials, and textures.
- [VFX Rework] Tuned the team coloration to avoid visual strain and overloading of red.
- [VFX Rework] Remastered the explosion VFX with new mesh bolts, materials, and textures.
- [VFX Rework] Adjusted this ability’s color scheme to be more consistent with his other visuals.
- [VFX Rework] Updated the hit and landing to be snappier and have a more clear hot pop at the moment of damage.
- [VFX Rework] Added additional High Settings-only polish elements.
- Torrent
- Adjusted the starting sweep location and sweep rate to better match the animation.
- [VFX Rework] Adjusted the axe trail for smoother trails.
- [VFX Rework] Adjusted this ability’s color scheme to be more consistent with his other visuals.
- [VFX Rework] When dashing, the ball of energy he transforms into and trail should more clearly belong to Chaac in color and presentation.
- Rain Dance
- [VFX Rework] Improved the appearance of the rain.
- Storm Call
- Adjusted the buildup sound to ensure it has a distinct separation before the hit occurs.
- Adjusted the buildup sound to be more clear.
- [VFX Rework] A complete remaster
- Removed conflicting and intersecting bright elements that contributed towards confusion and eye fatigue.
- Adjusted warmup to soften team color indicators, improve the readability of the edge of the damage, and convey a precise moment of incoming dunk damage.
- Adjusted explosion timing with a short bright explosion only at the moment of damage with a clean fade out.
- Remastered the electricity material and textures on all electricity elements.
- Added a sweet electricity field spin to the warmup.
- Added world tiling elements to help the warmup move with the ground in an improved way.
- Replaced plane based lightning with sculpted bolts with softened edges. Bolts strike in one moment like true lightning.
- Adjusted this ability’s color scheme to be more consistent with his other visuals.
- Added additional High Settings only polish elements.
- Basic Attacks
Fenrir
- Unchained
- Adjusted the leap timing and animation to make the leap feel smoother overall. Previously he would fall straight down at the end a significant distance rather than having a smoother arcing motion.
- Seething Howl
- Adjusted his howl to be more aggressive sounding and play more quickly. It should be easier to pick out in a fight without lingering in the combat space too long.
- Ragnarok
- Added more aggressive growls into the buildup, making it more clear Fenrir has cast his ult.
- Fenrir now has Haste while in his Ultimate State.
- Fenrir now drops targets by sending them slightly forward. This makes it significantly easier to Basic Attack the god while de-transforming.
- Unchained
Hades
- Basic Attacks
- Adjusted the Basic Attack hit to be more clear and less poppy.
- Death From Below
- Added separation in the takeoff and landing sounds. Each stage should be more recognizable to be able to react to it.
- Shroud of Darkness
- Increased the volume of this ability. In general it should be more audible during combat.
- Devour Souls
- Ensured the detonate, the hit, and the blight explosion all have distinct sounds from each other to prevent a ‘double hit’ feeling.
- Pillar Of Agony
- Fixed an issue where bringing up an Augmented abilities targeter when you had already brought up a different one would immediately end the ability.
- Basic Attacks
Hecate
Kukulkan
- General
- [VFX Rework] Complete adjustment to his VFX color scheme. Focused now more on grey wind with cyan electricity and light. This should reduce eye strain while giving him a more distinct visual identity.
- Basic Attacks
- Adjusted the cast sound to remove a ‘double fire’ feeling.
- Adjusted his animations so while firing his basic attacks his head appears more central.
- Removed a case where his animation would hitch when firing his Basic Attack and strafing.
- Zephyr
- Fixed an issue where this targeter was incorrectly sized.
- Fixed an issue where the targeter was fading in too far away from Kukulkan, making it difficult to aim.
- Adjusted the buildup and fire sounds to blend more seamlessly.
- Adjusted the volume of the hit sound to be more in line with other hits.
- Added additional punch to the buildup and fire sounds in general to help the cast stand out in combat.
- [VFX Rework] Adjusted the shape of this attack for better visual identity.
- [VFX Rework] Adjusted elements for increased visual quality.
- Slipstream
- Adjusted the audio to better persist with the duration of the speed buff.
- [VFX Rework] Removed the wing streamers for a higher quality “wind wake” setup that matches his elements and new visual style.
- Whirlwind
- Adjusted the deploy sound and activate sound to be more distinct moments, making it easier to tell the delay between it appearing and activating.
- [VFX Rework] Complete rework.
- Added a tuned wind ring warmup that fits thematically but gives a very precise read on the radius and warmup timings.
- Based the Tornado itself on Smite 1, but remastered it.
- Now uses a mathematically generated helix to assure clean rotations.
- Complete rebuilding of the material.
- Adjusted the tornado height and clarity to ensure a clear read on targets who are receiving the DoT.
- Tornado swirls down to the ground during warmup and recedes back into the sky after completion.
- Added a “pop glow” that defines the exact moment where the whirlwind is considered active.
- Whirlwind has a screen space fade to prevent the tornado from blocking players' primary viewing area.
- DoT Whirlwind refactored to be a matching mini tornado.
- DoT has a clear “pop” on activation to indicate they have been hit by the DoT and its danger level.
- DoT has a pop of light to indicate the tick rate of damage being dealt.
- Spirit Of The Nine Winds
- Fixed an issue where the prefire sound was being heavily muted.
- Adjusted the prefire sound to be closer to Smite 1.
- Adjusted how this ability’s audio interacts with occlusion. It should be easier to hear coming if cast over a wall.
- [VFX Rework] Added a warmup “wind carpet” for the casting player, matching Smite 1.
- [VFX Rework] Reduced visual confusion and improved readability by :
- Adjusted the color scheme per the above notes.
- Adjusted the shape language of the damage area.
- Added central “lightning laser” to give a better indicator there the gameplay damage projectile is connecting with the ground.
- [VFX Rework] Modified the material of the Spirit Dragon to better match Kuku’s color scheme and improve visual quality.
- [VFX Rework] Many smaller tweaks to improve visual quality.
- General
Loki
- Basic Attacks
- Fixed an issue where the final swing was significantly quieter than expected.
- Vanish
- Loki now more quickly fades from view when he casts Vanish and when he re-enters Stealth after receiving damage.
- Loki now plays a un-stealth VFX when his stealth ends. Previously he only played it when he Basic Attacked from stealth.
- Decoy
- [VFX Rework] Adjusted the radial VFX to have more clarity in range and damage pulses.
- Increased fidelity of pulsing ring effect with more subtle detailing.
- [VFX Rework] Adjusted the radial VFX to have more clarity in range and damage pulses.
- Flurry Strike
- [VFX Rework] Reworked the final cone VFX to have a tighter and snappier read. Should more clearly read as a fan of hot daggers.
- Assassinate
- Fixed an issue where Loki was visually attaching to targets at a 90 degree angle from forward.
- Now plays a VFX at his takeoff location as well as his destination location.
- Loki can now properly use his look input when attached to an enemy.
- Fixed issues where Loki would get confused about whether he locked onto or did not lock onto a god.
- [VFX Rework] Adjusted the “X” slice to give this ability to be more distinct and visually identifying.
- [VFX Rework] Made the hit VFX significantly stronger to make it clear to all players that the ultimate hit the target.
- Basic Attacks
Neith
Odin
- Basic Attacks
- Adjusted the swing audio samples to better match his swing timings.
- Adjusted the hit audio on hits 4 and 5 to remove a ‘double hit’ feeling.
- Adjusted Odin’s Basic Attack timings to better line up with his animations.
- The ground slam VFX now better lines up with the attack itself.
- Lunge
- The takeoff sound should play more immediately.
- Adjusted the takeoff sound to have more separation from the landing.
- Odin now yells on every lunge.
- Raven Shout
- Lowered the volume of the shield buildup for combat clarity.
- Gungnir’s Might
- Lowered the volume of the pulses and buildup for combat clarity.
- Increased the hit volume so pulse hits are more audible.
- Fixed an issue where the projectile hit was playing the incorrect sound when quick fired.
- Lowered the postfire on Gungnir’s Might.
- Ring of Spears
- Odin now deploys his Ring of Spears much more quickly.
- Adjusted Ring of Spears animations to better match the blending of Smite 1.
- Adjusted Ring of Spears animation so he doesn’t go as high, especially early. This lets him blend more properly when this animation is interrupted.
- Added proper death VFX to his ring segments.
- Basic Attacks
Sol
- Basic Attacks
- Sol’s Basic Attack grunts have been added.
- Unstable Manifestation
- Sol's Passive VO full lines have been added.
- Stellar Burst
- Adjusted the hit timing to be more accurate. It previously had a delay on expanding and contracting.
- Adjusted the VFX to better match the expansion and contraction.
- Supernova
- Fixed an issue where flicking the camera could create gaps in the deployables.
- Basic Attacks
Susano
- General
- Updated his walk animations so when changing directions quickly his animations blend more correctly.
- Many of his VFX have been updated.
- Basic Attacks
- Adjusted the hit timing of the 3rd basic attack from 0.55s to 0.5s to better match the animation.
- Storm Kata
- Adjusted the Pre and Post fire of all Storm Kata attacks to be more responsive, especially when trying to Basic Attack in between each Kata.
- Adjusted how this ability blends its animations, creating a smoother flow from attack to attack.
- Fixed an issue where all his stages were not hitting targets that were knocked up into the air.
- Storm Kata’s Second stage is now a true radial sweep, matching Smite 1.
- Increased Storm Kata’s Third stage radius to 0.96m up from 0.5m. 0.96m matches Smite 1.
- Added Susano’s Grunt sounds that are associated with each of these casts.
- Decreased the volume of each attack SFX while increasing the volume of each hit SFX. It should be significantly easier to tell when Susano hits an enemy with Storm Kata.
- Fixed issues with the targeter sizes of all three attacks.
- Wind Siphon
- Adjusted how this ability blends its animation, creating a smoother flow when followed up by other abilities.
- Updated to be a rolling cone attack, as well as how and when it caches target pull locations. This should all be much closer to Smite 1’s implementation.
- Adjusted the deploy time from 0.4s to 0.35s to better match Animation.
- Adjusted the VFX and SFX timings for this ability to match the updated timings and implementation of this ability.
- Adjusted the SFX of this ability so each phase of the attack is more clear.
- Target’s pulled by Wind Siphon now collide with Susano, ensuring they don’t fly past Susano.
- Jet Stream
- Updated the projectile size from 0.5m to 0.64m radius. This now matches Smite 1’s size.
- Updated the targeter to remove the end circle updating dynamically. While it provides new information, the delay between the projectile being thrown can make the information feel inaccurate or incorrect, rather than being helpful.
- Adjusted the hit SFX to be more audible, especially when used at max range. This should help Susano players know when they hit a target to teleport to them.
- Adjusted the projectile VFX to not cover up the hit VFX as much, and updated the hit VFX to be more visible.
- Typhoon
- Size is wrong. Supposed to be 4m total (2m radius) to 8m total (4m radius). Was 3.2 and 6.4 respectively. It is fixed now.
- Increased the minimum radius from 1.6m to 2m.
- Increased the maximum radius from 3.2m to 4m.
- Removed the Typhoon VFX that was visible while this ability was building up.
- When sent, the Typhoon VFX covers the whole damage area.
- "Future Patch: We plan to bring back the vortex while it is building up, but it was unable to make it into our first Closed Alpha. Expect this in a future patch."
- General
Thanatos
- Basic Attacks
- Adjusted the swing audio timings to better match the animation.
- Adjusted the final swing audio to remove a ‘double swing’ feeling.
- Adjusted the blending of Thanatos’ Basic Attacks to feel smoother when canceled into or out of.
- [VFX Rework] Adjusted trail to tune colors and correct a gap between the scythe and the trail.
- [VFX Rework] Adjusted hits for better responsiveness.
- Death Scythe
- Adjusted the cast sound of this ability to be closer to Smite 1 in theme.
- [VFX Rework] Adjusted the ground trail to feel like the Scythe is slicing against the ground.
- Scent of Death
- [VFX Rework] Cleaned up and removed many distracting VFX for this buff.
- [VFX Rework] Added speed trail ribbons to signify his increase in speed.
- Adjusted the animation so Thanatos doesn’t jump as high, covering the center of your screen.
- Soul Reap
- Adjusted the prefire sound and swing sound to ensure they are clearly distinct and have separation. This should make the cast and the hit times more clear.
- Lowered the swing volume to ensure the hit is audible.
- Slightly adjusted the timing of this attack to better line up with the VFX and Animation.
- Fixed an issue where the animation was blending in a way that caused him to move his scythe in a strange way.
- [VFX Rework] Reworked the cone to be more solid and snappier with the timing.
- [VFX Rework] Adjusted the timing of the cone scythe with his actual scythe to better line up.
- [VFX Rework] Overall had a total pass on the fidelity of each individual component.
- Hovering Death
- Adjusted the time the landing screen plays so it plays as soon as possible upon attempting to land.
- [VFX Rework] Complete rework to the warmup and slight trail VFX.
- [VFX Rework] The ground targeter now has the old school ground skull that players are familiar with.
- [VFX Rework] Updated the execute threshold indicator to be closer to the Smite 1 Skull bracket.
- [VFX Rework] Updated the VFX and animation to ensure the moment of landing is appropriately snappy and intense.
- Basic Attacks
The Morrigan
Ymir
- Ice Wall
- Ymir must aim this much closer to himself to cast this behind him.
- Adjusted the knockback timing to better match the Wall spawning.
- [VFX Rework] Removed distortion pulses that caused visual strain.
- [VFX Rework] Removed the ground element that moved from Ymir to the wall. It added noise and was more distracting than helpful.
- [VFX Rework] Adjusted the base VFX to make to make it better appear to fuse to the ground.
- [VFX Rework] Removed powdery white elements in the base in favor of an ice field that better transitions the colors of the wall to the ground.
- Glacial Strike
- [VFX Rework] Inverted the brightness/darkness profile.
- Previously it had a white ground base and medium toned spikes. The ground base is now more medium tone and the spikes have a brighter spike tip.
- [VFX Rework] Hot pop on the spikes to help convey the moment they deal damage.
- [VFX Rework] Reworked the spike mesh and materials for better visual quality.
- [VFX Rework] Adjusted the timing of each component to better match the ability’s timing.
- [VFX Rework] Inverted the brightness/darkness profile.
- Frost Breath
- [VFX Rework] Adjusted to be quicker and snappier as a whole.
- [VFX Rework] Improved the visual fidelity of each component.
- Shards of Ice
- Fixed an issue where this ability would deal fake or full damage if Ymir dies during the buildup.
- Fixed an issue where this ability would double hit if Ymir dies near the end of the ability.
- [VFX Rework] Removed powdery white elements to increase visual clarity.
- [VFX Rework] Custom expanding ice field and clear delineation of its edge to convey the expanding timing element.
- [VFX Rework] Toned down overpowering team coloration issues.
- [VFX Rework] Reworked the spike mesh and materials for better visual quality.
- [VFX Rework] Adjusted the timing of each component to better match the ability’s timing.
- Ice Wall
BALANCE
Anubis
Ares
- Basic Attacks
- Damage Type changed from Physical to Magical
- Blessed Armaments
- Decreased bonus Strength from Protections from Items from 20% to 12.5%
- Shackles
- Damage Type changed from Physical to Magical
- Fixed an issue that was causing this ability to deal significantly more damage on subsequent hits.
- No Escape
- Initial Damage shifted from 65/90/115/140/165 + 25% Strength to 60/80/100/120/140 + 30% Strength
- Basic Attacks
Athena
- Basic Attacks
- Damage Type changed from Physical to Magical
- Reach
- Damage Type changed from Physical to Magical
- Damage shifted from 1.25*Basic Attack to 125% Strength + 70% Intelligence
- Preemptive Strike
- Damage Type changed from Physical to Magical
- Physical Protections increased from 20/25/30/35/40 to 15/20/25/30/35 + 10% Physical Protections
- Magical Protections increased from 20/25/30/35/40 to 15/20/25/30/35 + 10% Magical Protections
- Confound
- Taunt Duration scaling added: 0.2s per 150 Protections from Items, stacking up to 2 times.
- Basic Attacks
Bacchus
- Basic Attacks
- Damage Type changed from Physical to Magical
- Chug
- Damage Scaling increased from 0/60/60/60/60/60% Protections to 0/60/65/70/75/80% of Protections
- Belly Flop
- Damage Type changed from Physical to Magical
- Damage scaling increased from 85% Strength to 85% Strength + 60% Protections
- Belch of the Gods
- Base Damage increased from 25/35/45/55/65 to 25/40/55/70/85
- Now applies Anti-Healing again.
- Basic Attacks
Bellona
- Basic Attacks
- Increased Hammer’s cleave damage from 33% to 66% of your Basic Attack damage.
- Master of War
- Physical Protection decreased from 7 per stack to 4 per stack
- Magical Protection decreased from 7 per stack to 4 per stack
- Shield Bash
- Damage scaling increased from 70% Strength to 70% Strength + 30% Protections
- Base Reflect Damage decreased from 30% to 25%
- Eagle’s Rally
- Strength shifted from 20/30/40/50/60 to 16/24/32/40/48 + 10% Protections
- Intelligence shifted from 35/45/55/65/75 to 30/38/46/54/62 + 10% Protections
- Physical Protection increased with +10% Physical Protections
- Magical Protection increased with +10% Magical Protections
- Cooldown increased from 75s to 90s
- Basic Attacks
Cernunnos
Chaac
Fenrir
- Unchained
- Damage scaling increased from 75% Strength to 75% Strength + 40% Protections
- Ragnarok
- Physical Protection shifted from 20/30/40/50/60 to 20/25/30/35/40 + 15% Physical Protection
- Magical Protection shifted from 20/30/40/50/60 to 20/25/30/35/40 + 15% Magical Protection
- Can no longer bite Structures while in his Ultimate.
- Unchained
Hades
- Death from Below
- Base Damage decreased from 70/120/170/220/270 + 60% Intelligence to 70/115/160/205/250 + 55% Intelligence
- Shroud of Darkness
- Silence and Fear scaling added: 0.2s per 150 Protections from Items, stacking up to 2 times.
- Devour Souls
- Base Damage decreased from 75/115/155/195/235 to 70/105/140/175/210
- Heal scaling added: 10% of Hades' Protections from Items
- Pillar of Agony
- Physical Protections: 50/65/80/95/110 + 10% Physical Protections from Items
- Magical Protections: 50/65/80/95/110 + 10% Magical Protections from Items
- Death from Below
Kukulkan
Loki
Neith
Odin
Susano
Sol
Ymir
- Basic Attacks
- Damage Type changed from Physical to Magical
- Glacial Strike
- Base Damage decreased from 80/130/180/230/280 to 60/105/150/195/240
- Damage Scaling increased from 60% Intelligence to 70% Intelligence + 55% Strength
- Shards of Ice
- Damage floor increased from 35% to 35% + 0.03% Intelligence
- Damage Scaling increased from 160% Intelligence to 160% Intelligence + 30% Protections
- Basic Attacks
ITEMS
GOD INVENTORY CHANGES
Consumables
- Players in SMITE 2 will now have 2 Consumable Slots dedicated to Consumable items, like in SMITE 1
- These slots will use the same default keybinds and button presses as SMITE 1
- A free ward with a cooldown will no longer be granted to players at the start of a match
- Wards will now be sold as Wards and Sentry Wards with the same stacking rules as SMITE 1
- Health Potion, Mana Potion, and Elixirs will use these slots
- NEW Health Chalice
Starter Items
- Will now have a dedicated Starter Slot in the inventory - as a 7th item
- Requires a specific level to upgrade
- Are not allowed to be sold
- Starter Item List:
New Relics
- Aegis of Acceleration
- Active: You become invulnerable to damage and healing for 1.5s, and prevented from taking any actions except moving. Each instance of damage prevented provides you 7% Movement Speed for 4s, stacking up to 3 times. Cooldown: 140s.
- Phantom Shell
- Active: Shield yourself and allies within 5.6m for 150 Health + 15 per level for 4 seconds. Gods take 40% reduced damage from basic attacks and pass through players and player-made walls for the duration. Cooldown: 130s.
- Aegis of Acceleration
Active Item System Changes
- Players will now be limited to 3 Active Items
- Purchasing an Active Item will now grant the player an additional HUD icon over by their Relics
- The first Active Item will use the same default keybinds and button presses as SMITE 1 did for Relic 2. The 2nd and 3rd will use new binds.
- These 3 active slots can be individually rebound to any button on PC and Controller in the settings, or can be re-ordered mid-game by re-ording the items in your 6 item inventory
New to SMITE 2 Items
- Ported roughly the top 20 most used/popular items from SMITE 1 into SMITE 2 to ensure everyone has a solid and familiar foundation to start building from.
- Berserker's Shield
- Book of Thoth
- Chalice of Healing
- Demonic Grip
- Devourer's Gauntlet
- Doom Orb
- Gauntlet of Thebes
- Genji's Guard
- Glorious Pridwen
- Heartseeker
- Mystical Mail
- Prophetic Cloak
- Rod of Tahuti
- Serrated Edge
- Shield of the Phoenix
- Shifter's Shield
- Soul Gem
- Spear of Desolation
- Spirit Robe
- The Crusher
- Transcendence
- Void Shield
- Void Stone
- Ported roughly the top 20 most used/popular items from SMITE 1 into SMITE 2 to ensure everyone has a solid and familiar foundation to start building from.
Item Clarity Pass
- S2 Items that were similar to S1 items are being renamed to their S1 version and will use the same art as well
- Titan’s Bane
- Demon Blade
- Bloodforge
- Renamed from Blood-Forged Blade
- Uses Blood-Forged Blade art from SMITE 2
- Gladiator’s Shield
- Golden Blade
- Spectral Armor
- Shogun’s Kusari
- Stone of Binding
- Obsidian Shard
- Soul Reaver
Item Upgrade Rework
- Every Upgrade is 1 or 2 components + gold - no 3 component recipes, no T1s jumping right to T3s
- Makes Upgrading Items more clear and fill less inventory space
- Made T2 to T3 upgrades more meaningful
- Use "round" Numbers like 10, 25, 50 (as much as possible)
- Make sure no upgrade path loses any stats
- All recipes are unique - no duplicates
- Many new T2 items were added to support this system
General Notes
- All items in SMITE 2 are using temporary visual effects and audio effects
- All of these temp effects have recently undergone a performance pass
- Many items are using temporary icon art or icon art directly from SMITE 1
- These Icons, Particles, and Sounds will be updated in the future
BALANCE
- Max Mana Stat
- Increased Efficiency from 3g per point to 2g per point
- Items with mana on them will be cheaper, or have more of their other stats as a result
- Magical and Physical Penetration are removed.
- These have been replaced with “Penetration” so all gods are more easily able to access the stat combos they need.
- Qin’s Blade
- Passive reverted to deal damage based on target’s max HP, not max HP from items only.
- Executioner, Demonic Grip, Totem of Death
- These 3 items all gain stacks of the same “Piercing” buff, so they do not stack
- Revised Component System Recipe Examples
- Revised Component System Balance Examples
- Previously these items had the same amount of lifesteal, but due to the change in their component building, Reaper is now the clearly higher Lifesteal item and Bloodforge is the clearly higher Strength item.
- Pharaoh’s Curse felt like it had no clear position in the item set, and also had redundant stats with many other items. It has been shifted to have a unique recipe and had Attack Speed added to it to make it more attractive for Solo Lane players, especially those who are focusing on Basic Attacks
- Max Mana Stat
Removed Items
Removed Active Effects
The Olmec Blue and Veve Charm Tier 2 items no longer have any active effect. Their stats have been improved to compensate
Auto Builds & Role Filters
- Auto Builds have been updated for all gods and roles
- Role Filters have been updated for all gods and roles
Known Issues and Roadmap
- Item Store Known Issues
- Sometimes the first click on an item won't register, always happens after using text search
- Sometimes the item store will automatically scroll to the top or middle of the item list, this is not intended
- Shifters Shield will appear under Intelligence items even though it does not provide Intelligence
- Item Functionality Issues
- Health Chalice will only grant a heal over time effect when activated at 3 charges and 2 charges. The last charge has no effect, so this item effectively only has 2 charges for this patch. This is fixed for next update
- Aura items (Shoguns, Tritons, Spectral, etc) have a chance for the item owner to lose the aura effect for themselves only
- God Text
- Much of the god text was reworked recently, and there are a variety of known issues regarding typos or missing lines that will be resolved for the next update.
- Text is often a challenge to fix at the last moment because of the impact it has on the localization team translating the game to other languages
- Item Store Known Issues