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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!

1. General Announcements

Xbox Login Issues

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

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The Titan Forge crew is actively investigating a fix.

Recent Nerf to Yoo's Aspect

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

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The first hit retains full damage, but follow-up bounces are now reduced.

2. Overarching Balance Vision for OB7

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?

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

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

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Reducing most items by ~10-12% keeps their relative relationships the same (e.g., your favorite item is still your favorite) but lowers the game-wide power curve.

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Goal: More meaningful counter-play between tanks and carries, slightly lower burst among damage dealers, and a bit more difficulty (and risk) when tackling jungle bosses or diving towers.

3. Item Adjustments: Highlights

Most items get that 10-12% stat reduction. However, a few see targeted changes (additional buffs or nerfs) to address larger balance needs.

Items Kept at Full Strength (i.e., "No Nerf" Is Effectively a Buff)

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.

Bruiser Items (Extra Changes)

Gladiator Shield

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

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

Glorious Pridwen

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Reduced protections and cooldown reduction.

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Slightly stronger shield explosion if you have multiple tank items.

Mystical Mail

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Reduced health and physical protection.

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Passive remains the same (it still punishes enemies near you in-lane), but it's no longer your all-in-one best defensive rush item.

Runeforged Hammer

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

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

Shield of the Phoenix

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

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Retains strong scaling when you stack more HP items.

Void Stone

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Health lowered significantly to line up better with its physical counterpart, Void Shield.

Carry Items (Extra Changes)

Qin's Blade & Sunbeam Bow

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

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These should feel better later in the game, especially if you combine them with other on-hit or offensive items.

Blink's Cooldown

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Lowered from 210 seconds to 180 seconds.

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

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.

5. God Balance Highlights

Below are standout god adjustments. (Many receive the standard 10-12% item power shift, but these are direct kit changes.)

Merlin

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

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Blizzard range corrected to match intended design.

Aladdin (Major Shift)

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

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

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Lamp (Ultimate): Deals damage on throw (cannot kill from full if you raise the enemy's health), but no longer puts enemies at a larger health disadvantage when entering the lamp realm.

Hecate

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

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

Bacchus

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Chug: Lower cooldown, enhanced protections.

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

Vulcan

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Various passive mod tweaks to strengthen underused mod choices.

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Backfire: Minor damage increase for better poke.

Cabrakan

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

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

Rom

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More damage on Rolling Assault bonus attack and Astral Barrage.

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

Pele (Shift)

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

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

Morrigan

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

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

Princess Bari

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

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

Awilix

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

Mordrid

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

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Cruel Strikes: Increased cooldown.

Odin

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

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Ring of Spears: Grants Odin a passive stack on cast, and each kill inside the ring increases both Strength and Intelligence.

6. New Feature: Consumable Swapping

Pick Up Wards or Potions, Drop Them on the Ground

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

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

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

Why This Change?

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

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Allows more strategic resource-sharing with teammates.

7. Looking Ahead: OB8 and OB9

OB8: Deeper Item Specialization

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

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

OB9: Finalizing & Fine-Tuning

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Based on community and data feedback, the dev team will spend OB9 polishing any over/underperforming items or gods.

8. Wrap-Up and How to Get Involved

Try the OB7 Changes

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

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

Ranked Reset & Other Future Topics

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

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

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