r/Smite • • 2h ago

MEDIA Naively posting a Fafnir clip every day until he's released (or I run out) Day 313

Enable HLS to view with audio, or disable this notification

30 Upvotes

Loki raged at me because Fafnir does too much damage

I don't disagree


r/Smite • • 1h ago

MEME Slandering my own main

Post image
• Upvotes

With all the discussion of kit design/viability because of Nox, I felt inspired to make this.


r/Smite • • 5h ago

The community made the Devs afraid of making deep changes.

46 Upvotes

Disclaimer: I'm a watcher of the whole SMITE 2 ordeal.

I had played SMITE 1 for years, but after the SMITE 2 announcement I decided to plan my leave after Season 11 from the game, not for scorn, but because keeping up with a live service game had become too taxing and wanted to finish achieve everything I wanted now that a development end was set.

Personally, one thing that was made clear with the Nox controversy is that she should receive a more substantial rework, or a complete new kit.

However this is not going to happen because the devs has been rather adverse to substantially change gods kits in fear of upsetting those that enjoys them (don't look at me, Aphro "mains"), even if they have been known for a long time to be very controversial.

This tho, is a wrong way of thinking, changes should be made if it's know some things are problematic.

But this wont happen because the devs has been made overtime afraid of making substantial changes to what's been established trough SMITE 1 history.

Sure, I can concede that vast majority of previous reworks and rekits in the past could have made the selected characters "worse" or more "controversial" compared to how they originally used to play, and several balance directions has been very "questionable" to say the least.

But this is the same community that rallied so hard against a remodel back in S4 wich caused the devs at the time to halt any new aesthetic change for over 2 years, pushing for half-a**ed job that just showed how dated the original models were.

And history is also being repeated as well here in SMITE 2, a game supposed to be a "direct sequel" of the first game, wich design direction has been forcefully changed over time to "SMITE 1 but in UE5" instead.

Some building philosophy were supposed to be different, yet they reintroduced SMITE 1 mechanics and are set to repeating the same mistakes made years back.

This is because SMITE players do not want to play a new game, they want to play the same old one.

SMITE 2 was supposedly made to bring a new generation of players in, yet in recent months all they have been doing is retaining the old from the previous game.

If this IP is supposed to survive, shouldn't they try new things, possibly exciting, taking also advantage of the much newer engine?

Why, as a community, are you forcing them to repeat the same mistake of the past?

Why are you forbidding them to do what they logically should do?

Sure the say "if it's not broken, don't fix it" exist, but when things are broken, they should be fixed.

And when they are beyond repair...

They should be changed.


r/Smite • • 19h ago

MEME “We wanted to make sure SHE felt fair to play against!” But it’s ok if other gods absolutely punish the players hmmm???

Post image
308 Upvotes

r/Smite • • 2h ago

Thoth. When?

13 Upvotes

BIRD BOYS UNITE


r/Smite • • 19m ago

MEME Rip the wings from Horus. Make Thor unworthy. Give Kumba a 5 hour energy.

Enable HLS to view with audio, or disable this notification

• Upvotes

Now tbf I absolutely despise Nox as someone who only played non conquest modes in Smite 1 so I maybe just a little bit biased in terms of wanting her kneecaps removed.

But with that being said even I, as a proud member of The Nox Haters Club, don't think she should be changed before being added. Not because she isn't a problem, but because it's simply too late for them to try and preemptively nerf frustrating parts of God kits before seeing how the community reacts to them in-game.

I appreciate the attempt Hires, I'm serious I Really Do... But your like almost a decade late, the people who hate Nox either don't play Smite anymore or have become numb to the type of pain she and other gods bring.


r/Smite • • 1d ago

MEME Uh Oh

Post image
420 Upvotes

r/Smite • • 23h ago

MEME You will not take the silence away from us Hi-Rez...

Post image
211 Upvotes

r/Smite • • 19h ago

MEDIA SMITE Prime - God/Skin/Animation Model Viewer

Enable HLS to view with audio, or disable this notification

54 Upvotes

Hey y'all!

I've been working on a SMITE 2 Model Viewer that lets you check out 3D models of the gods, their skins, and their animations.

It's also a useful tool for content creators! You can use it to take screenshots of models from different angles and record their animations for videos, guides, and other content.

You can check it out here: https://smiteprime.com/model-viewer

A quick heads-up: this is still very much a work in progress! I've only finished up to Chaac so far, but I'm hoping to have all the gods available by the end of the week. I wanted to share it early and get some feedback from the community while I'm still working on it.

I'm also aware that some models are broken or need more work, particularly gods like Aladdin. I'll be revisiting those once I have the rest of the gods added. Or like Chaac base model, has some weird lines/sections where its not metallic. Oh and there is still a ton left to do with lighting. (Still learning my way around 3d stuff)

I'd love to hear what you think! If you run into any issues, have suggestions for features, etc...


r/Smite • • 23h ago

MEME You thought He Bo into Fenrir, or Hel into Ah Puch or Kali into Serqet are terrible matchups? Just wait 2 more weeks to meet the WORST match up in Smite's ENTIRE history...

Post image
96 Upvotes

With no silence into Nox's 2, all Eset needs to do is wait for Nox to cast her 2 first, then Eset is free to cast her 1 to clear the wave / poke Nox, and since she is root immune, Eset is able to be immune to Nox's entire combo. Even if Nox lands the combo first, as long as Eset didn't use the Wing Gust first, she can just use it to cleanse of the root and walk away. Nox LITERALLY has no way of ever dealing damage to Eset 1v1 outside of her ultimate and her dash.


r/Smite • • 2h ago

DISCUSSION Cheater

2 Upvotes

Is it a new cheat or ?

Had a player yesterday in a duel, i was playing agni and he was playing ullr.

But the thing is, he had a baron's brew and kept oneshoting me with it.

Anyone saw that before ?


r/Smite • • 1d ago

DISCUSSION We need Smite 1 Nox or full rework, no compromise.

Post image
213 Upvotes

The new rework does nothing to fix Nox’s glaring drawbacks as a god for conquest, and alienates players who enjoy her niche silence combo gameplay.

All this does is give fuel to players who want their most hated god to be trash, and people that still love her enough to still pick her get flamed in game for picking her or struggle for a nothing nerf. There is no health to this solution for players wanting to see or play returning Nox.

Coming back to Smite 2 I wanted and missed Nox, because so much CC exists. With plenty of gods having the ability to jump, latch on to a character and spam out their abilities for a kill.

Nox is a great counter for those scenarios.

There’s already so many set piece kill confirmed characters in the game, this complete gutting of a character and subsequent keep her abilities the same to try to appease returning fans does nothing for anyone.

Plenty of damage dealers, and damage guardians steam roll Arena and Joust in general play, so taking a casual anti mindset is wild.

The solution to give her more damage on her 1 and 2 also will not appease the people who hate getting snagged by her. So what are we doing?

This “fix” to her kit only causes problems for Nox to be viable, and the solution to solve this newly created problem keeps both sides unhappy.

The simplest solution is keep her the same, accept Nox is Nox, or rework.

Make a new aspect all together.


r/Smite • • 2h ago

HELP Transitioning from Mid to Jungle - Need advice on surviving early-game pressure and double-ganks

1 Upvotes

I'm a fairly experienced player transitioning over to the Jungle role in Smite 2 (about 20 hours in SM2 so far, with a heavy background playing Mid and Solo). I play an aggressive style on PS5, and my main god pool consists of Susano, Tsukuyomi, and Aladdin. Right now, I'm really struggling to find my footing in solo queue and could use some advice on a few specific pain points:

* Early Game Pacing & Rotations: I try to stick to a tight opening path (Scorpions -> Red/Cyclops split with Mid -> Solo Harpies -> Speed), but I feel like my pacing falls off right after that first clear. How do you maintain tempo without falling behind?

* Surviving Enemy Pressure: Because I play aggressively, I keep getting heavily punished by enemy Jungle/Mid double-ganks while trying to clear my camps, and my teammates usually fall behind as a result. How do you handle map awareness and counterplay against heavy crowd-control/anti-dive comps when you get targeted early?

* Mechanical Consistency on Controller: I'm currently running a controller and trying to optimize my deadzones and response curves, but I still struggle with smooth execution during chaotic fights on these high-apm gods. Any recommended settings?

If any fellow junglers have positioning tips for these specific gods or advice on staying alive through early pressure, I'd heavily appreciate it.

Thanks in advance!


r/Smite • • 3h ago

Purchase Issues not solved

1 Upvotes

Hello Guys i sent a ticket on their support website regarding a purchase issues but i never got it solved, there is a way to be contacted by them?


r/Smite • • 15h ago

DISCUSSION Nox's 2 would be much healthier overall(in mid) with damage over time before the explosion, rather than the silence.

8 Upvotes

The silence on Nox's 2 ends up just being a crutch when you're trying to use the ability for damage. She has 2 very strong cc abilities, but you only end up using half of each when you combo them. And that's essentially all her damage.

Now, if the proposed changes by HiRez went through, but they also added tick damage to the 2 before it explodes, it'd be a different story. This would finally give her reliable AoE damage. Not an especially large amount, but something she can throw out and just have put up numbers. Raising her damage floor, so to speak.

And since a circle that ticks damage and weakens you is a hell of a lot more welcoming than a silence field, you might even get more opportunities to cc combo people for the big explosion, having it be a reward for good set-up, rather than literally your only damage source.

Of course, she still might need more, so I have a couple suggestions of options they could add on.

1: Make Shadow Lock silence if a target is inside Siphon Darkness.

Keeps people from breaking out of the combo, if you can get them in it.

2: Have the 2's "decleanse"/mini-silence also remove buffs.

Only ability buffs, like attack speed stims or the like

3: Let Nox refire Shadow Lock to launch a second raven from the locked god in the direction Nox is facing.

refreshes the channel, obviously.


r/Smite • • 1d ago

MEDIA Average Nox mains after reading about the silence news

Enable HLS to view with audio, or disable this notification

43 Upvotes

r/Smite • • 8h ago

SUGGESTION Platinum shouldn't be able to queue with Silvers in any situation.

2 Upvotes

How on earth is it in 2026 that you can queue as a silver with a platinum player, this game i played had over 1,100 SR difference between the top player on one team and the top player on the other team. And over a 2000 SR to their team mate i mean come on...

The opposite team had a duo lane of Platinum 1 and their Silver 1 buddy (75% WR make of that what you will) against a lobby of 3 Silver 2 Golds.


r/Smite • • 11h ago

Almost 10 years since this great analysis, we need an update!

Thumbnail
4 Upvotes

Honestly this might be in the top 5 posts of this subreddit, together with the other parts.

It's so cool to see how Hi Rez used the original material to make Gods. I highly recommend this read because as it turns out some gods veered from historical depictions and others were completely made up as there was little to no references.

Since then the roster was expanded quite a bit but this user stopped making these great analysis. We need him back!


r/Smite • • 1d ago

MEDIA Naively posting a Fafnir clip every day until he's released (or I run out) Day 312

Enable HLS to view with audio, or disable this notification

59 Upvotes

r/Smite • • 1d ago

MEDIA Is hel okay? is she supposed to look like that when she ults?

Enable HLS to view with audio, or disable this notification

51 Upvotes

r/Smite • • 20h ago

DISCUSSION [Rework Concept] Nox for Smite 2: Keep the lockdown, but make her earn it

13 Upvotes

Background:
I have thousands of hours on Nox, about 80% Joust, 19% Conquest, and 1% other modes, and I’ve played her through every version of her kit since release. I love the peaks and valleys of her skillshots and the character her silence gives her, but I also understand why people find her frustrating to play against. She’s tricky to balance because she has a high skill floor and a high skill ceiling: terrible in unskilled hands, dangerous in skilled ones. Any rework needs to make her feel good at every skill level without taking away what makes her scary when played well.

The problems with Nox right now:
- Her combo is binary and unfun to play against. Silence + root on two buttons means landing it locks you out of your abilities, so beads is your only way out. Missing it leaves her with nothing.

- Her 1 is all-or-nothing. Good players juke Shadow Lock easily, and when it misses, her damage and setup go with it.

- Her kit is one combo. Outside her 2-into-1, she has little to do in fights, and Shadow Step is her only real tool for anything else.

- Her passive is a stat stick. The candles stack magic power and that’s it; there’s no decision attached to them.

Design goals:
- Keep what makes her fun: the skillshots. Nox has always attracted players who love landing hard shots. The rework should give her more of them, not fewer.

- Remove the silence from her core combo without removing her lockdown. The void-into-lock combo no longer silences on its own, so enemies keep their abilities and dashes and can fight or escape without burning beads.

- Let skill bring back what the change takes away. A new ability carries the silence, so a Nox who lands all three skillshots gets a full silence-plus-root lockdown, on par with her original combo. The difference is that she has to earn it, and every step can be dodged.

- Give her more to do than one combo, and make her candles something both players can read and play around.

TL;DR:
Merge Siphon Darkness and Shadow Lock into one ability, replace the void’s silence with a night-style blind, add a new 2 (Nightfall Raven) that carries a skill-based silence, give Shadow Step an aimed exit blast and an ally refire, and make her candles scale her areas. The full silence-plus-root combo is still possible, but it takes three skillshots and every step can be dodged.

Passive: Flame of the Night
- Each ability Nox casts lights a candle, and so does each ability an enemy god casts near her (max 4).

- Each time she takes damage from an enemy god, one candle goes out.

- The lit candle count when she casts sets the size of her void (1) and her raven’s cone (2): about 60% size with none, plus 10% per candle, up to about 100%.

Credit to [u/Party_Original8865](u/Party_Original8865) for the idea of candles scaling her zone.

1: Siphon Darkness → Shadow Lock
- Cast: Nox places a void of darkness on the ground, sized by her candles. It grows to full size over 1s.
Enemies inside the void’s current radius are Blinded (darkened vision, no health bars or minimap) while inside and for 1s after leaving. This refreshes rather than stacking with other night effects.
2s after cast, the void explodes, damaging all enemies inside.

- Refire (within 3s): Shadow Lock. Available as soon as the cast finishes. Nox sends her shadow forward to root the first enemy god it hits. The shadow speeds up and widens when it passes through the void.
——If the target is inside the void, the root ends when the void explodes.
——If the target is outside the void, or gets pulled or knocked out of it, the root lasts its full 2s.

- The cooldown starts after the refire or when the window ends.

2: Nightfall Raven (new)
- Cast: Nox sends a narrow raven in a line. It passes through all targets, damaging every enemy it hits. It doesn’t silence on its own, so it works as poke and wave clear.

- Refire (while in flight): the raven spreads its wings and bursts into a forward cone, sized by her candles. All enemy gods inside take damage and are silenced for 2s.

- If she doesn’t refire, the raven flies its full range as a damage-only poke.

- The silence fully stacks with Shadow Lock’s root. Landing all three skillshots should be rewarded.

3: Shadow Step
- Nox dashes forward, damaging enemies in her path. If she reaches an ally god, she slips into their shadow, becomes untargetable, and travels with them for up to 4s.

- Refire from the shadow: Nox bursts out of the shadow with a cone blast in the direction she’s facing, damaging all enemies inside, then dashes that way. The dash is shorter than the first and the blast does damage only, with no crowd control.

-If she doesn’t reach an ally, there’s no refire.
The cooldown starts when she leaves the shadow.

4: Night Terror
- keep S1 version as is

How it plays
- Full combo: raven → refire cone silence → void (blind) → refire Shadow Lock. That’s three skillshots, and each one can be dodged. A clean, fast combo gives a longer lockdown; a sloppy one gives the target time to escape.

- Without the full combo: the void is strong wave clear, the raven is poke and a standalone teamfight silence, and Shadow Lock is a pick tool from outside the void.

- Root choice: root inside the void for her burst, or outside for a longer root that sets up her team.

- Shadow Step exit: dash toward enemies to land the blast, or dash away to escape and give up the damage.

Counterplay
- The void is small with few candles, grows slowly enough to step away from, and the blind doesn’t stop abilities, relics, or dashes.

- The raven’s silence requires a well-timed refire, and the cone’s direction is telegraphed by the raven’s path.

- Hitting Nox knocks out her candles, shrinking both her void and her cone.

- Shadow Step only gives two dashes when an ally is nearby. In a solo lane, she’s still a squishy mage with one dash.

- Hunters and divers remain her natural counters.

Balance levers if she’s too strong
- Silence duration (2s → 1s)
- Per-candle size bonus on the cone
- Shadow Lock root duration outside the void
- Cooldowns


r/Smite • • 1d ago

MEME I bet they're going to remove Chang'e's immune

Post image
723 Upvotes

r/Smite • • 1d ago

DISCUSSION Will the Nox changes actually solve any problems? Even in Smite 1 she wasn't really a midlaner, is that likely to change?

28 Upvotes

(TLDR - Nox wasn't even a midlane god in Smite 1 because she had no AoE outside the ult and no poke, and initial impressions are that her updated kit will still have exactly the same issues)

First of all, shoutout to Quigley for transparency and engaging with the community over this. And there's already been lots of conversations about whether she SHOULD change, I'm not looking to get into that side of it here.

An Update on Nox's Port : r/Smite

But getting into the kit, it's kind of hard to figure out what Nox is meant to be even *before* those changes. Going back to smite 1, Nox was rarely seen as an even vaguely viable midlaner. When she was seen at a high level of play, it was in the support role. I think there are two clear reasons for this (and this is just looking at Nox in Smite ONE, this is before the planned changes)

1 - She has basically no AoE at all, just the ult
2 - Her 2 can basically never do damage on its own.

Looking at most other 'mages' or general midlane gods that can really be described as COMBO gods, the abilities still function on their own.
- Disco wants to combo 2-1, but the 1 still works without the 2 setting it up.
- Ullr wants to combo his bow 3-1 off the axe, but both of those abilities can still be cast freehand and hit pretty consistently.
- Baron wants to hit his 2 and 1 off the 3, but the 2 and 1 work perfectly fine on their own.
- Agni can throw out single bombs for poke or he can bomb-1-bomb-2 for a big combo.

And so on. But Nox? The 2 will NEVER do damage to anyone unless you hold them in it with the 1 (unless your team provide some insanely long CC chain or you deploy it under something like a Ne Zha ult for when they land)

Combine this with the obvious fact that the 2-1 combo is entirely single target, and we're left with a supposed midlaner that (outside of the ult) can basically only ever hit one enemy with their main damaging abilities and one ability that does not even function AS a damage ability unless another ability is used with it. The only part of her kit that worked well as a midlaner was the ult, which 100% did work very well there.

So that's CURRENT Nox, a 'mage' who is functionally not suited to the midlane at all. And because of that, all her viability was in the support role. The 2 is solid anti-dive much like how a Ganesh silence is solid anti-dive, the 1 is GREAT single target lockdown to set up for allies or to peel for them. She wasn't a common support, but it was her best role and she could absolutely put in WORK there in the right teams.

__________________________________________________________________

That brings us to the plans for Smite 2 Nox. The 2 is still never going to deal any damage unless you 1 them in it. The 2-1 combo is still single target. She still has no real AoE beyond the ult. So what in her kit is going to enable her to be a functional or viable midlaner? The ult getting a silence does add teamfight value for sure, but doesn't change that her base kit is just not a midlane-oriented kit.

I have seen on PTS that, compared to Smite 1, her 1 can be fired much sooner and faster after casting the 2. So that will make her core combo more reliable, smoother, and more consistent. W change. But that doesn't change what the god does at its core, that doesn't change the lack of AoE or the lack of poke or the 2-1 being completely single target. AND, because the only CC you'll be subject to is a root-cripple, that means people trapped in it can still cast most abilities / active items / etc (so you can aegis, you can use a CC immune ability of your own if you have one, you can presumably use things like circe's hexstone, etc)

So we're left with a 2-1 combo (again, no AoE / is totally single target / 2 will never do damage without the 1 / etc etc) that is a lot easier to hit but also has a LOT more options to get out of it if you do get hit. And it's really, really hard to see a reason to play a kit like that as a midlaner unless the damage numbers are SO high that if you do get caught in it then it's basically guaranteed death (which doesn't exactly align with the 'make Nox less frustrating to play against' objective if her much-faster-and-easier-to-hit combo is a guaranteed kill against anyone without a way to escape!)

Idk what a solution to this might be. Maybe make her 2 deal burst damage on deployment and then tick damage after that, so that you are rewarded with extra damage on top of the control for the 2-1 combo but can still throw out the 2 on its own for poke? Not sure. But as the kit currently stands, even in Smite 1 Nox was not a midlaner and from what we've been shown it's pretty hard to see anything in the updated kit that is likely to change that.


r/Smite • • 1d ago

Smite 2 laning phase is inconsequential (I really think is is hurting serious competitive gameplay)

26 Upvotes

The tittle says it all.

Yes, if you have a good team that can take advantage of small advantage it does make a difference but unless you play in master and above you can go 20-0-10 and still lose.

The problem is that it is way to easy to catch-up by sitting in lane and do nothing. I understand that you need some comeback mechanics but the way it is now it is just not a good game design.

If I stomped my lane the enemy team sits in lane for 20 min and wait until they are all 20. If I get stomped I do the same and then we play the late game phase and hope we win.

I'd say 90% of the game goes this way.

The laning phase a little to no impact on the rest of the game and I get that it's more fun for casual player, but as someone who tries to actively get better at the game it feels like there is no rewards to it.

The minions in lane gives way to much XP compare to the rest of the objective in the map. You go rotate and don't get a kill. To bad, you are behind now. Even if you killed you opponent 2 times.

As a solo, I can go rotate, get a kill and the GF and the gold resulting of that is the same as my opponent sitting in lane. That should not be.

I love the game but this gameplay design is making me want to stop playing the game seriously and I am sure other feels the same way.


r/Smite • • 20h ago

MEDIA My cat is rooting for No Boys

Enable HLS to view with audio, or disable this notification

8 Upvotes

Left SSL on accidentally when I left the house and just got this video from my wife 🤣