r/Smite

Image 1 — Why such a weird choice of skins?
Image 2 — Why such a weird choice of skins?
Image 3 — Why such a weird choice of skins?
Image 4 — Why such a weird choice of skins?
Image 5 — Why such a weird choice of skins?
Image 6 — Why such a weird choice of skins?
Image 7 — Why such a weird choice of skins?
▲ 97 r/Smite

Why such a weird choice of skins?

Let me say upfront that I'm not a hater. I love Smite. It might just be a matter of personal taste, but a lot of people I know say that the skins in Smite are awful. Many don't buy anything or spend money on the game at all because there are no skins worth getting. Personally, there are only about 8-10 skins I actually want to buy.
In my opinion, the skins in the screenshots would have brought in way more profit than the ones that were actually released.

Saga skins are just a total cash grab. You buy an insanely expensive pack, and out of all the skins you unlock using a ton of Wandering Market coins, you still can only choose one. I'd understand if they evolved during the match, like the Cross-Gen Zeus skin. But essentially, it's just 1 skin.

And, of course, they really need to work on the lighting and shadows. A lot of the ported skins look worse than they do in Smite 1. This is Smite's main source of revenue, so I feel like everything should look as appealing as possible.

u/AlibyG — 16 hours ago
▲ 87 r/Smite

Of the gods already released that still haven't received an Aspect, which one would you most like to see with a different gameplay style?

u/kinvanaa — 9 hours ago
▲ 49 r/Smite

SMITE 2LDR | Open Beta 35 Patch Preview

https://preview.redd.it/5motoiv5ay0h1.png?width=2160&format=png&auto=webp&s=564b3f3855d85e3344e2e80f8ace85b71f88f07e

Titan Talk today showcased the content for Open Beta 35 launching next Tuesday, including the latest God port and Aspect in Ah Puch and the start of a new Event tied to a Bellona Saga and several upcoming Travelers. PTS is live and contains all of changes for this balance patch (13 Items and Gods), which will be shown in full on Friday’s show.

Link to Twitch VOD

(Going to be experimenting a bit with the post format by including clips from the stream instead of just screenshots. If you frequent these posts and prefer them one way or the other please let me know!)

Upcoming Gods & Aspect

New God - Ah Puch (Available May 19th)
Ah Puch deals Magical Damage with pure INT Scaling.

  • Corpses can be picked up faster when tossing them into walls or onto self.
    • You no longer have to move off and then back onto a Corpse to pick it up.
  • Empty The Crypts’ (ULT) wraiths can no longer be body blocked but more are spawned and deal ticking damage.
    • Ah Puch’s next 3 Basic ATKs will each fire a Corpse after casting his ULT.

New Aspect - Aspect of the Death March (Available May 22nd)
Ah Puch’s Aspect still revolves around picking up Corpses, his 2nd Ability being replaced with one that uses them as ammo to debuff enemies.

  • Each decaying Corpse you walk over reduces the CD of Fleeting Breath (3) instead of the CD of Corpse Explosion (2).
  • Corpse Explosion (2) becomes Wraith Call, which Haunts enemy gods dealing bonus damage and significantly debuffing targets on ability hits.
    • Using Wraith Call fires a Wraith forwards, dealing a DoT over 5s and inflicting a Haunted debuff on enemies.
    • If Ah Puch hits a Haunted enemy, a zombie spawns, charging at them to deal damage (scaling with 1% of Ah Puch’s Max HP) and further debuffing them.
    • Haunted enemies deal 10% less damage to Ah Puch and the additional debuff stacks up to 5 times, each reducing their STR, INT, and Protections.
  • Empty The Crypts (ULT) deals less damage per tick but Slows Haunted enemy gods inside the field.

https://reddit.com/link/1tc8zv1/video/yqi0nqefay0h1/player

New God - Horus (Available June 2nd / Early Testing on PTS)
Horus launches with OB36 but will be available early this PTS cycle with his +1’s.

  • Horus’ model is still WIP and will appear a lot brighter than intended.
  • Heal from Protector’s Surge (3) is boosted with each stack of Resolute (Passive) without consuming the stacks.
  • To The Skies (ULT) now has Horus land earlier than his allies.

New Content

New Ascension Pass - Ah Puch

https://reddit.com/link/1tc8zv1/video/lnnx5ipday0h1/player

New Event - The Dawn of the Darkstar Empire
This is the next big Event with content releasing every patch until ~OB39.

  • Event Details
    • Contains 1 Reward Saga, 2 Reward Travelers, and 10 Travelers.
    • Each Traveler gives a Battle Banner upon purchase, unlocking additional Event rewards, with the final reward being the Darkstar Bellona Saga at 10 Battle Banners.
    • A Buy All bundle priced at 8,000 Diamonds is available, unlocking all Travelers as they release and giving early access to the Darkstar Bellona Saga.
    • 2 Battle Banners are available from the newly refreshed Wandering Path track.
  • Event Rewards
    • Darkstar Announcer Pack - 1 Battle Banner
    • Morgan Le Fay Traveler - 3 Battle Banners
    • Dawn of the Darkstar Card FX - 4 Battle Banners
    • Khepri Traveler - 6 Battle Banners
    • Stealth Drone Ward Skin - 8 Battle Banners
    • Darkstar Bellona Saga - 10 Battle Banners
    • Commander Title - 10 Battle Banners
  • Event Travelers
    • Striking Archon Ishtar
    • Chiron (Classic)
    • Vulcan (Classic)
    • Nut (Premium)
    • Hua Mulan (Premium)
    • Ne Zha (Classic)
    • Discordia (Premium)
    • Bastet (Premium)
    • Geb (Classic)
    • The Morrigan (Classic)

New Saga - The Darkstar Saga
Requires 10 Battle Banners to unlock, giving Interstellar Empyrean Bellona & 20 Levels of 2x Coins. Unlocked early with Buy All bundle.

  • Page 1
    • Interstellar Empyrean (Free)
    • Darkstar Saga VXG Emote (Free)
  • Page 2
    • Outerworld Invader (1,000 Coins)
  • Page 3
    • Galactic Commander (1,000 Coins)
  • Page 4
    • Interstellar Empyrean - Burning Conquest (750 Coins)
    • Interstellar Empyrean - Bloody Wrath (750 Coins)
    • Interstellar Empyrean - Phantom Blade (750 Coins)
    • Interstellar Empyrean - Emerald Reaver (750 Coins)
    • Interstellar Dimension Recall Skin (150 Coins)
    • Interstellar Rift Kill Effect (150 Coins)
    • Empyrean Title (150 Coins)
    • Darkstar’s Banner Badge (150 Coins)
  • Page 5
    • Outerworld Invader - Burning Conquest (1,000 Coins)
    • Outerworld Invader - Bloody Wrath (1,000 Coins)
    • Outerworld Invader - Phantom Blade (1,000 Coins)
    • Outerworld Invader - Emerald Reaver (1,000 Coins)
    • Burning Conquest Recall Skin (150 Coins)
    • Bloody Wrath Recall Skin  (150 Coins)
    • Phantom Blade Recall Skin (150 Coins)
    • Emerald Reaver Recall Skin (150 Coins)
  • Page 6
    • Galactic Commander - Burning Conquest (1,000 Coins)
    • Galactic Commander - Bloody Wrath (1,000 Coins)
    • Galactic Commander - Phantom Blade (1,000 Coins)
    • Galactic Commander - Emerald Reaver (1,000 Coins)
    • Burning Conquest Kill Effect (150 Coins)
    • Bloody Wrath Kill Effect  (150 Coins)
    • Phantom Blade Kill Effect (150 Coins)
    • Emerald Reaver Kill Effect (150 Coins)

https://reddit.com/link/1tc8zv1/video/dfal6dbcay0h1/player

New Reward Traveler - Dusk Glimmer Morgan Le Fay
Requires 3 Battle Banners to unlock, giving Dusk Glimmer Morgan Le Fay and 5 Levels of 2x Coins. Unlocked early with Buy All Bundle.

  • Dusk Glimmer Title (200 Coins)
  • Classic Cutesy Chest (600 Coins)
  • Arcane Mark Badge (600 Coins)

https://reddit.com/link/1tc8zv1/video/lmrz286bay0h1/player

New Traveler - Striking Archon Ishtar
Premium Bundle priced at 1,000 Diamonds, or free with Buy All bundle. Unlocks Striking Archon Ishtar, 1 Battle Banner, and 5 Levels of 2x Coins.

  • Shimmer Prism (1,100 Coins)
  • Aqua Prism (1,100 Coins)
  • Venom Prism (1,100 Coins)
  • Angelic Archon Badge (600 Coins)

https://reddit.com/link/1tc8zv1/video/lwirkpbaay0h1/player

Balance Update

Conquest Balance Preview

  • Titans
    • Slightly tankier for each Structure that is still up.
  • Lane Minions
    • Starting at 24:00, every 3 minutes Lane Minions begin spawning 1 second faster
      • Before 24:00 = 30s -> After 36:00 = 25s
    • Fire Minions’ Max HP and mitigations have been decreased to match their normal counterparts
      • They still have double the Strength of normal Minions, and deal bonus damage to enemy Minions, Structures, and Titans
  • Jungle Monsters
    • Pushed back initial spawn time of Oracles and Random Mid Buff Camp from 1:30 -> 1:35
    • Speed Buff Holder, Purple Buff Holder, and Big Cyclops Warrior have slightly less Protections
    • Increased Vortex CC strength against Jungle Monsters
  • Runic Bomb
    • Physical Damage no longer affects Jungle Bosses
    • True Damage vs Towers, Bosses, and Minions cannot be mitigated in any way
    • Increased Physical Damage vs Gods from 300 -> 500
  • Fire Giant and Gold Fury
    • Minions and Pets tanking these objectives now have -75% reduced Healing
  • Fire Giant Buff
    • Healing from the buff is now reduced by Anti-Heal and blocked by Healing immunity effects
    • Base
      • Decreased Heal from 1% -> 0.8% of Max HP per second
    • Enhanced
      • Decreased Heal from 2% -> 1.4% of Max HP per second
      • Decreased Mana Heal from 2% -> 1% of Max MP per second
  • Enhanced Fire Giant
    • Removed Fire Giant’s additional Max Health while Enhanced (it was +4000 additional HP)
    • Decreased Fire Giant’s additional Strength while Enhanced from +85 -> +40
  • Moonlight
    • Lowered the cap on number of Shards collected that made it possible for both teams to tie to gain Lane Pushers
    • The Ritual site at the center of the map now functions similar to how Stygian Beacon did in S1 with a couple of tweaks
      • Capturing it still gives you the Ritual consumable and gives 50 Team Gold
      • The shards will are still going to fall but are no longer tied to winning the objective and are instead tied to getting the Lane Pushers
      • Capturing speeds up slightly with more teammates on the point
      • You will automatically win the capture point if you are in control of it when the Moonlight Phase ends
    • The Moonlight Queen Naga now drops a Shard once for every 5% of HP lost
      • Also regenerates a small burst of HP on leash

New Item - Midgardian Mail
Being brought over from S1, this item is fulfilling the niche of an anti-AA Physical Protection item but without its previous Move Speed Slow.

  • Base Stats
    • 2,400 Gold (Veve Charm + Legionnaire Armor)
    • 50 Physical Protection
    • 250 Max HP
  • Passive Effect
    • When you are damaged by a Basic ATK, the enemy has their Attack Speed reduced by 8% for 3s (stacks up to 4 times).

Bug Fixes

  • Updated Basic ATK animations for Bellona.
  • Fix additional cases that could result in a stuck falling situation.
  • Fixed Morgan Le Fay’s 1-1 casting for normal cast users.
  • Fixed an issue for Ishtar with The Morrigan being unable to de-transform from being Ishtar and Ishtar being permanently revealed.
  • Fixed an issue for Ishtar A01 getting stuck.
  • Fixed an issue with inhand abilities not consuming costs in certain cases.
  • Fixed a Conquest issue where certain camps could be tricked and killed with repeated leashing.
  • Added Banish to the list of Hard CC that can interrupt AI (fixes jungle mob AI from breaking after being Janus portal’d).
  • Fixed an issue causing adaptive stat to not be functioning properly on Warrior’s Axe and Leather Cowl.
  • Removed the STR and INT item store filters on Void Shield and Void Stone.
  • Book of Thoth has a minor tooltip correction.
  • Fixed objective HP bars not displaying on Towers.
  • Fixed Towers marking an enemy God as the priority target if the enemy God damaged a friendly God standing outside the tower radius.
  • Fixed Jungle camp reward scaling beyond 30:00.

Q&A Section

  • Midgardian Mail vs. Plating - Plating is being more aligned as a counter against burst-AA heavy characters while Midgardian is being offered specifically to counter Attack Speed heavy characters.
  • Parry / Counter-Based Ability - They’ve found that abilities in this vein are heavily affected by latency and are hesitant to add one in a game based around team play.
  • New Item Art - Can’t say for sure if more new icons are in for this patch but will share them if they are on Friday’s show.
  • Older God Aspects - No firm release date on Aspects for Gods that haven’t received one yet but do have ideas in mind, it’s mostly bandwidth among teams that they’re lacking.
  • Support Starter Upgrade Level - They’ve said previously that they are certain on changing the upgrade level for Support starters specifically, but changes to the base starters themselves are being lined up for this balance patch.
  • Ranked Bans - No plans to add more bans to Ranked for the time being. Eventually, they may start making the newest God unavailable for 2 weeks in Ranked, but they value collecting feedback on the latest port given the game’s beta tag.
  • Anti-Shield on Gem of Isolation - Caps sees this item’s identity as more of a prominent slowing item and would rather add different utility to buff it and ideally have a separate more dedicated anti-shield item.
reddit.com
u/BluesUltra — 8 hours ago
▲ 241 r/Smite

I feel like arguing

No way 5.6m range is melee, especially since it's a clone that can hit Multiple people.

u/theZozole — 1 day ago
▲ 7 r/Smite

A-Z God Design Community Tier List! Day#122 with Tsukuyomi

Judging based on visual design, animations and voice acting

u/Gharbin1616 — 9 hours ago
▲ 26 r/Smite

Slaughterhouse Chaac is sold for 4000 diamonds now

Anyone finds this normal? And we still can't buy it with classic gems.

Shame on Hi Rez that's all I will say.

reddit.com
u/Edenfer_ — 10 hours ago
▲ 32 r/Smite

"TANKS AREN'T TANKY" They say.

Another day, another post saying "TANKS ARENT TANKY". Half the comments: "YEAH THIS GAME IS DED" and the other half: "ITS A SKILL ISSUE"

You see these posts and the responses almost every day....

It seems that there's just no way to be tanky

Penetration is a god damn Psyop

Supports are kinda under whelming. Smite 2

Tanks are supposed to (be able to) W key

I'm honestly at my breaking point as a Support/Solo Main

Holy shit just buff the stats on defense items

These are pulled from just the last two weeks and I skipped A LOT. Let-alone content on other platforms like what Rogers Aquarium is putting out on Youtube. I don't agree with the core premise or conduct of that video, or really any of these posts. They all amount to bitching that you can't face-tank with impunity and that the absence of that gameplay loop means that support/solo as a role is dead. I couldn't disagree more and honestly I feel supports are more impactful today than they ever were in Smite 1.

But I can acknowledge that these players are feeling a sort of way, and its not productive to just say "skill issue" over and over again. To be clear, "face-tanking" style supports (like Geb as an example) are definitely struggling to compete with higher pressure supports. Pressure in lane during the first 5-7 minutes of play pretty reliably dictates the outcome of the match. And right now, "low-pressure" gods don't get enough compensation to have much chance against high-pressure gods.

So I sat down for a couple hours and brainstormed some starter items that could help enable lower pressure supports by rewarding/incentivize aggressive play even if they themselves don't do too much damage.

TLDR & Disclaimer: These changes/items are quite likely busted. But I wanted to encourage a more nuanced discussion and invite HiRez's design team to consider adding a bit more variety for tank starters. I do sometimes get the itch to play more "traditional" supports like Geb or Ganesh. But its pretty difficult to justify picking them when I know I'm effectively giving up the lane by doing so. And even though I like playing gods like Yemoja, I'd also like to at least have the option to provide more utility at the expense of less damage.

u/Marston_vc — 2 days ago
▲ 67 r/Smite

A-Z God Design Community Tier List! Day#121 with Tiamat!

Judging based on visual design, animations and voice acting

u/Gharbin1616 — 1 day ago
▲ 7 r/Smite

How do I stop matches from turning into this?

Every match I play no matter the role I can see that solo is a stop one way or another and it’s never close. Solo is my main role and even playing I notice it’s the same way, whoever gets ahead gets the entire lane and it’s farm while the opposing solo sits in tower farming for scraps from lane.

Is there counterplay to this? Or do I have to solely rely on my jungler to gank and make up the level difference?

u/ThePrinceLeo — 4 hours ago
▲ 61 r/Smite

These people should be perma banned.

Ares has a Grandmasters border in duel, probably the same way

u/Crossarot — 2 days ago
▲ 44 r/Smite

This is Why Mars (The Roman God of War) Deserves to Be in Smite 2

The idea that Roman deities are merely Greek gods with Latin names is a false assumption.

The fact is Roman Gods are much more complex and fascinating than anyone thinks. The reason why Greek and Roman gods look similar is likely due to a shared ancestral belief between those two great civilizations followed by a cultural integration by the Romans into the Hellenistic world.

Mars, also known as Mars Ultor (The Avenger) and (Pater) The Father of Romulus and Remus, is considered the LITERAL father of the Roman people. In contrast, Ares is commonly considered an outsider, Zeus in many narratives tells Ares that he is the most hateful of all Olympus because he loves nothing but strife and conflict. Ares is often a mocked figure, Mars was the second most important Deity in the Roman Mythology after Jupiter. Calling Mars a replica of Ares is just insulting and it ignores his role as the biological and spiritual progenitor of the Roman Identity.

In Smite 2, having two war gods is only a problem if they play the same way. Which in this case it's irrelevant. Mars is surprisingly unique and more sophisticated "War God" Archetype.

Mars is the opposite of Ares, and his kit in Smite 2 should revolve around that. For instance, Ares sees war as destruction (Chaos), while Mars sees war as Foundation (Order). Ares uses Chains for Control, Mars can use Shields/Vexillum for Command. While Ares pulls enemies into his fire, Mars creates a sanctuary of steel. His ultimate summons a spectral Testudo formation. A phalanx of Roman legions materializes in a wide radius, their interlocking shields forming a wall. As the shields lock, spears thrust outward from the gaps, dealing consistent AOE damage and a knockback. This ability does the exact opposite of Ares ultimate.

The visual language of Ares resembles Hellfire, a dark, smoldering heat that suggests the pyres of a burning city, jagged, smokey, and oppressive. Mars on the other hand gets a visual identity defined by divine radiance and Solar clarity. Also aligns with his lore since he was often associated with the sun's rising and the vitality of the spring. His effects should feature brilliant gold and crimson light, symbolizing the favor of the heavens and the greatness of Rome. Mars as the Divine Emperor. Let me know what you think!

EXVRGE MARS, MARS VLTOR.

ROMA ET IMPERATOR!

u/Abduleus — 1 day ago
▲ 54 r/Smite

The Reasons Why Support Starters Should Go Back To Level 15...

Hey again, a SMITE Bug Catcher here! Wanted to make a post about it since I felt this balance change did nothing but hurt the already weakest role in SMITE 2. The support debate has been going on for a while now, Tankiness as a whole but not what this is about, and this is one of the bigger parts of that problem pie. I'll go over the when and why for this change and share my rationale for reverting it.

When did this happen?

This change was implemented on the 23 of February alongside Morgan Le Fay. The change was, among other changes, decoupling jungle and support passives from starters and turning them into passives. Here is PonPon and then KillGoon talking about it for reference.

PonPon

Mr. Killgoon, Hero of Georgia, Savior of Time

This change overall was a work of art. Turning all starters into adaptive, decoupling the support and jungle passives, and changing them into actual passives is an amazing change! This allows more creativity for these roles and changes the fact of not going the jungle or support starters while in those roles as throwing effectively. Although these changes are great as a whole, we now have a new problem that heavily affects support in a way that is almost completely negative, which is changing the support upgrade from 15 to 20.

Why has this change stuck?

Mr. Killgoon, Hero of Georgia, Savior of Time Thoughts

This is a quick response so instead of going over this off the cuff response, I'll go over the main points as to why this change has the staying power. I'll also give my reasons as to why bringing back the level 15 upgrade is necessary and that the level 15 upgrade shouldn't hold the support starters hostage.

  1. Standardization -

This first point is pretty simple and it is the fact that the support starter is upgradable at level 15 while every other starter is level 20, seemingly leading to an unbalanced spike in stats that no other role can achieve.

I do love some good standardization, however in this case there is a BIG reason for this asymmetry. Support starters being level 15 was for two big reasons, which are as follows, the first is the supports are always behind the team in farm and this will always be the case due to the nature of what support does for the team. The second point is to give the support a huge boon around the time they will start spending most of their time in team fights. Bringing this level requirement up to 20 keeps them even further behind the team and removes the best team passive they can provide. Just for a data point to show how bad a problem this is, if you go to Smite 2 live, you can see this problem live.

Updated on May. 12, 2026 • 41799 player builds analyzed

Data obtained from - https://smite2.live/items

This data is from Ranked Conquest Obsidian and above (3800+)

Selflessness has been purchased 1326 times with a purchase % of 3.3%, and support buying it 99.5% of the time.

Heroism has been purchased 586 times with a purchase % of 1.4%, and support buying it 99.7% of the time.

War Flag has been purchased 308 times with a purchase % of 0.7%, and support buying it 94.5% of the time.

War Banner has been purchased 128 times with a purchase % of 0.3%, and support buying it 93.8% of the time.

What these numbers mean is simple. You are significantly less likely to upgrade your starter as support than any other role by an insane margin. The answer to why this is right here from these numbers, which is the fact that support due to their role in the team will always be behind and they need this asymmetry to exist as their role was and is intended.

  1. Build diversity -

Making the support upgrades the same level as all other starters now allows support to try many different/creative build paths since they are not restricted to only support starters. This especially allows supports to provide high levels of pressure and wave clear that would not exist otherwise.

This is a classic monkey's paw scene. You can build whatever you want however support starters are close to unusable compared to Warriors Axe. The decoupling of the passive was great, but all it leads to now is that supports are going to pick Warriors Axe or Bluestone since they are almost always gonna be better than Selflessness and will always be better than going War Flag.

  1. Buffing Support Starters -

Now that support starters are the same upgrade level as everything else support starters can now be buffed more closely in line with other starters.

It has been about 3 months since this change happened, so let's check the buffs these starters got that they desperately needed.

War Flag - Lost 100 health in place of 15% attack speed and was nerfed from 15% to 10% attack speed. It's passive now also happens when you kill minions.

Selflessness - Gained 40 health and now its shield can apply to yourself.

.....So the support side of the support starters were nerfed so the solo might be able to use them? just look at the numbers above from Smite 2 live. No one besides support is even building these items so all that happened is they were nerfed to better fit into a role that will never use them in place of any of the other significantly better starters for solo.

  1. Buffing Support Starter Upgrades -

The change also allows support starter upgrades to be buffed in line with other starters now.

I'm gonna be honest, I kind of just disagree with this point completely. Maybe I'm a support shill but I think the stats the way they are would probably be fine if brought back down to level 15. These items are supposed to fill the role as a huge boon to supports around the mid point of the match, providing huge stats for a low price and a team-oriented buff to have that "I'M DOING MY JOB." support high that most who are playing support are trying to attain! The problem with this point is that we have no idea if keeping them at level 15 would have had a negative impact on the game. We have nothing to go on for these GIGANTIC changes that nerfed supports severely, and not testing this with the player base at large is crazy for such a dramatic nerf to the worst-performing role in the game.

  1. Solo Lane Accessible -

With Selflessness now giving its user the shield and War Flag giving attack speed, plus its passive when killing minions, allowing these starters to now also be built in solo lane.

Looking at the numbers this simply does not exist. No solo is building Selflessness and almost no solo is building War Flag. If the upgrades were brought down to level 15 maybe we could actually see if these changes might be over-tuned, but we simply can't know that since this never happened. We have no idea if ANY solo would actually be able to "abuse" these items leading again to why would such an insane nerf to support happen without any testing?

My Conclusion -

I may not be a support main but even I can tell that this has overall been a nightmare to deal with. Losing the best defense item, cost to defense, support had in their arsenal for the opportunity of "build diversity" aka mostly just Warriors Axe. Just to reiterate what I said at the start is that I think the decoupling and adaptive to starters was great and want that to stay, as said in my responses going to level 20 has made the risk of going a support starter, especially War Flag, just not worth it in most situations. This post is to hopefully give a productive perspective that at least shows the problems with this change and how it has affected support in a way that we are seeing with almost all discourse, especially since this is a big part of that problem pie. Also for those who might think I'm a support shill, here is my tracker for reference. I just want support to fulfill the role they were made for and because of this change, support has been significantly debilitated.

https://tracker.gg/smite2/profile/steam/76561199446962330/overview?gamemode=conquest-ranked&season=3

With much love and respect to the Dev Team.

Sincerely, a SMITE Bug Catcher

reddit.com
u/aSMITEBugCatcher — 1 day ago
▲ 63 r/Smite

Should Olorun's ult get reworked into an actual time stop instead of time dilation? (Taken from his teaser trailer)

It'll probably be one of the most broken ults in the game, but being able to za warudo your enemies is very funny.

u/TheUndiscoverer — 1 day ago
▲ 21 r/Smite

A chance at my boy.

I miss my main boi! So here is me making awareness at a chance to bring back avatar to smite with some Smite 2 avatar skins with the new movie coming up.

Who knows what this post will do? 🤷

Hey! Riot!

u/Hyptoprime — 14 hours ago
▲ 46 r/Smite

A-Z God Design Community Tier List! Day#120 with the Arbiter of the Damned, Thoth!

Judging based on visual design, voice acting and animations

u/Gharbin1616 — 2 days ago
▲ 43 r/Smite

There's no greater feeling than a game-winning Support play

92% kill participation and 7 resurrects - I couldn't be a happier Khepri main

u/Syuqa — 9 hours ago
▲ 147 r/Smite

I’m so god damn ready

My dad went on a painting kick and made this after I hit rank 1 au puch in S6, he wanted to paint my room after doing the rest of the house, my brother sent him a picture of au puch and now I got him watching me sleep

u/TDogeee — 1 day ago
▲ 6 r/Smite

It seems that there's just no way to be tanky

I've tried every build I can think of. Max health builds, health regen builds, max prots builds, dampening, plating, bruiser, a mix of everything.

It all ends in the same way, getting instantly melted in team fights.

I can't dive the backline as a solo if I can't make it to the backline without dying first. I can't support for my team if peeling means instant death. I've tried repositioning, CCing from a distance, team beads, shell of rebuke.

The only thing I can find that even somewhat works is dodging abilities, which is difficult when the whole team is dumping their entire kits. Also, If I'm expected to dodge all abilities, what's the point of protections then? What are they protecting you from?

Solo and support has suffered for an extremely long time. Why not either make tanks actually tanky or dial back damage?

reddit.com
u/Big-Veterinarian4395 — 2 days ago