- Your attacks and abilities apply Blight. Blighted enemies have reduced [Strength and Intelligence], and receive additional effects from your abilities.
- Strength: 5%
- Intelligence: 5%
- Debuff Duration: 8s
AWE2
Gods
Increased Damage Scaling from 65% Strength to 85% Strength
Increased Initial Damage Scaling from 50% Strength+80% Intelligence to 55% Strength+80% Intelligence
Abilities fired off the passive now actually cost 0 mana instead of refunding the mana
Increased Damage Scaling Per Tick from 17.5% Strength to 20% Strength
The first hit of this ability now now Cripples targets for 0.75s
Increased Damage Scaling Per Tick from 50% Intelligence to 55% Intelligence
NEW -
Hades
“Hades has traditionally struggled between being a burst mage and a bruiser mage, torn between the two playstyles while not being particularly effective at either. Hades’ abilities should lean more frontline and we are adjusting his kit to reward that playstyle more directly.
The most clear example of this is the change to his Ultimate. Now when Hades casts
Pillar of Agony, his first 3 abilities are usable and come with bonus effects.
Death from Below will reposition the Pillar of Agony,
Shroud of Darkness will hit enemies in a much wider cone, or
Devour Souls will damage the whole area. This additional flexibility ensures that rather than being vulnerable in his Ultimate he can bring what you expect a frontline to bring. Extended Pressure, Control, or even Healing during the teamfight.
Devour Souls is also seeing an adjustment to remove a major pain point for Hades players. Previously, allies had to stand right next to the detonated targets to heal, making it really difficult to actually bring this powerful utility to your teammates. Now, Hades fires a healing projectile from himself to allies within a wide area around him; its strength based on how many blighted targets he hit with Devour Souls. With a reduced Cooldown from Smite 1 this is consistent pressure and healing he can bring to extended fights.”
NEW -
Sol
“Sol’s gameplay flow in Smite 1 is quite strong, having a clear identity as a Magical Carry with strong AoE capabilities. In Smite 2 we want to ensure Sol can leverage the new split between Intelligence and Strength to really ramp up her carry potential and give her some bonus AoE when she plays into her caster playstyle.
Heat now provides bonus Strength in addition to Intelligence, giving her more build flexibility. Additionally her ultimate provides Heat on hit, turning this ability into a pseudo-stim when Sol needs a quick boost.
Radiance has always been Sol’s primary Heat generator but we want to give it extra utility when Sol is at max heat. Its radius now scales to up to double its normal size, allowing her to control a large area around her. Additionally,
Disapparate has gained an explosive burst when she transforms into her fireball form, giving enemies a difficult choice when continuing to chase her.”
General
“In the first Alpha we saw a pretty clear trend toward bruiser tank strategies being overpowered. Gods in SMITE 2 get a lot of natural Strength, which tanks can use very effectively by dealing a lot of basic attack damage throughout their longer lifespans. For Alpha 2 we re-adjusted the base Strength of all gods, reducing it game wide. Many gods also received base damage changes to adjust for this, so the most clear effect will be basic attack damage. This should curb the damage output of gods who were foregoing any strength, and put more emphasis on specific build choices.”
Anhur Nerf
“Anhur was one of the absolute top performers of Alpha 1 in both win% and popularity. To adjust him, we are reducing the range of his new ultimate back to something more like it was in SMITE 1. This new Ultimate has felt very strong, and the extra range allowed for kill potential that was unlike anything else. The Protection shred on his passive is another thing we will keep an eye on, but for now it feels like a reasonably strong unique feature for this carry to have.”
Bellona Nerf
“Bruisers were strong, but Bellona felt a step above the rest even within that category. Her kit is great at shutting down other physical damage gods, but it was doing that too well and too often.
Scourge is being nerfed as a way of giving her opponents a better window to take her down.”
Anubis Buff
“This god is dealing with a lot of external factors in the new game. Lifesteal was overhauled, and some new philosophies toward free stats required his passive to be adjusted. This god performed pretty well even with the odds stacked against him, and we think these changes in Alpha 2 can put him back into high priority. He is getting some direct damage and cooldown buffs, as well as another high Lifesteal item option!”
Bacchus Buff
“The big boy didn’t quite pack the punch people are used to, especially with the Strength build. For Alpha 2 we want to make sure his opponents feel the flop, and this could extend Bacchus’ viability into more roles.”
Cernunnos Buff
“Cernunnos has the potential to take over a match, so we were very measured in what he could excel at for this first test. It looks like he was a bit too restricted, so we are bringing back elements of power to his kit in small steps. Some higher damage scaling and a better slow during his Ultimate are where we wanted to start, and we will continue to adjust from there.”
Chaac Buff
“This change is a highly requested quality of life fix. As an early tech limitation prevented this design, we have now the updated tool to implement this ability as desired, and it will be a truly free ability. Chaac can keep battling even when hes at 0 mana.”
Loki Buff
“As one of the premier junglers for the start of SMITE 2, Loki is off to a good start. Stealth and tactics are necessary to playing Loki at the highest level, but we wanted to make sure he could still burst enemies down.
Vanish is getting a noticeable increase in STR scaling to achieve this. Also, Cripple CC is now functional in SMITE 2 and returns to Loki’s Ultimate!”
Odin Buff
“After we began work on SMITE 2’s, he received a SMITE 1 update to his kit and timings. Much of this was considered in the SMITE 2 version, but players were clear in their testing that the time to charge his stun ability just felt wrong after even a short time playing with the new timings, so we have updated this to match.”
Zeus Buff
“This god has had some exciting shifts in transferring over to the sequel, and is now equal amounts carry and mid, often leaning more towards carry. As we aim to keep gods flexible between roles, we wanted to show Zeus a little more love for his INT scaling, and make sure he can get the job done in multiple lanes.”
Items
3000 gold
+55 Strength
+10 Cooldown Rate
Active: Reduce your ability cooldowns by 3s. Cooldown: 180s
2950 gold
+80 Intelligence
+10 Cooldown Rate
Active: Your next non-Ultimate Ability used will have no cooldown. Cooldown: 180s.
2375 gold
+60 Intelligence
+50 Magical Protection
2700 gold
+40% Lifesteal
+150 Mana
2500 gold
+40 Physical Protection
+20 Cooldown Rate
+125 Mana
Passive: When you lose 400 + 30*Level HP, your ability cooldowns are reduced by 1s.
This ability can not be used if you have dealt or taken damage within 3s
This ability can still be used while firing other abilities, as long as damage has not been dealt or taken
We will be looking into new active item types that include movement and do not have the damage dealt/taken restriction
This item now has an active effect instead of a passive.
Both this item and Blood-Forged Blade have had their Actives adjusted to have longer cooldown by default, but that cooldown can be reduced by successfully killing enemy gods.
Active: You gain a HP shield equal to 10% of your max HP + 80% Intelligence from items for 6s. Killing a god reduces the current cooldown by 50%. Cooldown: 140s.
Active: You gain a HP shield equal to 10% of your max HP + 100% Strength from items for 6s. Killing a god reduces the current cooldown by 50%. Cooldown: 140s.
Passive: Enemy gods hit by your basic attacks take 20 + 10% of their max HP from items as bonus Physical Damage.
2900g
+90 Intelligence
+25 Physical Protection
Active Effect can no longer be used while already firing/channeling an ability
Stat Efficiency Buffs
“Alpha 2 brings a lot of item changes, first to stats. The new component based shop has this concept of item efficiency that helps keep items from running away with too many stats. With base STR going down for many gods in order to mitigate tank dps, we wanted to counteract that effect for carrys and junglers. To achieve that, you will now get more Attack Speed and Crit Strike per gold spent on items with those stats.
There was also some data and feedback about INT builds and gods being a bit underwhelming. To add some power and more build options to these roles, we have adjusted CDR to have better gold efficiency, but only when paired with INT items.”
Cost and Economy Changes
“We also did some tweaking to gold costs, and thus stats (as they are connected through the efficiency system) to nearly every item in the game. We aren’t going to be listing out the individual changes to every item in these notes, but the high-level summary is in this section, and the items with significant changes or reworks in addition to the economy changes are listed. These changes looked to solve multiple problems and to improve the item shop as a whole. We wanted to smooth out spending your full gold at level 1. We wanted to make T2’s more powerful and cheaper, to make sure they felt meaningful. And we wanted to better separate T3 items into various cost tiers.”
“We are quite excited to bring 5 new items to Alpha 2. While in the alpha stages and using temporary art, we can design and implement items quickly and experiment with them in a live setting, before evaluating if they should be kept long term.”
“The first two items are high-damage items with skill-testing actives. The effects for both
Pendulum Blade and
Staff of Myrddin will be familiar to SMITE players, and they also play very well into SMITE 2’s active item system. Junglers or Mid of either damage type will hopefully be in a better spot than the last update with these new weapons.”
“These next two items bring unique stat spreads as their unique feature and ones that were very under-supported in the previous test phase.
Sphere of Negation offers a strong INT option that can also counter enemy Magical Damage. It's likely to be a situational item, but its one that wasn't previously offered, and we want to keep looking for those gaps and providing new options each test.”
“SMITE 2 Lifesteal is strong. It has fewer restrictions and is more effective than SMITE 1, so we wanted to be careful with its sources for the first test. Players wanted more, and we want to oblige, but there’s a catch. This item won’t have any STR or INT on it. High Lifesteal needs to come at a tradeoff cost, but we are excited to bring this item to the shop that is bound to shake up the meta. Don’t forget that the “Ruinous” items are available and even have a T1 component!”
“Tanks are getting something new and exciting too in this new version of
Breastplate of Valor. It brings a strong early-game combination of stats that is generally beloved by the solo lane but can have applications elsewhere. Additionally, it has a new passive that converts damage taken to more cooldown, so tanks can get in there and do what they do best.”
Blinking Amulet Rework
“As we move through the Alpha phases we are bound to see some impactful reworks to existing items. Blinking Amulet was a huge point of discussion for the community, and we took note of the various likes and dislikes of the effect. Our next iteration is one we think will suit SMITE players well, providing a high skill ceiling of outplay potential, as well as the necessary counterplay. We wanted to make sure that the blink effect did not come with any extreme downsides, such as miserable stats or a massive cooldown. We wanted to preserve the cool new tricks players were doing, so the active item will continue to be allowed to be used while firing, although it will come with a lot of additional QA work and bug fixing to support. The real issue was the use of this item mid-combat. This made the effect hard to balance, and far too easy to execute various plays, with no warning or counterplay. The reworked blink has better stats, and a much lower cooldown, allowing for more plays, and more counterplay.”
Blood-Bound Book Rework
“Blood-Bound Book and Blood-Forged Blade are pretty much the Aegis Amulets of SMITE 2. In playing that role, they need to be reliable, and that is why the INT version is being changed to an active to match the STR version. We feel that there's ample room to improve around the gameplay that Aegis brings to SMITE, and these items are the experiments testing that. To move the items into a more dynamic direction from Aegis, both items are getting a change to reward aggressive usage of the effect. Reducing the cooldown substantially if you get kills while the item is on cooldown.”
Blood-Forged Blade Rework
Polynomicon Buff
“This item has a pretty simple but potent difference from SMITE 1. Its effect has no cooldown. Being able to use it in rapid succession is not something that every INT god wants, so the effect is being increased substantially. We are investigating returning to a cooldown in the future, but are enjoying the experimentation of the alternatives for now.”
Qin’s Blade Nerf
“This item was likely the single most powerful item in the first Alpha. We wanted counter items to be powerful in their counters, as opposed to bringing a perfect set of stats plus a weak counter, but Qin’s new weapon overdid that. We are pivoting the item to be an even more specific counter, now dealing increased damage to only enemies who are itemizing into HP. With this change, it's getting an even larger percentage of damage and a strong base to help smooth out the curve.”
Bagua Mirror Nerf
“Many item changes have interesting motives and unique problem-solving challenges, but not this one. Bagua Mirror simply brought too many stats for the effect and players swiftly found this out. It has been adjusted a touch to get it more in line, although we want to be careful to not over-nerf it.”
Helm of Darkness Rework
“This item used to provide Magical Protections, but its powerful active plays well with aggressive builds so it wasn't a very good defensive option. With Sphere of Negation being added, the Hight INT High Magical Protection niche is filled, leaving room for Helm of Darkness to fit a better stat spread to fit its unique effects and themes. It will now be a higher INT item, with a splash of Physical Protection, allowing for it to be widely used as a unique engage tool.”
Helm of Radiance Nerf
“Our last item is thematically paired with Helm of Darkness. Darkness is the High Int, Low Protection item, and so Radiance is the opposite. It played its part well in the first test, far too well actually, so its passive is being decreased a substantial amount.”
General
Bug Fixes
Fixed an issue where his Dash form of Slipstream had the incorrect cooldown
Fixes issues where his Brutalize would follow targets through teleports and recalls
Fixed issues where his Brutalize would teleport behind Jungle Camps oddly
Fixed an issue where her Ultimate projectile would get stuck on map walls
Fixed an issue where Athena’s ult damage area would disappear if her target died.
Fixed an issue with her Preemptive Strike ability not dealing damage sometimes at close range
General
General
Item Store
Visual Settings
Control Settings
Damage Numbers
Accolades
God Description Text
Modes
“Our primary goal for change on the Conquest map is to address the pacing. Alpha 1 felt like matches ran too long, objectives were too hard to secure, and gold leads were less common or impactful in the early to mid-game. For the next Alpha objectives are going to become easier to kill. That will move games toward the end more quickly as teams can take them more often and gain bigger advantages over their enemies. Gold sources in the lane and jungle will be increasing to make map control even more valuable. There are also some important fixes and changes to the amount of XP earned from kills. These economic factors are likely to have an impact on the mode in a variety of ways.”
Map
Fire Giant
Fire Giant Door
Gold Fury
Ancient Fury
Minions
Jungle Camps
Towers
Kill Rewards
Modes