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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]

  • Xbox Login Issues

    • The team is aware some players on Xbox may be experiencing login problems.

    • The Titan Forge crew is actively investigating a fix.

  • Recent Nerf to Yoo's Aspect

    • Damage on subsequent bounces was reduced to address overperformance and frustration points.

    • The first hit retains full damage, but follow-up bounces are now reduced.
[h2]2. Overarching Balance Vision for OB7[/h2]

  • A Three-Patch Plan

    1. OB7: Reset the overall power level of items by roughly 10-12%, setting a more balanced "baseline."

    2. OB8: Sharpen item specialization. Items meant for tank shredding or specific counter-play will have stronger, more specialized identities.

    3. OB9: Clean up leftover issues and fine-tune items based on community feedback from the previous two patches.

  • Why the Across-the-Board Nerfs?

    • SMITE 2's seventh item slot increases total item power compared to SMITE 1.

    • Over time, balance patches led to higher and higher power "creep."

    • 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.

    • 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.
[h2]3. Item Adjustments: Highlights[/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]

  • Titan's Bane & Obsidian Shard: Premier percent-penetration items for physical and magical damage dealers remain intact.

  • Shifter's Shield: Underperforming bruiser item; no further nerfs to encourage more usage.

  • Totem of Death: Intended for specific mage builds and was underused; left intact (or slightly buffed) so it stands out more.
[h3]Bruiser Items (Extra Changes)[/h3]

  • Gladiator Shield

    • Loses physical protection, making it less effective if rushed too early.

    • Passive damage slightly stronger if you fully commit to tank items in the rest of your build.

  • Glorious Pridwen

    • Reduced protections and cooldown reduction.

    • Slightly stronger shield explosion if you have multiple tank items.

  • Mystical Mail

    • Reduced health and physical protection.

    • 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.

  • Runeforged Hammer

    • Increased cost, decreased strength, health, and health regen.

    • Still grants big payoff on hard crowd-control hits, but less lane sustain out of the gate.

  • Shield of the Phoenix

    • Lower defenses overall, but synergy with high-health builds is enhanced.

    • Retains strong scaling when you stack more HP items.

  • Void Stone

    • Health lowered significantly to line up better with its physical counterpart, Void Shield.
[h3]Carry Items (Extra Changes)[/h3]

  • Qin's Blade & Sunbeam Bow

    • Additional nerfs beyond the 10-12% baseline to curb how early these high-DPS items come online.

    • These should feel better later in the game, especially if you combine them with other on-hit or offensive items.
[h2]4. Relic Changes: Blink[/h2]

  • Blink's Cooldown

    • Lowered from 210 seconds to 180 seconds.

    • Further 30-second reduction if you successfully damage a god or secure a kill within four seconds of blinking.

  • 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.
[h2]5. God Balance Highlights[/h2]
Below are standout god adjustments. (Many receive the standard 10-12% item power shift, but these are direct kit changes.)

  • Merlin

    • Buffs to several stances (Arcane 1 & 2, Fire 1) for underperformance.

    • Blizzard range corrected to match intended design.

  • Aladdin (Major Shift)

    • Base versions of abilities deal more reliable damage for poke/clear.

    • Genie forms (ultimate-enhanced versions) have reduced top-end burst.

    • 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.

  • Hecate

    • Several damage buffs (Triplicate Form, Radiate, Open the Gates).

    • Boosts overall damage consistency without overdoing her wave-clear abilities.

  • Bacchus

    • Chug: Lower cooldown, enhanced protections.

    • Belly Flop: Increased damage and slow duration matches official knock-up timing.

  • Vulcan

    • Various passive mod tweaks to strengthen underused mod choices.

    • Backfire: Minor damage increase for better poke.

  • Cabrakan

    • Tank builds improved: Gains additional mitigation scaling based on item protections.

    • Refraction Shield (Enhanced): Slight health restore scales with maximum HP.

  • Rom

    • More damage on Rolling Assault bonus attack and Astral Barrage.

    • Aiming to raise his performance in laning and late-game.

  • Pele (Shift)

    • Dash mechanic on Eruption (when Magma Rush is active) removed.

    • Eruption now always grants a big burst of movement speed during its pre-fire, letting you juke or reposition more smoothly.

  • Morrigan

    • Dot damage from passive is now "ability damage" (no longer triggers minion executes).

    • Some wave-clear toned down, but Deadly Aspects and Dark Omen scaling increased to compensate in direct fights.

  • Princess Bari

    • Overall nerfs: Decreased attack speed from Mystic Surge, lowered damage/scaling on Reverent Steps.

    • Fixed a bug causing Sacred Bell to over-benefit from Intelligence.

  • Awilix

    • Reverted to previous nerfs: Lower scaling on Suku and Moonlight Charge, after bug fixes didn't reduce her performance as much as expected.

  • Mordrid

    • Aspect of Rage: Lower CDR gained while Blood Rage is active.

    • Cruel Strikes: Increased cooldown.

  • Odin

    • Gungnir's Might: Now pierces multiple gods, but only stuns the first hit.

    • Ring of Spears: Grants Odin a passive stack on cast, and each kill inside the ring increases both Strength and Intelligence.
[h2]6. New Feature: Consumable Swapping[/h2]

  • Pick Up Wards or Potions, Drop Them on the Ground

    • No longer need to waste a consumable to pick up a Cyclops Ward or other special item drops.

    • If your inventory is full but you still want to pick up a new consumable drop, you can "swap" on the ground.

    • Dropped items last 120 seconds on the ground and are only available to allies.

  • Why This Change?

    • Frees up inventory pressure, especially for junglers who collect many free consumables.

    • Allows more strategic resource-sharing with teammates.
[h2]7. Looking Ahead: OB8 and OB9[/h2]

  • OB8: Deeper Item Specialization

    • Items meant for countering high-health foes or dealing with heavy crowd control will get stronger, more unique passives.

    • Goal: Build paths that require more strategic forethought (e.g., anti-tank vs. raw DPS vs. high-sustain).

  • OB9: Finalizing & Fine-Tuning

    • Based on community and data feedback, the dev team will spend OB9 polishing any over/underperforming items or gods.
[h2]8. Wrap-Up and How to Get Involved[/h2]

  • Try the OB7 Changes

    • Hop into the upcoming flash tests. Details will be announced on SMITE 2's official channels.

    • Provide feedback in official forums, Discord, and social media.

  • Ranked Reset & Other Future Topics

    • The dev team acknowledges the need for a ranked refresh. More details soon once final tech pieces are in place.

    • Further UI/UX improvements for console players and the upcoming God Builder tool are on the horizon.

Safeguarding SMITE 2


Hey deities! We’ve read a lot of feedback recently and saw a big frustration some of you face on the battleground is dealing with players who go AFK (Away from Keyboard) or intentionally feed. These actions can seriously derail a fair, exciting match—so we want you to know that we hear your concerns and we’re doing everything in our power to address them. SMITE 2 is all about bringing people together for intense, strategic gameplay, and we’re dedicated to doing everything we can to eliminate behaviors that undermine the experience for everyone.

While we use a variety of tools to track and reduce toxic activities, we’re especially proud of the work we’ve done with our partners at GetGud.io to tackle disruptive behavior head-on. Through close monitoring, pattern recognition, and community input, we’re striving to keep SMITE 2 a positive, competitive space where players can have fun and test their skills.

The Impact of AFK and Intentional Feeding

When someone leaves a game or deliberately allows the enemy to rack up kills, it doesn’t just hurt that person’s team—it diminishes the entire match for everyone involved. We realize just how frustrating it can be when you’re left shorthanded or when the opposition is getting a free pass.We all want fair matches, so it’s crucial that we stop these behaviors before they become a pattern. We want every player to feel they’re part of a team effort, with a real chance to show off their skills and contribute to a memorable match.

[h2]How SMITE 2 is Evolving[/h2]

Data-Driven Detection with GetGud.io

To tackle disruptive behavior effectively, we’re leveraging GetGud.io—a powerful data-analysis platform. Based on publicly shared details, GetGud.io takes a deep dive into match data, looking at things like:
  • Match Duration and Player Activity: Pinpointing unusual patterns of inactivity, such as frequent fountain stays or abrupt disconnects.
  • Kill/Death/Assist Ratios and Gold Trends: Spotting anomalies that indicate someone might be feeding the enemy.
  • Behavior Over Time: Checking for repeated negative trends versus one-off incidents that might be caused by technical hiccups.

Once potential AFK or feeding behavior is flagged, our enforcement team reviews it and takes action. Our goal is to keep innocent players safe while ensuring that those who consistently disrupt the game face the appropriate consequences.



This example below, GetGud allows us to observe this player sitting in the fountain for a significant portion of the match. 



Player Reporting and Feedback

Of course, even the smartest systems can’t replace your own real-time insights. We rely on your reports to help us identify when and where things are going wrong:
  • Streamlined Reporting Interface: At the end of a match, it’s quick and easy to report a player for AFK, intentional feeding, or other bad behavior.
  • Clear Follow-Up: With Open Beta 7 we are introducting a new pop up that will inform you if a player you've reported has had action taken on their account. 



Building a More Positive Community

Our fight against negativity doesn’t end at punishments. We want SMITE 2 to be an inviting space where players connect, communicate well, and celebrate each other’s successes. Part of this includes:
  • We encourage you to give props to teammates and opponents who show sportsmanship, teamwork, and stellar performance. Call out solid plays when you see them!
  • Help players who are new to SMITE 2 succeed. Not everyone is a SMITE 1 veteran and sometimes a little


The Road Ahead

We’re fully aware that AFK and intentional feeding can be a persistent issue in any competitive online game, however through these efforts, we believe we’re headed in the right direction toward a more enjoyable and balanced SMITE 2 experience for everyone.

We encourage you to keep reporting negative behavior, lend a hand to new players, and maintain a positive mindset in every match. 

Thank you for being part of the SMITE 2 community. We appreciate your commitment to fair, competitive matches, and we’ll continue to work hard to protect that spirit. Your feedback drives us to constantly refine and improve, and we’re excited about the brighter, fairer future we’re building together.

 

Hotfixes March 28th

SMITE 2 has released a hotfix which should have fixed a number of smaller issues the team wanted to address.

  • Made various lighting fixes to the Home screen
  • Thor’s Berserker Barrage damage should feel more evenly paced (harder to ‘miss’ hits)
  • Mulan has a larger window to cancel her Ultimate in between each stage of her attack
  • Fixed an issue where Founders Packs were not fulfilling correctly on PlayStation 5
  • The Neith Radiant Skin should now be available again

Balance Hotfix March 26th


Today's hotfix has a few bug fixes and a number of balance changes for SMITE 2:


[h2] God Balance:[/h2]


Merlin:

  • Adjusted the timings of his Basic Attacks to better match his animation.

  • Made adjustments to Frostbolts timing and blending for better feels.



[h2] Conquest:[/h2]


Jungle base health changes are reverted

  • Fire Giant’s base health increased from 4500 to 6300

    • As an example, Fire Giants spawned health at 15 minutes increased from 10,200 to 12,000

  • Gold Fury’s base health increased from 2200 to 2750

    • As an example, Gold Fury spawned health at 5 minutes is now increased from 3850 to 4400

  • Ancient Fury’s base health increased from 2560 to 3200

  • Pyromancer/Naga’s base health increased from 1800 to 2250

    • As an example, Pyromancer’s spawned health at 10 minutes is now increased from 3870 to 4320


[h2] Item Balance[/h2]


  • Blink Buff

    • Reduced Cooldown from 240 to 210s

  • Sunder Nerf

    • Decreased Per Level damage from 6 to 4.

  • Ancile

    • Fixed an issue where this was sharing the cooldown with Hide of the Nemean Lion.

  • Arondight Nerf

    • Decreased Strength from 65 to 50.

  • Avenging Blade

    • Fixed an issue where the Movement Speed and Shred applied to non-god targets.

  • Bragi’s Harp Nerf

    • Reduced damage dealt to Structure and Jungle Bosses by 50%.

  • Sun Beam Bow Nerf

    • Reduced damage dealt to Structure and Jungle Bosses by 50%.

  • Obsidian Shard Shift

    • Increased cost from 2400 to 3050.

    • Increased Penetration from 15% to 25%

      • The tooltip currently states 25% but is currently giving 15%.

  • Titan’s Bane Shift

    • Increased the cost from 2450 to 3100

    • Increased Penetration from 15% to 25%

      • The tooltip currently states 25% but is currently giving 15%.

  • Warrior’s Axe Nerf

    • Decreased Strength from 15 to 12.

    • Decreased True Damage Base from 40 to 30.

    • Increased Heal Base from 20 to 30.




Bug Fixes:


  • Merlin Stances and flat cooldown changes fix

  • Fixed an issue where Merlin Ability 1 (Eclipse/Radiate/Frostbolt) FX would track dead enemies

  • Fixed an issue with Merlin’s Elementary Mastery FX

  • Fixed an issue with Merlin's ability and enemy coloration

Titan Talk and Hotfix Roundup March 25th

In case you were busy jumping in to Open Beta 6 yesterday, here is what you missed on Titan Talks and some hotfix changes that were released. [h2] Open Beta Six Launch Day[/h2]

  • Happy OB6: The newest update is live. Isiah and Killgoon kicked off the show celebrating the launch and gathering immediate player feedback.

  • Merlin Monday: Merlin’s new Aspect is arriving soon (more details under “Upcoming Events”).

  • Smooth-ish Launch: Overall, the patch landed without major server disruptions. However, some known issues were quickly addressed (see below).
[h2] Technical Issues and Fixes[/h2]

  • Ares Bug:

    • Ares shipped with a bug granting him infinite HP5 under certain conditions.

    • He was temporarily disabled but has now been re-enabled after a rapid server-side fix.

  • Staff of Myrddin Disabled:

    • The new Staff of Myrddin had an issue with its passive not functioning properly.

    • It was disabled but expected to be re-enabled once the fix is deployed (targeted for the same afternoon).

  • Eclipse Event Bug:

    • Some players had trouble accessing or progressing the Eclipse event.

    • Quick Fix: simply re-log, and it should work properly.

  • Reports of Xbox Crashes:

    • A few players reported crashing on Xbox after the update.

    • The team is monitoring crash logs and investigating. If you experience this, please submit a report with details.
[h2] Community Feedback & Known Issues[/h2]

  • Penetration Items Adjustment:

    • Planned pen item changes (cost increase & higher pen values) did not make it into OB6.

    • The team is still working on those and will update players once they’re ready (possibly mid-week hotfix).

  • First Blood Gold Change:

    • First Blood’s bonus gold was reduced to help lower early snowballing.

    • Though the raw bonus number looks small (75 gold), players still gain normal kill rewards plus lane pressure and farm denial. The devs will continue monitoring how it impacts match pacing.

  • Ongoing Blink Tests:

    • Different Blink variations are still being tested.

    • The community’s feedback will help the team decide on Blink’s final design and balance.
[h2] Upcoming Events & Features[/h2]

  • Eclipse Event (Live Now):

    • A fun “choose your side” style event—pick a team (Sun vs. Night) and progress for rewards.

    • Only live for one week, so jump in soon.

  • Merlin’s Aspect:

    • Arrives Friday of this week. Keep an eye on the in-game announcements.

  • Yemoja’s Aspect:

    • Arrives one week from today (next Monday).

  • More Events:

    • Another limited-time event is dropping next week —stay tuned for details.

  • Wandering Market (Next Collection):

    • Scheduled to return two weeks from now, featuring new skins for Izanami, Danzaburou, Hades, and Amaterasu (plus an upcoming ward skin).
[h2] Wednesday & Friday Titan Talks – Mark Your Calendar[/h2]

  1. Wednesday’s Show (Movement System Rework):

    • Special guest: Nick, a longtime technical director and current gameplay programmer.

    • He’ll dive into movement/acceleration/friction changes that have been teased for a while.

    • An internal playtest is happening now; next step is an Ambassador test, then a Flash Test for all players.

  2. Friday’s Show (Level Design & Assault):

    • Special guest: Barcus from level design (the name behind the “Barkus” bots).

    • Discussion will focus on map design elements and specifically Assault changes coming soon.

    • If you’re an Assault fan, definitely don’t miss this one.
[h2] General Q&A Highlights[/h2]

  • Prisms Debut (Susano Skin):

    • This patch introduced Prisms, allowing color variants on select skins.

    • They’re priced differently as the team tests interest; more Prism skins are planned for the future.

  • Chat & UI Improvements:

    • The devs continue to refine chat visibility and party systems.

    • Some text and chat windows auto-close too quickly; fixes are being investigated.

  • Matchmaking Updates:

    • Matchmaking team rebalance changes are live now.

    • SR range restrictions across teams will roll out soon (potentially within the week).

  • Future God Releases:

    • Cerberus is up next.

    • Following him, the release schedule is set for select gods already teased (e.g., Achilles, Apollo, etc.).

    • The team aims to rotate roles (Mage, Guardian, Assassin, etc.) to keep new additions balanced.

  • Item Balances:

    • Arondight is still being monitored for possible nerfs (movement speed stacking issues).

    • More item changes are expected mid-week as designers evaluate OB6 data.

Hotfix Items:
  • Fixed an issue with the Prism store screen showing the wrong purchase price in the confirmation
  • Replaced home screen animation with a fade animation to improve usability.
  • Added coins to the currency list while in the Home screen
  • Changed the "What's New" window to have a Continue button instead of a "Hold" on back