Titan Talk April 3rd Summary: It's too Powerful!
In case you missed it, we covered a lot in yesterday’s Titan Talk—an in-depth discussion where Isiah and Kilgoon walked players through the latest SMITE 2 changes and upcoming plans for the game. Below is a quick yet comprehensive roundup of all the major updates, from big item adjustments in Open Beta 7 to balance tweaks on gods that have been hot topics among the community. Dive in, catch up, and let us know what you think!
[h2]1. General Announcements[/h2]
Most items get that 10-12% stat reduction. However, a few see targeted changes (additional buffs or nerfs) to address larger balance needs.
[h3]Items Kept at Full Strength (i.e., "No Nerf" Is Effectively a Buff)[/h3]
Below are standout god adjustments. (Many receive the standard 10-12% item power shift, but these are direct kit changes.)
[h2]1. General Announcements[/h2]
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 Xbox Login Issues
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 The team is aware some players on Xbox may be experiencing login problems.
 
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 The Titan Forge crew is actively investigating a fix.
 
 
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 Recent Nerf to Yoo's Aspect
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 Damage on subsequent bounces was reduced to address overperformance and frustration points.
 
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 The first hit retains full damage, but follow-up bounces are now reduced.
 
 
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 A Three-Patch Plan
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 OB7: Reset the overall power level of items by roughly 10-12%, setting a more balanced "baseline."
 
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 OB8: Sharpen item specialization. Items meant for tank shredding or specific counter-play will have stronger, more specialized identities.
 
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 OB9: Clean up leftover issues and fine-tune items based on community feedback from the previous two patches.
 
 
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 Why the Across-the-Board Nerfs?
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 SMITE 2's seventh item slot increases total item power compared to SMITE 1.
 
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 Over time, balance patches led to higher and higher power "creep."
 
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 Reducing most items by ~10-12% keeps their relative relationships the same (e.g., your favorite item is still your favorite) but lowers the game-wide power curve.
 
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 Goal: More meaningful counter-play between tanks and carries, slightly lower burst among damage dealers, and a bit more difficulty (and risk) when tackling jungle bosses or diving towers.
 
 
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Most items get that 10-12% stat reduction. However, a few see targeted changes (additional buffs or nerfs) to address larger balance needs.
[h3]Items Kept at Full Strength (i.e., "No Nerf" Is Effectively a Buff)[/h3]
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 Titan's Bane & Obsidian Shard: Premier percent-penetration items for physical and magical damage dealers remain intact.
 
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 Shifter's Shield: Underperforming bruiser item; no further nerfs to encourage more usage.
 
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 Totem of Death: Intended for specific mage builds and was underused; left intact (or slightly buffed) so it stands out more.
 
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 Gladiator Shield
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 Loses physical protection, making it less effective if rushed too early.
 
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 Passive damage slightly stronger if you fully commit to tank items in the rest of your build.
 
 
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 Glorious Pridwen
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 Reduced protections and cooldown reduction.
 
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 Slightly stronger shield explosion if you have multiple tank items.
 
 
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 Mystical Mail
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 Reduced health and physical protection.
 
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 Passive remains the same (it still punishes enemies near you in-lane), but it's no longer your all-in-one best defensive rush item.
 
 
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 Runeforged Hammer
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 Increased cost, decreased strength, health, and health regen.
 
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 Still grants big payoff on hard crowd-control hits, but less lane sustain out of the gate.
 
 
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 Shield of the Phoenix
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 Lower defenses overall, but synergy with high-health builds is enhanced.
 
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 Retains strong scaling when you stack more HP items.
 
 
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 Void Stone
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 Health lowered significantly to line up better with its physical counterpart, Void Shield.
 
 
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 Qin's Blade & Sunbeam Bow
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 Additional nerfs beyond the 10-12% baseline to curb how early these high-DPS items come online.
 
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 These should feel better later in the game, especially if you combine them with other on-hit or offensive items.
 
 
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 Blink's Cooldown
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 Lowered from 210 seconds to 180 seconds.
 
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 Further 30-second reduction if you successfully damage a god or secure a kill within four seconds of blinking.
 
 
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 Goal: Encourage using Blink aggressively rather than purely to flee. Overall feel is that the healthier, out-of-combat restrictions remain, but it's now more rewarding to initiate fights.
 
Below are standout god adjustments. (Many receive the standard 10-12% item power shift, but these are direct kit changes.)
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 Merlin
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 Buffs to several stances (Arcane 1 & 2, Fire 1) for underperformance.
 
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 Blizzard range corrected to match intended design.
 
 
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 Aladdin (Major Shift)
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 Base versions of abilities deal more reliable damage for poke/clear.
 
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 Genie forms (ultimate-enhanced versions) have reduced top-end burst.
 
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 Lamp (Ultimate): Deals damage on throw (cannot kill from full if you raise the enemy's health), but no longer puts enemies at a larger health disadvantage when entering the lamp realm.
 
 
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 Hecate
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 Several damage buffs (Triplicate Form, Radiate, Open the Gates).
 
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 Boosts overall damage consistency without overdoing her wave-clear abilities.
 
 
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 Bacchus
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 Chug: Lower cooldown, enhanced protections.
 
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 Belly Flop: Increased damage and slow duration matches official knock-up timing.
 
 
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 Vulcan
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 Various passive mod tweaks to strengthen underused mod choices.
 
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 Backfire: Minor damage increase for better poke.
 
 
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 Cabrakan
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 Tank builds improved: Gains additional mitigation scaling based on item protections.
 
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 Refraction Shield (Enhanced): Slight health restore scales with maximum HP.
 
 
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 Rom
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 More damage on Rolling Assault bonus attack and Astral Barrage.
 
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 Aiming to raise his performance in laning and late-game.
 
 
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 Pele (Shift)
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 Dash mechanic on Eruption (when Magma Rush is active) removed.
 
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 Eruption now always grants a big burst of movement speed during its pre-fire, letting you juke or reposition more smoothly.
 
 
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 Morrigan
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 Dot damage from passive is now "ability damage" (no longer triggers minion executes).
 
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 Some wave-clear toned down, but Deadly Aspects and Dark Omen scaling increased to compensate in direct fights.
 
 
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 Princess Bari
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 Overall nerfs: Decreased attack speed from Mystic Surge, lowered damage/scaling on Reverent Steps.
 
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 Fixed a bug causing Sacred Bell to over-benefit from Intelligence.
 
 
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 Awilix
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 Reverted to previous nerfs: Lower scaling on Suku and Moonlight Charge, after bug fixes didn't reduce her performance as much as expected.
 
 
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 Mordrid
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 Aspect of Rage: Lower CDR gained while Blood Rage is active.
 
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 Cruel Strikes: Increased cooldown.
 
 
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 Odin
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 Gungnir's Might: Now pierces multiple gods, but only stuns the first hit.
 
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 Ring of Spears: Grants Odin a passive stack on cast, and each kill inside the ring increases both Strength and Intelligence.
 
 
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 Pick Up Wards or Potions, Drop Them on the Ground
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 No longer need to waste a consumable to pick up a Cyclops Ward or other special item drops.
 
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 If your inventory is full but you still want to pick up a new consumable drop, you can "swap" on the ground.
 
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 Dropped items last 120 seconds on the ground and are only available to allies.
 
 
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 Why This Change?
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 Frees up inventory pressure, especially for junglers who collect many free consumables.
 
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 Allows more strategic resource-sharing with teammates.
 
 
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 OB8: Deeper Item Specialization
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 Items meant for countering high-health foes or dealing with heavy crowd control will get stronger, more unique passives.
 
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 Goal: Build paths that require more strategic forethought (e.g., anti-tank vs. raw DPS vs. high-sustain).
 
 
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 OB9: Finalizing & Fine-Tuning
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 Based on community and data feedback, the dev team will spend OB9 polishing any over/underperforming items or gods.
 
 
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 Try the OB7 Changes
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 Hop into the upcoming flash tests. Details will be announced on SMITE 2's official channels.
 
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 Provide feedback in official forums, Discord, and social media.
 
 
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 Ranked Reset & Other Future Topics
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 The dev team acknowledges the need for a ranked refresh. More details soon once final tech pieces are in place.
 
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 Further UI/UX improvements for console players and the upcoming God Builder tool are on the horizon.
 
 
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