SMITE Beta Thread

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Tyr God Reveal

He looks awesome. It's pretty crazy how improved HiRez's art has become compared to the early stuff. Even the new cards look so much better. I'm hoping they apply the improved "pre-attack indicator" (not sure what you call that) to other gods too.

Just realized Tyr's win animation is Techno Viking. Holy shit.
 
Only got to play a practice Arena match as him and played against one in Arena this morning. Seems pretty badass so far. It's almost like they put War from Darksiders in the game.
 
great stuff ghost king is next :D

also yeah did 2 games with tyr no way hes going to stay the way he is hes pretty cheap went warrior tabi, breastplate of valor, void blade, fatalis, frostbound hammer and death bringer wrecked everyones shit with him both games

edit: great thing to do with him is when they push your tower ult behind them so they take the bottom part of the aoe damage then use your 1 to push them into the tower in assault stance then 2 to knock them up they will be very dead after that
 
great stuff ghost king is next :D

also yeah did 2 games with tyr no way hes going to stay the way he is hes pretty cheap went warrior tabi, breastplate of valor, void blade, fatalis, frostbound hammer and death bringer wrecked everyones shit with him both games

edit: great thing to do with him is when they push your tower ult behind them so they take the bottom part of the aoe damage then use your 1 to push them into the tower in assault stance then 2 to knock them up they will be very dead after that

Lol. Going to have to try that.
 
For now I've seen two good Tyr players and four with poor K/D/A ratio, so you never know. He is good, but not Thor good, imo.
Yeah, I finally got in an Arena match as him and I got pretty worked. Besides my inexperience, I think it had a lot to do with the team comps though. I was doing pretty great damage but every time I went for their Cupid he'd dash away back to base, Chang'e was too dangerous up close because I didn't have enough protection against her 1, and everyone else was getting too worked by their Thor/Tyr combo to help me close any deals (might have to try that next time someone picks Thor). Basically I couldn't get close without dashing in (they had an Ao Kuong too) but couldn't chase because either my dash was then on cooldown or I'd get stunned by Thor. Not to mention no one else was chasing lol.

Somehow we won though.
 
Tyr seems pretty awesome, was watching a friend of mine play him a little last night while I was over.

I've managed to download the new patch but no time to play. T_T Unrelated, where do I go for a good guide on how to not suck at conquest? I've got a lot of Arena/Assault under my belt and some general MOBA experience, but I really need some study time on the nuances, who should go into the jungle and when, general flow of the match, common traps to watch out for, etc.
 
hit up the jungle on your way back to lane i always grab the small gold fury camps on my way back and i might grab attack or speed buff as well can also go for buffs if you have a minion wave pushed all the way into the enemy tower early game for some extra gold and exp advantage

edit: if you want post who you normally use and i can give you tactics for that god
 
edit: if you want post who you normally use and i can give you tactics for that god

Thanks for the help. I don't really have a regular at this point, here's who I use regularly from most to least frequent: Cupid, Thor, Ra, Hercules, Neith, rarely Ymir if I dawdle on picking and the team calls for a tank.

Edit:Ever since I noticed you can taunt spam as fast as you can hit V-E-T, I see more and more other people doing it before matches. Sorry guys. :(
 
Conquest play is a lot different than Arena/Domination. It's a much slower game type and you need to focus on regen a lot more — at least in the early game — so you can maximize your time in the lane. A few general tips:

- Try to have at least 1 ranged god in your lane. A 2 melee god lane is much easier to zone.

- Try to have 1 carry and 1 support (tank/mage) in your lane. Cupid/Sobek is a classic example, as Sobek's Charge Prey + Cupid's Heart Bomb will almost always result in a kill, which leads to Cupid (your carry) getting fed. Ymir can pretty much lane with any carry and be an awesome combo.

- Communication is more important in Conquest than any other mode. Telling your teammates that an enemy god is missing from your lane is essential to avoid ganks.
 
Conquest play is a lot different than Arena/Domination. It's a much slower game type and you need to focus on regen a lot more — at least in the early game — so you can maximize your time in the lane. A few general tips:

- Try to have at least 1 ranged god in your lane. A 2 melee god lane is much easier to zone.

- Try to have 1 carry and 1 support (tank/mage) in your lane. Cupid/Sobek is a classic example, as Sobek's Charge Prey + Cupid's Heart Bomb will almost always result in a kill, which leads to Cupid (your carry) getting fed. Ymir can pretty much lane with any carry and be an awesome combo.

- Communication is more important in Conquest than any other mode. Telling your teammates that an enemy god is missing from your lane is essential to avoid ganks.

Thanks. I'm somewhat hip to calling out missing guys and stuff like that, played some HoN before this but not a lot.

Here's a specific question. How much should I worry about a lane being too "pushed"? Is it just something that isn't worried about since you can't deny creeps to fix it? Will good teams back off on a lane if it gets too pushed too early? Will they instead get aggressive in that lane?
 
Thanks for the help. I don't really have a regular at this point, here's who I use regularly from most to least frequent: Cupid, Thor, Ra, Hercules, Neith, rarely Ymir if I dawdle on picking and the team calls for a tank.

Edit:Ever since I noticed you can taunt spam as fast as you can hit V-E-T, I see more and more other people doing it before matches. Sorry guys. :(

cupid is pretty straight forward cant cheese any of his skills only thing i can really not stress enough is dont blow his flutter on chasing save it every time for escape other then that i usually build
warrior tabi, devourers gloves, soul eatter, voidblade, rage, death bringer
start with level 1 boots and deaths toll and 2 health pots sell the deaths toll around level 15ish
max heart bomb first then share the love followed by fields of love and lastly flutter up till this point i only have 1 point into it for escapes

thor his berserker barrage and tectonic rift are stupid cheap and his basic attacks do bonkers damage but you will mostly rely on those 2 skills dont waste your hammer on minion clear only use it to either get into the enemies with the teleport or to escape other wise its useless dont waste the mana
items
warrior tabi, breastplate of valor (or jotunns wrath), voidblade, titans bane, rage, death bringer
i start with level 2 boots and 3 health pots (dont get any cheap starters on him waste of gold)
max berserker barrage first then tectonic rift then either his hammer or his ult although you will be a murder machine without them just wall them then hammer to them then berserker barrage and follow up with basic attacks they will explode
 
Thanks. I'm somewhat hip to calling out missing guys and stuff like that, played some HoN before this but not a lot.

Here's a specific question. How much should I worry about a lane being too "pushed"? Is it just something that isn't worried about since you can't deny creeps to fix it? Will good teams back off on a lane if it gets too pushed too early? Will they instead get aggressive in that lane?

if you start pushing them back to their tower and keep them there expect a gank coming from behind you after a short while id recommend going back and grabbing some furies or stealing their buffs if you want to get risky and laugh at them while you do so

edit: or split off and gank another lane real fast just dont stay away from lane to long like if you go to another lane to gank and the enemy is a chicken and you cant kill him before he gets back to his tower just head back to your lane
 
I still love this game. So much complexity and I find the third person action to appeal alot more to me than other MOBA's.

So far my favourite god is Athena and my favourite lane partner with her is Fernir. Wreck so much shit those two especially when we double ult.
 
Had a little extra time before work today so I tried to get a game in just to see the new stuff but the patch was too huge. Didn't expect that but I guess I should have considering all the new art assets haha.
 
how is this game progressing? I haven't played it since November so.

Hi-Rez I think is making very good money, the game's community is HUGE and growing constantly and I find this community slightly less mean compared to most MOBA's. Which is to say there are still alot of assholes but the ratio is lower compared to the other MOBA's.

For the most part the gods are balanced ... typically the only time the game gets unbalanced is once every 2 weeks when a new god comes out. The new gods are quickly adjusted if it turns out the new god isn't balanced.

The skins are fun, I love the voice packs, there are numerous rotated free gods to play if you don't want to spend a cent (and you can unlock new gods via favour). Favour is still a massive grind, but considering how much you can get for free it's worth it. Personally I'd instantly buy the beta god unlocks (unlocks all existing and all future gods) ... it's pretty worth it for 30 bucks. I've already spent about 50 bucks on skins and voice packs because I want to support the devs, and I find the voice packs and skins alot of fun.

The artwork in the game is great and is being constantly refined although I've found the last couple of patches has introduced abit of lag.

If you are new and considering joining in the fun, play in arena or assault to start. It's fast paced and allows you to learn the gods and the item system alot faster. Don't start in Conquest or you will get lots of hate as your team goes down in flames.
 
Figured I'd give this a shot. The website and downloader and many of the gods are so boob-oriented I'm reminded of the Evony ads. Blegh.

Game still looks fun though.
 
^ Yeah the devs certainly aren't above pushing a lot of T&A in your face. Oh well.

If you are new and considering joining in the fun, play in arena or assault to start. It's fast paced and allows you to learn the gods and the item system alot faster. Don't start in Conquest or you will get lots of hate as your team goes down in flames.

Eh, if he's new he'll be in the noob queue. Plus Dreams is a big Dota 2 player so he already knows the basics of laning, so I'd say that puts him ahead of most Smite noobs.
 
how is this game progressing? I haven't played it since November so.
As a guy with a heavy FPS background, I actually prefer Smite to Dota 2. But, the game isn't quite as deep and complex. It's a lot more fun to play though, and requiring aiming for everything already raises the bar significantly in terms of skill required and core mechanics.
 
Supposed to be an official announcement early early tomorrow morning (like 2am EST) but this is the Gamescom announcement stuff: (Massively.Joystiq.com)

New 10v10 Mode
The game mode will feature an increased match size, upping the player count to a savage 10v10 brawl. The new mode won't be available every day, but it will join the ranks of random daily matches and perhaps clear the way for larger official game modes in the future.

Tencent Partnership
The biggest, albeit less tangible, news to come from SMITE this week is the announcement of a partnership with Tencent Games. You've probably heard that name before; Tencent is the publisher of ArcheAge in the East and the parent company of Riot Games. In fact, Tencent is the largest MOBA company in the world, believed to own nearly 80% of the world MOBA market. The news signifies an expansion into the Eastern market for SMITE and the potential for greater funding behind Hi-Rez's unique take on the genre, something fans should get excited for.
The Chinese site is up now with a few new crazy trailers and art including...

tgU45Pr.jpg

a glimpse of the new Guan Yu (aka Guan New) who they apparently showed off at the presser.

No word on whether or not there will be a patch next week with any of this stuff though (there is no patch this week). Kind of up in the air considering they'll be at PAX.
 
Wow, 10v10 is insane, especially in arena format. This is already a high-damage game, that is going to be complete chaos. I'll play it for a laugh, though.

Now, what if they made a five lane Conquest map to go with it? You'd only need like three hours a game! :p
 
Lol, the new Sun Wukong looks like he's straight out of DragonBall Z.

Makes me wish there was a DBZ or Shonen Jump MOBA. That would be fucking awesome.
 
Been playing lots of Assault lately. Had an amazing game a few nights ago. Thanks to lots of awful droppers we went down to 2 (us) versus 4 early on. An Anubis and I (Ymir) then proceeded to hold off the team of four forever, match only finally ended 28 minutes in. After his second or third Quadra-kill I just could not stop laughing.

We eventually lost, of course, but it felt like winning.
 
I play a 2 - 3 rounds every night ... typically Conquest, Assault or Arena.

I'm looking forward to when 10 vs 10 Arena drops ... going to be crazy. The lag can already be bad, I can't imagine what 10 vs 10 will be like lol.
 
My brother has been trying to get me to play this for awhile now. I felt like I wanted a long break from MOBA type games, but my main reasoning was because too often games like 1 hour plus on Dota for me. Is that an issue with this game as well?
 
My brother has been trying to get me to play this for awhile now. I felt like I wanted a long break from MOBA type games, but my main reasoning was because too often games like 1 hour plus on Dota for me. Is that an issue with this game as well?
The games are a lot faster than DOTA. On average, Conquest runs anywhere from 20-40minutes. Assault is closer to 20mn. Arena about 15mn. I don't think I've ever played a game that lasted longer than 40 and even that's rare.
 
My brother has been trying to get me to play this for awhile now. I felt like I wanted a long break from MOBA type games, but my main reasoning was because too often games like 1 hour plus on Dota for me. Is that an issue with this game as well?

Smite is the best MOBA for getting a quick match in. Just play Arena and Domination game modes. They both last around 15 mins.

The games are a lot faster than DOTA. On average, Conquest runs anywhere from 20-40minutes. Assault is closer to 20mn. Arena about 15mn. I don't think I've ever played a game that lasted longer than 40 and even that's rare.

I sure have. I've had at least a few Conquest games go for ~60 mins. But I think I started playing earlier than you, so maybe Conquest was slower back then? I never play it anymore.
 
I sure have. I've had at least a few Conquest games go for ~60 mins. But I think I started playing earlier than you, so maybe Conquest was slower back then? I never play it anymore.
I've never played any Ranked matches so that might be it. Though I've read developer comments on Reddit that suggest they're always trying to figure out how to speed up matches so it probably is a little faster on average than it used to be.
 
Patch Notes:
ZHONG KUI, GUAN YU PATCH

New God: Zhong Kui

Demon Bag (PASSIVE)
The demons that Zhong Kui captures from Exorcism are stored in his demon bag, giving him additional protections for each demon captured. When Recall Demons is activated, Zhong Kui gains double the protections from his Demon Bag, but eventually losing all stacks when the bag is empty.

Expose Evil
Zhong Kui pastes a card on all enemies in front of him, marking them as a demon, slowing and damaging them each second while they are marked. If the card is removed, 50% of the remaining damage is done instantly.
Damage Per Tick: 20/30/40/50/60 (+15% of your magical power). Slow: 20%. Card Lifetime: 6s. Cost: 60/65/70/75/80. Cooldown: 10s.

Exorcism
Zhong Kui drives out the demons of his enemies, dealing damage as they leave the body. Demons marked by Expose Evil are captured by Zhong Kui, healing him per demon captured (up to 3), and have the card removed. Damage: 75/125/175/225/275 (+50% of your magical power). Heal: 30/45/60/75/90 (+20% of your magical power). Cost: 20/40/60/80/100. Cooldown: 13s.

Book of Demons
When fired, the Book of Demons deals damage and stuns nearby enemies, with marked enemies getting stunned for 2x the duration and removing the card. When this ability is not on cooldown, the Book of Demons flies nearby Zhong Kui, firing for 50% of Zhong Kui’s basic damage. Damage: 60/115/170/225/280 (+70% of your magical power). Stun: .5/.6/.8/.9s (2x for marked targets). Cost: 75/80/85/90/85. Cooldown: 10s.

Recall Demons
When Zhong Kui activates this ability, demons pulse out from his bag at nearby players every second for 5s. They chase and accelerate over time, doing damage to enemies and healing to allies as they enter the body. Zhong Kui is immunte to crowd control for the duration. Damage: 80/95/110/125/140 (+20% of your magical power). Healing: 25/40/55/70/85 (+20% of your magical power). Cost: 100. Cooldown: 90s.

Significantly Updated God: Guan Yu
Guan Yu has been given an all new 3D Model, FX, Animations and 2D Art. His damaged has switched from Magical to Physical, and several abilities have changed (most especially his Passive and Ultimate). As preparation for this change, Master Guan Fu also spent time in the gym and has grown some muscles and size.

Painless (PASSIVE)
Guan Yu gains force of will as he takes damage. Each instance of damage he receives charges up his Conviction ability, increasing its healing by up to 2x after 20 hits. Guan Yu’s basic attacks also utilize a four-swing chain with escalating damage and swing time, hitting all enemies in a line in front of him on the final blow. Max Heal Multiplier: 2x. Num Hits to Full Charge: 20x. Melee ProgressionL: 1/1/1.3/1.75x damage and swing time.

Conviction
Guan Yu’s courageous leadership is infectious and, when focused, heals himself and his allies and increases physical protections for 3s. Healing friendly gods reduces all cooldowns by 2s. Healing: 50/80/110/140/170. Physical Protection: 10/15/20/25/30. Cost: 60/70/80/90/100. Cooldown: 14s.
Warrior’s WIll

Guan Yu charges forward, his Green Dragon Crescent Blad extended in front of him. All enemies in his path take damage and are slowed. Hitting enemy gods lowers all of Guan Yu’s cooldowns by 2s. Damage: 80/135/190/245/300 (+50% of your physical power). Slow: 20%. Slow Duration: 2s. Cost: 60/70/80/90/100. Cooldown: 14s.

Taolu Assault
Guan Yu spins his blade in a controlled but furious display, slicing enemies for damage every .3s for 3s. Each hit debuffs the enemies’ protections while buffing Guan Yu the same amount. Guan Yu is immune to knockback for the duration. Damage per Hit: 15/30/45/60/75 (+20% of your physical power). Protection Buff/Debuff: 10. Buff/Debuff Max Stacks: 3. Buff/Debuff Duration: 3s. Cost: 60/65/70/75/80. Cooldown: 15s.

Cavalry Charge
Guan Yu mounts his warhorse and charges for 4s. While mounted, he can steer and click to attack and is immune to crowd control. Enemies hit take damage and are slowed. Each hit increases damage from consecutive hits against that target by 20%. Enemies hit on the dismount are stunned. Damage: 75/100/125/150/175 (+30% of your physical power). Damage escalation: 20% per hit. Slow: 25% for 2s. Stun: 1.5s. Cost: 80/90/100/110/120. Cooldown: 90s.


Other Significant Visual Updates to Gods
Ground targeters have been customized for several gods:
Agni, Anubis, Aphrodite, Apollo, Ares, Bacchus, Chang’e, Cupid, Fenrir, Guan Yu, Ne Zha, Neith, Odin, Poseidon, Thor, Xbalanque, Ymir, Zeus

Cupid
Some updates to 3D Model, FX, and Animations.
Note that the Lil’ Devil skin will not be updated until a future patch.

Anhur
Some updates to 3D Model and FX.

Sobek
Loading Screen card art updated.

New Skins:
Kali Golden
Fenrir Golden
Freya Golden
Zhong Kui King of Ghosts

Voicepacks:
Zeus
Guan Yu
Zhong Kui

General:
The Arena map has undergone some visual changes. Further changes are planned for future releases.
The End of Match Lobby has undergone some changes. Further changes are planned for future releases.
Fixed a bug that could cause the Top 200 Ranked Players listing to be incorrect.
The Loading Screen underwent some visual changes.
Fire Giant lava range, in Conquest, has increased.
Visual changes have been made to the fog of war treatment in the jungle (Conquest and Joust).
A variety of visual cleanups and memory optimizations have been made to the Conquest map.
Fixed issue with active items that are upgraded moving slot positions.
Fixed issue with Joust Challenge that did not allow 4v4 or 5v5.
An option has been added under the UI tab on the SETTINGS menu to control whether or not a nameplate and health/mana bar appear above your own character’s head.
An option has been added under the UI tab on the SETTINGS menu to toggle context pinging (ping markers from VGS menu) on and off.
Improved flood protection for VGS and pings.
Be Careful, Enemy, Incoming, and Retreat context pings are now yellow pings on the minimap.
We switched the position of the Healing and Mana Potions again to keep you on your toes. This should be the last time that the items change location that are similarly priced as the issue has been fixed.
The new god rotation is Aphrodite, Artemis, Athena, Bakasura, Chronos.

Spectator:
The sorted column is now highlighted.
Item view is now auto-sorted by Net Worth.
Other miscellaneous cleanups and improvements.

New Items:
Bloodforge
Price - 2725g
+40 Physical Power
+20% Physical Lifesteal
PASSIVE - Each successful hit on an enemy grants you +5 Physical Power and +2% Physical Lifesteal for 4 seconds (max 5 stacks)

Items:
Fatalis
The additional movement and attack speed on a successful basic attack has been increased from 3% to 5%.
The maximum stacks have been reduced from 4 to 3.

Gauntlet of Thebes
The passive has changed from +5 Health to +8 Health per minion kill.
The max stacks has changed from 100 to 50.
Transcendence
The passive has changed from +10 Mana to +20 Mana per minion kill.
The max stacks has changed from 50 to 25.

Winged Wand
The mana has been removed from this item and 4/7/10% cooldown reduction has been added.
The passive has changed from 10% to 20% movement speed when hit by a slow and the duration has changed from 2s to 4s.

Witch Stone
The physical power has been removed from this item.
This item now provides 5/10/15% movement speed.

Gods:
Artemis
Calydonian Boar
The boar is now immune until it stuns its first target.

Chang’e
Crescent Moon Dance
The cooldown on this ability has been increased from 4s to 5s.
Moonlit Waltz
The amount of time that this ability fires, and that she evades, has been reduced from 1.4s to 1s.

Chronos
Rewind
You can no longer cancel this ability during its build up time.

Tyr
Fearless
This ability will no longer knock someone up that is immune to crowd control.
Fearless (Guard Stance)
This ability will now knock back half the distance.
Power Cleave
This ability will now knock back half the distance.
 
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