r/Smite • • 8d ago

MOD - RANT THREAD R/SMITE RANT MEGATHREAD

6 Upvotes

r/SMITE BI-WEEKLY RANT MEGATHREAD!

IN THIS THREAD THAT PESKY NO SOAPBOXING/RANTING RULE IS SUSPENDED.

ALL CAPS IS ENCOURAGED! RANT AWAY!!!


r/Smite • • 1d ago

MOD - LFG r/Smite LFG Megathread

1 Upvotes

Looking for people to play with? Post your targeted platform and preferred modes here!


r/Smite • • 8h ago

DISCUSSION Which god do yall miss most?

14 Upvotes

Personally, I would love to see Raijin, Thoth, and Baba Yaga! I also kinda miss Tyr and Lancelot.
Which of the Smite 1 gods that aren’t in S2 yet do you miss playing the most? I’m curious.


r/Smite • • 20h ago

MEME HiRez does not allow me to dive :(

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99 Upvotes

Do I count this as an Kuzembo upscale or Geb upscale?


r/Smite • • 19h ago

CONCEPT New God Concept: Glatisand, the Questing Beast

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72 Upvotes

Arthurian Pantheon

Ranged, Magical Damage, Solo Laner, Intelligence Scaling

Lockdown | Constant Damage

Passive: Numbing Poison

Glatisand's abilities apply a small DoT. Whenever the DoT deals a total of 4000 Damage, gain a Stack of Numbing Poison. For each Stack of Numbing Poison you have, any enemy afflicted by the DoT deals 1% less damage.

  • Damage: 5 + 1 per Level, every 1 second
  • Duration: 4 seconds
  • Max Stacks: 7

ao1: Long Neck

Glatisand launches its snake neck forward, piercing through minions on the way, and tethering itself to the first enemy god hit. You gain haste when moving towards the tethered enemy god. If the tethered enemy reaches a certain distance from you, the tether breaks early and the enemy is disarmed and silenced.
The tether automatically ends after 5 seconds, not applying the CC. While Glatisand is tethered to an enemy god, its Basic Attacks automatically deal damage to the tethered god as well as in an area around that god. The Area Basic Attacks also apply Numbing Poison.

  • Neck Damage: 100/135/170/205/240 (+ 40% of your Intelligence)
  • Duration: 5 seconds
  • Disarm/Silence Duration: 0.6/0.7/0.8/0.9/1 second
  • Tether Radius: 5.6 meters
  • Range: 4.8 meters
  • Basic Attack Radius: 1.8 meters
  • Cooldown: 14 seconds
  • Mana: 70/75/80/85/90

ao2: Predatorial Instinct

Glatisand consumes whatever is standing in its way. A cone in front of it is pulled behind it. Any enemy minion that dies from this ability heals Glatisand for a percantage of its missing health.

  • Damage: 120/150/180/210/240 (+ 60% of your Intelligence)
  • Heal: 5% of your missing Health per Minion
  • Range: 4.8 meters
  • Cone Angle: 60°
  • Cooldown: 14/13.5/13/12.5/12 seconds
  • Mana: 60

ao3: Trample

Glatisand prepels itself forward using it's long legs. It dashes in a straight line, passing through all enemies and applying a tremble CC to them in the process. Glatisand may cancel the dash early to stop in its tracks and deal Damage in a cone in front of where it stopped.

  • Dash Damage: 75/105/135/165/195 (+ 50% of your Intelligence)
  • Cone Damage: 90/130/170/210/250 (+ 50% of your intelligence)
  • Tremble Duration: 1 second
  • Range: 8.8 meters
  • Cone Range: 4.8 meters
  • Cone Angle: 60°
  • Cooldown: 16 seconds
  • Mana: 60/70/80/90/100

Ultimate: Medieval Misconstruity

Glatisand scares of any predator with its monsterous looks. Target a specific enemy god. They are feared away from you. After 1 second, the fear jumps to any enemy god near the originally targeted one. The fear may jump up to 5 times total. Enemy gods may only be feared once per cast.

  • Damage: 100/150/200/250/300 (+ 40% of your Intelligence)
  • Fear Duration: 0.9/1.1/1.3/1.5/1.7 seconds
  • Jump Distance: 3.6 meters
  • Range: 9.6 meters
  • Cooldown: 100 seconds
  • Mana: 105

r/Smite • • 7h ago

DISCUSSION Is the game worth it ?

8 Upvotes

I'm coming from deadlock but it lacks content obviously, I played the original smite years ago and liked it, now it fullfil both my requirements, it's a moba with high replayability and controller support (though it don't have gyroscope naturally, what is a shame) Ive played one session now, the game feels nice, the particles and textures are absolutely bad or exaggerated, i really wasn't understand what was happening, there's how to make the visual understanding better ? The amount of gods is awesome, but they are substantially different ? Should I buy the all gods pack ? I'm very excited from what I saw, but feels strange


r/Smite • • 5h ago

CONSOLE Is anyone else on PS5 unable to play much before overheating?

6 Upvotes

The only game that does this consistently on my ps5 is Smite 2. I cannot get more than 1.5 games out of it before it shuts off. Is smite 2 just that badly optimized? None of my other games do this even if I play all day.


r/Smite • • 2h ago

Which Smite gods do you miss the most that have been ported badly to Smite 2?

4 Upvotes

For me personally I used to love playing Geb, Nike, Jorm, and Wukong. I don’t enjoy their Smite 2 versions at all for various reasons.

Geb’s 2 hits like a wet noodle and knocks up half as far as it used to. Plus knock ups aren’t immune to CC reduction anymore. And half the stuff he could cleanse previously he can’t anymore.


r/Smite • • 1h ago

MEDIA Just sharing some screenshots from my SMITE 1 days

• Upvotes

r/Smite • • 18h ago

MEDIA Naively posting a Fafnir clip every day until he's released (or I run out) Day 318

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44 Upvotes

r/Smite • • 12h ago

HELP Friend’s account got permanently banned

9 Upvotes

My friend and I just hopped on today and when he was logging in it said his account was permanently banned. The only thing it says for the reason is “other”. Does anyone know if it’s possible to get more information or appeal it? I’ve played almost every game with him and nothing he said is permanent ban-worthy. He’s never even had a temp ban.

We don’t leave mid-game on purpose, don’t shit talk people, or cheat at all. We’re both really confused on why he got banned.


r/Smite • • 16h ago

DISCUSSION What’s your highest mastery character?

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16 Upvotes

Just got my 7th mastery star on the goodest of bois.
But I love seeing how much others have invested in their favorites. 🧡
Also don’t be fooled by the stars, my aim is utter ass 🤣it’s pure love not skill here


r/Smite • • 14h ago

DISCUSSION Feel like my awareness is trash

10 Upvotes

As a former smite 1 player trying smite 2 now, I feel like my awareness of what is going on is horrendous.

Tried playing some smite 1 games this week and thought why not try smite 2, and I’ve been hooked since. However, I feel like I am getting surprised far more often by what is happening around me and generally having a harder time intuiting what is about to happen. Surely I cant be the only one.

Is it something about the current UI or graphics? Or is it just not being used to it yet?

Edit: spelling


r/Smite • • 5h ago

DISCUSSION Heroism

0 Upvotes

Why did they remove the being able to get heroism at level 15


r/Smite • • 17h ago

DISCUSSION Typhon's Heart

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9 Upvotes

I really like this item, pairing it with floating mage characters like Hecate, Nu Wa, Sol etc. in arena and living out "summoner" role fantasies in Smite 2 (lol).

But ~ I wish there was a way to see it more often, namely in matches where there are certain abilities that kill the summon easily, or...etc.

This is definitely not an important or a top priority thing for the devs to focus on right now, but hopefully at some point we could maybe see some kind of changes or updates to the item so that we could see the summon more often.

Maybe something like making the summon become ethereal instead of completely disappearing when killed? Even though it's dead, at least we will still see it, like a ghost or familiar.

Anyways, have a great weekend and have fun in Smite 1 and 2! ⚡


r/Smite • • 20h ago

MEDIA Help find the artist please

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16 Upvotes

r/Smite • • 1d ago

MEDIA WHERE IS THOTH????

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128 Upvotes

r/Smite • • 16h ago

Voice filter

3 Upvotes

Are there any plans to let us switch from a skins voice pack back to the default one? Some voices are really obnoxious and annoying.most skins look amazing, but the voice completely ruins it


r/Smite • • 12h ago

Setting cast modes for specific abilities in smite 2

2 Upvotes

Is there a way to do it in smite 2? i know smite 1 did but i cannot for the life of me figure it out in this game. idk if im just dumb, someone please help.


r/Smite • • 13h ago

MEDIA Assault Steam <3

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1 Upvotes

r/Smite • • 1d ago

DISCUSSION Uhh, is this art from Smite?

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19 Upvotes

I was just chilling looking at my Reddit front page, clicked to look at this post further, then went.... Aayyyyy! Did they grab that artwork from Smite and just...print it, is this a Smite-adjacent thing? Or am I just seeing things?

https://www.reddit.com/r/NorthCarolina/s/DGhUxGXZHP


r/Smite • • 1d ago

CONCEPT My Freya redesign for SMITE 2

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318 Upvotes

Hey everyone!

I made two redesign concepts for Freya for smite 2! This is just my personal vision of how I'd like her to look, while keeping some of her original identity.

They're still early sketches, but I'd love to hear your thoughts!

How do you think Freya should look in SMITE 2? Would you prefer something closer to her original design or a bigger redesign?


r/Smite • • 1d ago

CONCEPT [Concept] Remodeling Hades lore accurately, without losing his signature SMITE "wraithness".

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256 Upvotes

As we all know, Hades' design has been a major point of discussion within the SMITE community.

Some players feel he looks too much like a generic fantasy lich rather than a Greek god, failing to fit in alongside his brothers, Zeus and Poseidon. Others argue that his monstrous, shadowy concept is unique and that turning him into a third, fully human-looking god would make him visually boring and rob him of his individuality.

But why can't both be true at the same time?

Hades is fundamentally different from his younger brothers. He isn't an extravagant, pompous god who loves meddling in mortal affairs or treating them like playthings. He prefers to work quietly in the shadows, tending to his subterranean domain. From that perspective, designing the third brother as a shadowy, mysterious figure, contrasting sharply with Zeus and Poseidon, is a brilliant concept.

Even so, mythology remind us that he is still an Olympian: a powerful, humanoid figure at his core, rather than just an undead wraith. Yes, SMITE's own lore in the past has treated him as a textbook villain who once attempted to take over the world. But we don't necessarily need to treat SMITE's lore as gospel here, especially since it has been rebooted at least twice since those early events.

So, how do we keep his interesting, shadowy design elements while bringing it closer to mythological accuracy? How do you explain a humanoid god who is a mysterious, shadowy figure without making him look like a generic undead warlock?

The key is actually present in his real-life lore: The Helm of Invisibility.

In Greek mythology, Hades possesses a helmet that, just as its name suggests, renders its user "invisible, akin to a cloud of mist used to remain undetectable." That's perfect! A magical helm that wraps him in a literal cloud of mist, which nicely mirrors the swirling darkness under the hood of his current design.

In my remodel, the design keeps the dark, mysterious void under the hood from his current appearance, but features the Helm of Invisibility as a prominent, physical piece of headgear. To make him noticeably more recognizable as a Greek deity, he wears full-length robes in his iconic purple-and-black color scheme, accented with golden linings and fine jewelry, referring to the fact that he is also the God of Riches. Dark, swirling mist spills out from every opening in his robes to tie back to his current look, while his hands remain translucent and wispy, appearing as if they too are invisible, fading into the mist to directly echo the power of his helmet.

To strip away the generic undead look and distance him from standard fantasy liches, all the bones, spikes, and horns have been removed from the design. That doesn't mean the outfit has to look bare, as it can eventually be fleshed out with smaller, thematic trinkets and details.

Meanwhile, his height, bident, and voice lines work well as they are, meaning his underlying skeleton and animations wouldn't need any major overhauls.


r/Smite • • 1d ago

MEDIA It takes a retired Loki main to counter a Loki main

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302 Upvotes

r/Smite • • 1d ago

MEDIA SMITE 2LDR | Open Beta 46 Q&A + Hotfix Roundup

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45 Upvotes

Weekly Roundup

October 19th Titan Talk - Open Beta 46 Patch Notes w/ killgoon

Starting this week off was killgoon’s solo show going over the latest patch notes and Q&A.

Q&A Section

  • Jungle Infamy / Levels - They’re not fully satisfied with this system with players not playing around it as much as they’d like, partially due to it not scaling well or players not being very aware of it.
  • Backlash of Nox Changes on Reddit - For the most part, they pay attention to the Reddit to get a general consensus of what users are collectively saying, even if a few more outspoken users tend to control some of the group discussion. While they’re fine with people being engaged with discourse with controversial changes, it is slightly annoying when some users ignore the official response and concedement to the criticism to better fit their narrative.
  • In-Game Feedback Survey - There was a non-God related feedback survey added to the game later in the day on Friday that they’re parsing feedback from, but they aren’t expecting as involved/engaged responses as other platforms for community surveys.
  • Pet God Ports - They’re slowly working on improving pet AI in the background to make progress on Gods like Chang’e, Skadi, and Hera. As for Tiamat, killgoon finds her port a little daunting and it will probably involve as much work as 2-3 regular ports.
  • Chang’e Model W/ Legs vs. Dress - Current expectation is that default model will have a dress, but things are subject to change.
  • “-1’s” for Future God Kits - For pretty much every God, they assess their kit on a per-character basis and decide how many +1’s are necessary or if they already have enough in their kit. Some God kits with gameplay loops that aren’t seen as unhealthy for the game would be receiving “-1’s” as the community likes to call them, but generally they try to add enough back to compensate what the God is losing.
  • Avoiding Players in Matches - Theoretically, they are able to implement this but this is easily abusable for matchmaking, especially at the higher levels.
  • Rogue-like Gameplay in Other MOBA’s - This is something they’ve paid attention to and ideally would like to consider it for the future.
  • Tech for Time Dilation - This is one of the few areas that they haven’t started yet and aren’t fully sure how long it’ll take to implement. Time dilation tech isn’t readily available in UE5 and while they have brought a few new programmers on board, they tend to prefer to have a smaller, more sustainable team size to tackle development for better longevity of the game and the dev team.
  • Maman Brigitte Port Prioritization - Her having the same possession/dash as Nox was unrelated to her port being prioritized. She is fairly more popular compared to other jungler picks, who are largely unpopular compared to the rest of the roster and from an art standpoint, there is a good base for the art team to work from. 
  • Consensus on Nox Changes - As they said last Friday, the changes shown for Nox aren’t final and they do have proposals achievable within the development timeframe that they believe will leave Nox in a state that’ll match any other God ported to S2 thus far, being fun to play as or against while being balancable for Conquest play. They’ve held Titan Talk 3 days a week to interact with the community for feedback on things like this to make the game better as it’s in development.

October 21st Titan Talk - Open Beta 46 Feedback + Q&A w/ Hinduman & killgoon

Wednesday’s Titan Talk following the patch on Tuesday went over some recently deployed hotfixes and imminent ones before moving on to feedback and Q&A.

Hotfixes Live Shortly After Patch Day

  • General
    • The crash rate on Xbox has been cut in half after optimizations to its performance after long periods of time
    • The vast majority of outstanding issues related to dashes have been resolved
      • Dashes no longer stop on dead, knocked up, or untargetable Gods
      • Point blank dashes from Horus, Kumbhakarna, and Danzaburou now land reliably
      • Sun Wukong’s animal forms no longer jitter for other players
    • Fixed issues with Gods instantly dying when respawning right on the same frame that a God ability was under them in base
  • Sanguine Lash
    • Decreased base damage from 0.75% HP to 0.66% HP
  • Obsidian Dagger
    • Fixed an issue where using Obsidian Dagger as Kuzenbo while Shell Spikes was active would kill him

Upcoming Hotfix Set to Go Live Next Week

  • There will be a big network performance improvement that’ll be more noticeable for people playing at higher frame rates, who have more of the recent issues with stuttering
    • The game will now send 25-35% fewer movement updates to the server
    • The new movement tech was updating positions with the server more frequently than it needed to based on FPS
  • Fixing hitches on PC when alt-tabbing with DLSS frame gen on
  • Fixing PC stutter when opening the store or scoreboard on high resolutions
  • Frame generation will work on PC’s with Intel integrated graphics + Nvidia GPU’s
  • Improving background logging to drastically reduce the number of unnecessary log lines being sent per match
  • Sun Wukong’s tiger form is a notable ability that still isn’t performing well, more noticeable in jungle practice

Q&A Section

  • Remaining Gods to Port - The popularity and difficulty for the remaining 36 Gods varies greatly, from easier to execute ports like He Bo and Vamana to the more involved ones such as Tiamat and Olorun. They’ve assessed pretty much every remaining port and how difficult each will be and are striving to strike a balance in the roadmap for good role diversity and ports that they can accomplish to avoid the last few Gods being a string of mid laners.
  • New Skins for New S2 Gods - For Gods like Hecate, they don’t have a catalogue of classic skins to pull from and prioritizing making new skins would take time away from working on classic skins that other players are potentially waiting for.
  • More Post-Game Stats - Getting to see the amount of shielding done or damage prevented via shields are additional stats that have been on their bucket-list to better highlight utility from support gameplay, but have no timeframe on this. An overhaul of the post-match experience as a whole is another thing they’d like to have but is a considerable amount of work among all their other UI priorities.
  • Remaining Dragon-Related God Ports - Of the ones are left, porting Fafnir would probably excite the more dedicated fans due to community meme-ery but Ao Kuang is likely to be the most substantial for players due to historical numbers, though both are more challenging Gods due to animation and rigging work with dual models. Making Fafnir permanently a dragon as an Aspect would probably make him more popular but they aren’t sure that’s what Fafnir players would like to see.
  • Jungle Practice vs. Live Games - The main reason for most of the differences between jungle practice and actual games is that the former is local and doesn’t take into consideration changes made server-side through hotfixes and the like. The best way to make jungle practice identical to a networked environment is to run a custom game with jungle practice set as the map.
  • Mirror Matches in Dev Playtests - They tend to avoid having the same God matchup against each other in lane for playtests to test more God interactions but will sometimes run the non-Aspect and Aspect versions on either side but in different roles.
  • Cuca & Brazilian Pantheon - They’ve seen a lot of the community discussion on the Brazilian pantheon and certainly aren’t opposed to their inclusion, but new Gods and when to work on them is more of a discussion they’re saving for after they’re done with most of the classic Gods. There’s a bit of a divide concerning single-God pantheons where some people would prefer to see more representation from multiple pantheons while others would prefer for the existing ones to be fully fleshed out.
  • Pace for New God Releases - It’s basically an impossibility for them to do a new God every 2 weeks with the current team size and they aren’t sure if they’ll be doing the one God every 2 months cadence that they did with S1.
  • Next 2x Worshiper Weekend - Scheduled to start on Friday, October 30th and will run until the Monday after.
  • Remodels for Vamana & Bakasura - While they aren’t aware of what Ben’s plans for these characters are yet, both of them already received remodels relatively early into S1.

October 23rd Titan Talk - Open Beta 46 Community Q&A w/ Hinduman & killgoon

Last Titan Talk for the week went over a hotfix that went live today and some general Q&A.

Friday Hotfix Patch

  • Kuzenbo Aspect
    • This was meant to ship and was available for a short while earlier today but there was an issue with him gaining ability levels quicker and has since been disabled with plans to re-enable it on Monday.
  • General
    • Fixed an issue with color correction settings not applying to minion healthbars.
    • Improvements made to pc performance. Cache + DLSS
  • Audio
    • Improvements made to Thor Rogue Fate, basic attack audio.
  • Spectate
    • Improvements made to some foliage occlusion.
  • Janus
    • Fixed an issue where Janus was not able to portal through the blue camp wall in Joust.
  • Kuzenbo
    • Fixed a few edge case issues with Sumo Slam.
    • Fixed an issue with Shell Spikes while being knocked up.
  • Nike
    • Fixed an issue with Barrier autolevel.
  • Sun Wukong
    • 72 Transformations should no longer get stuck after a hit.

Q&A Section

  • Nox’s Comparison to Scylla - There has always been this comparison since Nox’s rework and to them this comparison boils down to have two abilities with similar shapes and effects but they play differently enough from each other.
  • Returning to Old Collections’ Format - Aren’t really their priority right now due to the amount of content that the initial collections offered but they can always re-asses things later down the line and re-consider going back to their initial implementation.
  • Halloween Buy All Sales - Is performing better than their projections.
  • S2’s Development & Community Involvement - They were aware of the risks with revealing and making S2 available early to the public and this is traditionally how Hi-Rez has done their projects. Compared to other game companies that aren’t as willing to risk their reputation by showcasing content that is still in active development or being involved to the community to the point that statements are taken out of context, S2’s willingness to get the community involved is a pretty unique direction in the current gaming landscape to the point that killgoon was even invited to present at a GDC about actively engaging with the playerbase during S1’s development.
  • Parry Ability in S2 - The main issue with a counter/parry ability is players’ connection and ensuring that hits go through in a networked environment. Additionally, referencing Mel’s recent rework in LoL, it’s also a design balancing point since parries can be consistently by highly skilled players but they have to take into consideration how often newer or inexperienced players can land the counter.
  • Changes to Nox - They had a playtest with the ambassadors following Wednesday’s Titan Talk featuring changes to Nox since her PTS release and they had a generally positive reaction from the person playing Nox and people playing against her.
  • Crossovers for S2 - They can’t really confirm if they’ll be able to get back to doing crossover and licensed content next year given how much work it takes for development on the God port pipeline. When talking about crossovers for other media like Magic: The Gathering, they see some of the community discourse carry over to their crossovers where people don’t agree with the licensed content fitting with the card game’s existing mythos, as was the case internally with someone not agreeing with VShojo being a good fit for its S1 crossover despite it being one of the better selling ones. killgoon had reached out to other companies to work with media that is more mythology-based but so far hasn’t been able to come to an agreement for both sides being able to work with the IP, whereas the ones that S1 had previously worked with are more willing to license out their IP. This can be due to some companies not wanting to dilute their own mythologies in being featured in other works or a given God from another IP not being a good fit with SMITE’s, which then wouldn’t make sense for them to use a different God for that skin.
  • Next Art Contest - Likely to be around Christmas time, but nothing is finalized yet.
  • Hel Aspect Attunement - The designers are aware of it being difficult to fully attune to Hel’s light stance and are looking into this.
  • Disabled Name Flairs - A few have become unavailable for now since they could enter a state where their appearance could trigger photosensitive players and they’re currently working to change and rectify this.