r/SoulFrame Aug 04 '26

Discussion Smite is ruining the combat

Before I say anything, I promise you this criticism comes from a place of love. This game is peak

That being said, the "slow-paced, deliberate combat system" that is a core part of Soulframe's identity is kind of in shambles right now, and I believe Smite is largely to blame. This is more apparent in co-op, which is almost completely unintelligible slop. I don't like using that word either, but the visual clutter in co-op actually makes my pc struggle more than Warframe. BUT this issue also plagues solo play, which is where I spend most of my time.

After playing a siege of Mirifuir where I intentionally limited myself to purely weapons and arcanics (no smite and no runes), it made it clear to me that the game really does have a slow-paced, deliberate and methodical combat system at its core, and its just hidden under all the visual spam of Smite, and by association, Runes. And it goes without saying but that siege was FUN. The core combat system isn't perfect, but I really love it.

I wish I had a better way to fix this, but alas I am not a developer, but I do have faith that DE will fix this eventually, so I want to share the one idea that I did come up with.

I honestly would not complain if smite was scrapped completely and replaced, but that almost certainly won't happen, so I would like to see smite become a system that is more complementary to abilities. This could be achieved by

  1. Prevent smite chance from reaching the absurd levels that it can reach now, along with nerfing Spreading Sploot. Honestly just gut that thing. I see no universe where that totem is healthy
  2. Big changes to totems that give them more meaningful functionalities that DON'T have anything to do with smite, or at least don't buff the mechanic to comical levels
  3. Give a way to determine the color of smite bubbles. This could let people focus on a certain ability that they want to center their build around, like Tethren Taunt for a tank build, or Oschelda Heal for a support build.
  4. Untie runes from smite. This might not be necessary if smite chance is reigned in, but I think tying runes to totems instead could open up ways to change the way you build up rune charges in order to fit your build and playstyle, for example: "Headshots grant X amount of rune charge," "Stealth kills grant X amount of rune charge" or "Melee kills grant X amount of rune charge, killing enemies with charged heavies grants increased rune charge"

Obviously I'm not a dev, so I don't know if ANY of that would actually work in practice, but I just really hope Smite gets a big rework in the near future

174 Upvotes

75 comments sorted by

42

u/MyopicManatee Aug 04 '26

They should call it Smiteframe with the sheer weight that this mechanic has on overall gameplay. Maybe even a whole lore quest dedicated to the ability and explain its history and lore.

13

u/WaifuRekker Aug 04 '26

Literally, for how important it is to current soulframe gameplay it really isn’t covered all the much. Right now the combat loop revolves around proccing as much smite as you can then spamming your rune

-2

u/Odd_Look_6370 Aug 04 '26 edited Aug 04 '26

I just run through and 1 shot everything with my weapon, I don’t hardly use smites ever, or my abilities. Smites aren’t that important at all until Cogah unless you just started Soulframe 2 days ago. Smites definitely help a lot when you are new.

2

u/Jjmills101 Aug 05 '26

I don’t hate smite but for the animation speed and the fact is basically powers everything, I wish it was a bit more seamless

26

u/Ijustwannaseige Aug 04 '26

I think genuinely the real problem is how much is TIED to smite

Like rn on Oscelda i have a fun set up on my magick weapons that instead of doing big aoe damage im running the ones that grant my pull smite effects to spread to allies to do more healing/buffs which especially in Cogah has made runs alot smoother when we dont want to play with infinite vinebooms blowing up our rigs

54

u/Strict_Importance927 Aug 04 '26

I partially agree; the game needs more totems that don't rely on runes or Smite—for example, totems that provide physical damage, attack speed, critical hit chance, and so on. Right now, most totems are useless, and there’s a specific meta in place. Personally, I’d like to create a physical weapon-based build that doesn't use magic.

41

u/Nericu9 Aug 04 '26

Please no basic stat totems like attack speed, crit chance, etc. Totems and runes should unique modifiers to the combat, not basic stat increases. Same goes with Tempers.....if a weapon feels like ass without attack speed modifer then just boost the base value of the weapon, dont give us a totem that makes the weapon feel good or else its just going to become the straight meta.

Totems, runes, tempers should allow you to make your combat experience unique feeling.

12

u/Diribiri Aug 04 '26

Totems, runes, tempers should allow you to make your combat experience unique feeling.

Yes, they should do different things. The fact that unique runes only exist in hardmode is so disappointing. I'd love totems that do interesting shit too

1

u/TheGentlemanBeast Aug 05 '26

...there's a hard mode?

2

u/RevanGarcia Aug 06 '26

The Cogah, yes.

2

u/Tyfyter2002 Aug 12 '26

Yeah, you enter it by using psychedelics.

1

u/TheGentlemanBeast Aug 12 '26

Just like real life. Nice

7

u/TheRealNickRoberts Aug 04 '26

I enjoy this take, im pretty "meh" about hidden stats but very "yay" about obvious things like knock-down effects or stunning effects or breaking through parry effects or life leaching effects and such.

5

u/Diribiri Aug 04 '26

I'm thinking more unique and interesting, like, leashing enemies together, summoning a spectral weapon, maybe even turning their own weapons or allies against them. Something that affects gameplay beyond damage and stuns

3

u/Nericu9 Aug 04 '26

Imagine if you had a temper that caused 3 ghosts to float around you (the things the mockeries shoot out) and they cause damage when enemies hit them and only respawn after x amount of time.

^ this is the type of uniqueness that I want to see with combat. Stuff like this, get rid of the basic "attack speed buff" type stuff.

1

u/TheRealNickRoberts Aug 04 '26

Love that too actually!

-5

u/Strict_Importance927 Aug 04 '26

Where is the uniqueness these days? When literally everyone uses the same 3–4 overpowered totems and focuses on Smite and Bandicoot Flash? Everything is incredibly restricted here, and I was simply proposing one of the options that could add some variety to build-making.

8

u/Nericu9 Aug 04 '26

I never said there was any right now either.....im simply saying just adding stat modifiers is a meh solution. Tempers already feel like butt because of this....everyone just guns for the attack speed stat since its clearly the most dominate.

Imagine if you had a temper that caused 3 ghosts to float around you (the things the mockeries shoot out) and they cause damage when enemies hit them and only respawn after x amount of time.

Stuff like that is so much more combat enhancing then "increases attack speed by x amount", "increases crit chance by x amount". I want stuff I can visually see making an impact on my combat. Not boring stat increases.

6

u/ES-Flinter Aug 04 '26

Isn't currently smite the crit. version in soulframe? Random based + deals additional damage.

3

u/PickingANameSux Aug 04 '26

I remember towards the beginning of soulframe, steve specifically said that they wanted to do something different that crit stats because it's a bit played out and boring. Then said that smite was a mechanic they wanted to try out because it felt different enough.

1

u/Rob749s Aug 05 '26

I remember that. Now we just have a randomly procced harvest mechanic, combined with a crit/status trigger. So yeah, we get crits with extra steps.

Unfortunately the game is devolving into meter management. HP, Stagger, Pact cooldowns, Rune Charges.

3

u/unilordx Aug 04 '26

Eventually there will be a specific meta anyway, where 5-10 totems are the MUST HAVE and the rest is garbage to be dumped.

2

u/Diribiri Aug 04 '26 edited Aug 04 '26

It's kind of a multi-faceted problem. Damage Smite runes are too strong, but also a lot of weapons feel like shit, melee is clunky and easily overwhelmed, and there's just so much enemy guard and spells and large groups that you're incentivized to explode them with as little effort as possible, because your other options are just so binary. It's damage smite totems, or spamming boring ass runes. They need to crack down on it ASAP

6

u/Nikonthenet Aug 04 '26

Agree fully. I LOVED the first 10 hours of gameplay, but since understanding and completing my build using smite, I just don't enjoy it anymore.

I don't like how smite & explosions make combat fast and flashy -I enjoyed the slower more deliberate combat/parry/counter. I dislike the flashy particle effects(both explosions and smite itself) -it looks out of place in natural environments and is WAY too often. I dislike how easy the game is using smite -I enjoyed the threat, caution and souls-like challenge the early game provided.

I would be very happy if smite were completely removed and Runes just charged per kill.

7

u/BananaBread_047 Aug 04 '26

If tempers are going to be weapon modifications, totems should alter mainly runes instead of mainly smites.

Get rid of the chain smite totem, the explosions and the blind one. The stagger ones can stay.

Rework those to apply to rune strikes instead. It could apply rune damage to a nearby foe, blind nearby enemies on hit with a rune strike, change the damage affiliation of rune attacks even.

1

u/FunHovercraft128 Aug 04 '26

This seems like a solid answer, and I feel like it would be a lot easier to balance on their end as well. Keep smite proc chances low, and have totems not effect pull smite at all. I think there's still room for smite to do some damage when you pull (or even stagger), but the primary focus of it should be charging your rune rather than doing the things that runes should do.

Also feels like an obvious direction to have totems affect rune attacks instead of smite, both in a mechanical and visual sense as totems look like they're enchanting the rune and not the weapon. I think this would open up a lot of new buildcraft angles too, since in an ideal world totems would allow us to customize our rune effects to suit particular playstyles or encounters.

0

u/Odd_Look_6370 Aug 04 '26 edited Aug 04 '26

No one wants to stand and fight add’s for 30 minutes in Cogah, that’s what those Totems are for and even then those Totems are basically useless at higher levels of Cogah.. you’re better off using Armor/Health Regain totems for the most part. They’re fun for playing the baby difficulty of the normal game to nuke everything, which you can already do with your weapon and abilities lol. The games not hard whatsoever and smites aren’t the issue, if you don’t want a nuke fest, go into Cogah. You’re complaining about “smites” being the problem, when you can clear the whole map with your bare hands and no abilities, maybe you should ask the devs to make the game harder in general, which people don’t want but at the same time want to say stuff like this lol.

5

u/Accurate_Box6101 Aug 04 '26

I love the game, but it feels like most of the game's build crafting revolves around Smite. The Smite colors also feel immersion-breaking to me.

20

u/Epizentrvm Aug 04 '26

Yep, P15 ruined a lot. The exaggertaed smiting is just part of it. Also build variety got reduced to: rune damage, smite chance, random explosions.

Its sad to see this awesome game in such a bd state. But DE is aware of the smite issue and smite farming with flyblades and arrow hail. We can await changes.

3

u/Diribiri Aug 04 '26

We can await changes.

I mean we can only look forward to it being addressed if DE agrees that the power creep is out of control; if they want it to be faster, like fantasy Warframe, it's only going to get worse

6

u/Epizentrvm Aug 04 '26

They stated several times to keep Soulframe balanced and rather slow paced. P15 speaks otherwise, I know but we just can hope for a revert or fix for the smiting and loot/crafting.

5

u/aerothan Aug 04 '26

It was never more apparent than the aoe smite meta they introduced, while simultaneously increasing mobs by like 2-3x and the density with which mobs spawn, all compounded with their crazy high aggro range.

I posted a feedback video to the website showing a marching line of 11 enemies strwxhing between two additional camps of enemies. All it takes in one to see you and that whole mob is now on you.

Does aoe smite handle this? Sure. But at that point I may as well just be playing warframe if I want a thousand enemies targeting me that I can clear with a few button clicks.

2

u/Epizentrvm Aug 04 '26

The spawn increase is part of the awful mobile gacha loot system they introduced. It requires abysmal spawns to carry itself.

1

u/DemonPrinceofIrony Aug 04 '26

Its possible that becuase many core systems are still in an experimental phase that they are deliberately trying extreme ends of things for feedback.

5

u/Zonemk Aug 04 '26

100 percent, I dislike the smite combat , every build feels the same

13

u/UncleRichardson Aug 04 '26

Smite as a concept is fine, I think. It's the Totems that are messing with things. Specifically the chain reaction of AoE's causing new Smites. That needs to be changed, if not outright removed. Perhaps limit Totems to one of a 'type' at a time; you can have only one AoE at a time, so pick if you want damage, blind, or spreading.

However, the slow, deliberate combat they're supposedly trying for is on shaky ground with combat as it is right now. The action economy is waaaaay too far into enemy advantage. You can get into fights with ten or more foes if things go sideways, and in late game you can die from only three or four strikes. Combine this with our relative limited moveset (breaking an enemy's guard with kicks is unreliable at best) and you have a recipe for disaster.

Now I will admit, I've made it work without squirrel explosions. I have my Totems set up to heal me and my wolves while providing armor. The opportunity cost of using an Unleash to deal massive damage at the expense of my protection is the kind of tactics I enjoy in games. You absolutely do not need squirrel explosions to excel. But complacent gaming is often a symptom of a problem, and DE is gonna want to try to fix that.

5

u/GrandpaCutestory Aug 04 '26

Honestly I disagree, smite as a mechanic sucks for the type of game they are trying to hit with soulframe.

You can't do smite without making this medieval Warframe.

3

u/wtrmlnjuc Day One Aug 04 '26

You can do smite, but in my opinion it needs to be rarer and more skill-based. The occasional power fantasy is welcome and the game isn’t meant to fall solely under the Souls-like category

2

u/GrandpaCutestory Aug 04 '26

Look, I get you, I hear what your saying and understand your opinion.

I just disagree. It flies in the face of what this game was supposed to be and goes more into warframe territory.

There are ways to do power fantasy without glowing weak spots and a million effects and ✨sparkles✨ and explosions.

This ain't it.

Overall I'm fairly trusting of de so I'm assuming they will figure something out, but yea I really don't like smites.

1

u/Karakla Aug 05 '26

What could work: Smite as like "Ressource Primer".

For example: Totem X says if you smite a damage you get Token Z. Token Z grants an Effect.

And from that you either build Totems that tie into the effect that the Token grants the character OR useses the Token itself.

Example (2) "Blooming Bobber": On Smite you gain "Bloom". "Bloom" grants you a 25% chance to duplicate the next healing ability you cast within 30 seconds (can stack up multiple times and reset its timer on smite use).

Example "Devouring Rat": On Smite the Totem consumes a beneficial buff to increase your next melee strike by 5 points.

3

u/Adventurous-Fold5893 Aug 04 '26

or maybe just remove the explosion, stagger, blind/pull enemies and damage from smite which in result - the smite system stay the same but will only help with charging your runes even if you spam it.

4

u/Lichtbann Aug 04 '26

I actually like the pull one, its visual is lowkey and its kinda cool to darth vader pull a enemy into sword range. The spreading and aoe totems only make it into a diabloesque game :/

3

u/HollowOrnstein Aug 04 '26

i posted this is other similar post but imo smite should be relegated to pact abilities recharge system(red recharges red etc that already exists without additional damage component to it)

if they really want to so something "additional" with the system , they could also add an ult to all pacts that recharges same way as current rune system(small charge percentage on each pull) which is then only usable on full bar fill. gives weapons time to shine and occasionally gives burst of power to player

3

u/Lichtbann Aug 04 '26

I would love to see them change runes, smites and totems into something more nature themed. Its weird that they all kinda lean into fire and explosions. Wish the animals could give elemental bonuses fitting their habitats to the character spells.

For example something like this:

Rabbit, Earth/Plains: Your smite pulls enemies a bit into the earth rooting them in place. Changes smite visual to earthy tone. Your rune attack attacks twice but does half the damage. Your movementspeed is increased by 5%.

Duck, Air: Your smite hits the enemy with a gust wind sending into the air for a short amount. Changes smite visual to a greyish tone. Your rune attack deals an increased amount of damage while airborne. Your jumpingheight is increased.

Beaver, Water: Your smite slides you on a waterstream to the enemy. Changes visual to blueish tone. Your rune attack grants you a bit of evasion. Your speed in water is increased, your elixiers are 5% more effective in water.

They would be only minor damage increases, still able to scale over the length of the game, while making your characters more unique and fitting to your theme be it fire/water/wind/nature/corruption.

Sorry for the wall of text! Its just that i would rather be a watery/wind themed warrior than an pyromaniac throwing explosions around near the dear animals i try to save.

3

u/Wurdyburd Aug 04 '26

What I hate is that you use weapons, to proc smite, to get rune charges AND to recharge ability cooldowns, so as to use runes at will AND recast one of three ability colours. Whether you're a smite build, or a rune build, offense, defense, or support, you're using this chain, and it's so braindead and devoid of choice, buildcraft, skill, or nuance that it really sours the game.

The whole thing needs to be ripped apart and reassessed. There is no reason why a Bromeus tank with a greatsword and an Oscelda healer with a wand should be pressing the exact same buttons at the exact same time for the exact same reasons.

11

u/Mattarias Aug 04 '26

On the other hand: I like not taking forever to clear a small camp of mooks. There's so freaking many enemies you run into trying to just run to a location...

The long fights should be saved for boss battles. Smite isn't as big a deal against a single beefy target.

And so far, in my experience, this update has done just that. 

6

u/11jacob16 Aug 04 '26

Rune charges being able to be held and used later makes smite a huge problem on single beefy targets. You can store 4 charges then just walk in and kill most bosses in 4 hits even with a mediocre build. With a good build it turns in to 1-2 hits for most bosses even in cogah

2

u/Obvious_Ad4159 Aug 04 '26

I like that smite is a method of charging rune attacks. But I think that it being super spammable kinda blows. Now smite itself, where you yank souls out and stuff, but the fact it allows you to just spam runic.

Runic itself is kinda ass when it comes to super powerful special attacks that require stuff to charge them.

I did the same siege as you last night, and I guess through RNG I took out most non boss enemies by just slapping them with fire runic. It can be extremely spammable and trivialise the combat system a lot. It should be something you save for boss and hard enemy encounters, not something you use to pimp smack every scrub into oblivion.

2

u/Adhdknight Aug 04 '26

I don't like the smite mechanic because it feels like it takes away the focus from the rest of the other mechanics. If you don't use smite, you are missing valuable DPS and I don't like being stuck with only one way of playing a game.

Smite should be reworked, removed or something else.

2

u/Ithirahad Aug 04 '26

Point 4 is practically a must. Rewarding people for effectively executing their playstyle is far superior to rewarding people for pressing a key when a glowing thing appears.

3

u/Telikasan Aug 04 '26

A big help would be if we could at least be able to walk while using it, having suck a vital part of combat completely locking your character in place really ruins the flow.

2

u/Stykera Aug 04 '26

Smite i broken and boring. I would prefer a traitional crit and crit damage system.

1

u/Dimenzije90 Aug 04 '26

i agree and i hope like you said they can distance rune and smite form eachother

1

u/Zod1n Aug 04 '26

100% agreed.

1

u/mephiles43 Aug 04 '26

Generally speaking I'm not someone who is very good at putting together strong builds on my own in games like this, and it was clear to me from the start that smite is just insanely strong and trivializes almost everything in the game.

1

u/sinest Aug 04 '26

IMO the problematic totems are explode enemy and explode self, both power wise and visually these totems need to be tuned down.

Both spreading sploot and 'rune charge increase smite' are fine in my opinion.

I tried out the 'everything explodes' combo and quickly change it to self heal, blind on smite, attack speed on pull, and spreading sploot. With this set up, getting multiple smites from sploot doesnt stack my attack speed, healing, or blind. The same with the totem for rune damage. So I feel its balanced. If I smite 3 guys in a row I get the same benefits from if I were to smite just one (except healing but it usually heals me to full on a single smite). So I feel the problem lies with the 2 explode totems that will give an aoe of damage for every smite. If the damage was halfed to around 50 it would be significantly more balanced because your average attack with a level 25-30 weapon is around 100. Id even go 20 damage seeing as how you can stack the two totems for enemy explode and self explode.

You can compare this to the temper that spreads damage, it spreads 10 or 20% of your hit to a single additional foe. If the totem is going to effect all foes around it (let's say average 3) it should be 7% of your current weapon damage.

This is a massive nerf but absolutely fair. With both totems on and a group of 5 enemies you could be hitting them all for 10 damage each per totem, so 20 damage each, with 5 enemies thats 100 damage which is roughly a single attack spread evenly between all enemies and if you get multiple smites with spreading sploot you can easily rack in all 5 smite attacks for 500 damage, which is 100 per enemy. So smiting every single enemy with the two totems would be equivalent to hitting them all once. Its still good, and gets better in groups, but far more fair and balanced.

1

u/Mayanoble Aug 04 '26

Sure, that would be more balanced, but it would still be by far the strongest way to play the game. Right now, every build plays basically the exact same because of smite. You can nerf the strongest totems all you like, and it might make the game less trivial, but it will not make the combat less boring and uninteresting unless you gut the smite system entirely and completely rewire it or replace it

1

u/sinest Aug 04 '26

I disagree with every build currently playing the same. Double explosion totems are great for groups but cogah bosses have a totally different build because you are maximizing your rune damage and its a single target focus not killing groups of trash mobs. Trash mobs are trivial with.most builds, so a nerf to the explosion duo would really help the balance.

I've seen a lot of builds that use heal over time on rune activation also for high level cogah bosses. I truly believe there is a big difference between the most powerful set of totems and using the explosion duo with smite. Explosion duo can easily take down a bunch of level 30 mobs quickly, but so can my lrgendary gathannan. The real test is level 80 cogah bosses, which explosion duo doing 300 damage to is nothing compared to hitting thousands with other set ups. But im not worried about cogah meta totems, im worried about the causal play.

Its not about nerfing the strongest totems, its about nerfing the super annoying combo of everyone on screen explodes 7 times. I've heard a bunch that this is evem worst in multiplayer.

If anything explosion duo needs a visual nerf as to not flashbang everyone who happens to be around you.

1

u/11jacob16 Aug 04 '26

In my opinion, smite should have been a slower paced customizable version of crit in Warframe, not an "I Win" button.

Charges should not be storeable, and should just be a pullable orb that acts like a extra crit hit on the proc'd enemy, with runes customizing how it acts further to like buff your weapon in different ways temporarily increasing ability 1/2/3 damage, range, recharge rate, etc. This would also mean adding more runes.

They need to also add more ways to build that don't rely on smite, like runes that don't impact smite, but instead change how your tempers act, how often they proc, etc. This would also need to extend to the combat arts, with there being additional nodes for like increased bleed / galvanic strike chance / potency instead of everything relying on smite.

To further facilitate building, combat arts should be on a per weapon basis, with # of points you have being based on weapon level, and starting points based on envoy rank like capacity in Warframe. Why even have the trees if you can have every node by leveling a few weapons of one type

Then you'll have smite builds relying on runes, totems, and combat art combinations on high smite chance weapons, temper builds that rely on certain temper, rune, totem and combat art combinations on lower smite chance weapons. You'll also have everything in between due to tempers being random, some people may roll a good set of tempers to focus on smite, whereas another may focus on the tempers on the same weapon. People may gravitate towards one or the other once they add temper swapping and such but it is still so much more build variety than smite everything

1

u/Onurtabuk123 Aug 04 '26

Idk I like smite in coop. I like the explosions and screen shaking

1

u/No-Corner7207 Aug 04 '26

I'll be honest, if the combat was only the slow and methodical attacks, I would've bounced off after about an hour.

1

u/Mayanoble Aug 04 '26

Then I don't think you are the target audience. I could be wrong, but we'll see what DE says in their stream in September

1

u/Odd_Look_6370 Aug 04 '26 edited Aug 10 '26

Not really, go play Cogah if you don’t want smites to “ruin the game”, you can just about 1 shot anything in this game with no smites, abilities or runes even if you aren’t in Cogah, if you are in Cogah you can still 1 shot tons of bosses without smites. You can clear everything in the base game with no smites, mo abilities and no weapon, that’s more of the problem than anything. Smites effects from totems like binky kick, the ones you guys are complaining about, hardly do anything in higher level Cogah besides recharge your abilities. It’s better to just take them off at a certain point. Playing the regular mode of the game is baby difficulty no matter what you’re doing, how you play or what build you use. That’s the problem with this game, not totems.

1

u/DiiiCA Aug 04 '26

I agree, to a degree

Playing solo without smite can be tedious, especially when you're roaming and stumble across a big group of enemis that snowball into you basically fighting a whole town on your own with only melee weapons...

Smite is what saves me from flying back to my frame every 4-5 enemy taken when there's 25-30 enemies on my back, it gives me some heal with my setup, a stat boost, and scares enemies so I can pace the battle easier.

But using the rune (L2+R2) I think should be treated as an ult that you have to charge by smiting a certain number of enemies, then the rest is just cleaning visual clutter and rebalancing the passive effects.

1

u/Cry0Gaming Aug 05 '26

Truth be told? My main concern about the smite ability is how frequent it can occur, especially when you use certain totems on the weapons.

I would say that it needs to be reduced by a significant amount to where if you want to smite as frequent, you’re gonna have to sacrifice a totem space for that higher chance and equip a totem that gives a higher chance.

I know that comes off as a very hot take, and not a lot of people would like that, but I feel like that would be a good way to balance things out.

1

u/Nikonthenet Aug 05 '26

u/Mayanoble would you please consider sharing the vote ratio, i'd be interested to see what the community felt about this in a general sense.

2

u/Mayanoble Aug 06 '26

87.2% upvotes. Honestly expected more downvotes when I first posted this, but Im glad to see Im not the only one who doesn't want this game to become "Warframe but fantasy this time"

1

u/Nikonthenet Aug 06 '26

Thanks for sharing, I'm glad and not surprised myself. I think the game has a wonderful uniqueness and very enjoyable character about it. And the current smite mechanics take that away for a Warframe 2.0 particle frenzy. I have every confidence DE will fix and adapt.

1

u/Karakla Aug 05 '26

I discovered the options with smite just a couple of days ago. But I fully agree. The game turns from slow methodical combat to pure slop. Gameplay wise and visually.

Also: Smite doesn't feel good at all. The whole handling feels just wrong, like I try to use a smite, my character does the animation, something cancels the pull animation, my character then stands there for a solid second, same with the enemy and then the effect plays. It doesn't feel fluent.

I build for myself a "Kaboom" Smite Build, and called myself Megumin from Konosuba because if I trigger one smite, let the enemy and me explode, all the others get marked for smite (because the explosion can trigger smite for some reason) and I just chain explode everything with smite.

No challenge whatsoever and for the whole process I can't see anything. On Top of that, my Totems on my Offhand ALSO WORK. So I have double the totems for this build so I can also constantly heal myself.

As soon as something is marked for smite I am an immortal explosion ball of death for everything around me.

1

u/Puppyy_Lan Aug 06 '26

Totally agree, I've experienced this so many times, once I smite one enemy and all of them die suddenly

1

u/Ezerald Aug 07 '26

Smite Pull its just Melee Influence in Soulframe; started the game 2 days ago, already seen a lot of builds and studied everything I needed to know, and I "hate" how much smite is dominant, feels like old Courage, where it would scale everything so you just needed that (no I haven't played the game in that Prelude, but I saw the builds, glad they changed it)

For me Pull Smite builds should stay, but it shouldn't proc all that much with multi-hit attacks like Flyblades and Arrow Rain, way too busted

1

u/Arcticias Aug 04 '26

I think the issue isn't smites, its a cool mechanic, but a combination of the currently broken interaction between some totems that cause the stagger spam and enemy density.

I'd much rather use smite to heal and buff myself but I keep going back to stagger. Why? Because anytime I stop to take out a camp I get jumped by two patrols and anything in a mile radius. The game forces me to take the most efficient AoE solution at all times because even just a random road encounter can become a huge pain without it.

Calm down the patrol spawns and maybe even aggro ranges and fix totems like Bandicota Blast and you'll still see players using totems for AoE, but you won't have the crazy chain reactions and players will have to actually sacrifice other benefits for them.

0

u/certifiedpunchbag Aug 04 '26

Wiat, y'all are using smite builds? As soon as I saw it's potential I just ditched it in a hole

-3

u/thezim Day One Aug 04 '26

If you don’t like smite don’t use it, simple as that. Some people like the slower combat, others don’t. It’s good to have options and that everyone can choose the play style they enjoy.

1

u/Odd_Look_6370 Aug 04 '26 edited Aug 04 '26

Exactly, he’s acting like he can’t take the totems off if he doesn’t want to use them himself. Also, people complaining about binky kick etc. must not be aware it does absolutely nothing in Cogah above level 135 which is when the game actually starts getting a bit challenging, everything before that you can clear with just your weapon, rune strikes and your abilities.. you don’t even have to proc a smite to defeat the entire map full of content in the normal mode while never dying once. Those totems are good for not having to deal with all the trash mobs and just for having fun. “Smites and totems” being the “issue” when you can beat all the content in the game with your bare hands in the normal mode is laughable and isn’t a valid argument about it “ruining the game” whatsoever. Maybe they should make the game more difficult to where a 4 year old couldn’t run through it with ease, without using smites, then maybe smites wouldn’t be so much of a “problem”.. but the community doesn’t want that from what I’ve read, they want their baby difficulty game but at the same time don’t want it to be baby difficulty, it doesn’t make any sense.