Reaching out to Hirez (or Aladdin) for some wishes
I have a few things I'd love to see in SMITE 2, some are inspired by SMITE 1 and some are some unique take ideas, would be cool to see the community's response and maybe see Hirez look to implement them if they sounded good:
First would be a Green buff for supports again; I feel like there are 12 harpie camps, a bunch of ogres and cyclops that do loads of things, but all in all supports just seem to have been a little neglected losing green buff in the transfer from SMITE 1 to SMITE 2, so would be nice to get that back someway or another.
Alongside this, I feel like farming can be a little bit rough as a Support, I'm not looking personally to be able to out jungle my jungler, but I feel like to a certain extent I should be able to clear a back-camp without needing to use my entire kit and then auto attack for 30 seconds for my midlaner to just throw any of their abilities at it to 1 shot it. It just feels like with back camps on such a short CD, as a Support would be nice to obtain a little bit of farm on my way to spots, even if its the roaming harpies around the speed + red camps. My main thought on this process is the fact that when I hit level 5 my ADC types "just go mid brr" and then I go Mid and my Mid spams VGS "VD1 VR2 VD3", so it just feels like I have to go sit in a bush in the jungle and await my time whilst 2-3 levels down if there isnt something productive like dash taunting or plucking to be doing.
Something I'm not entirely against would be the bringing back of dragging camps together, it was a nice pace for the game as a duo-lane main being able to drag green, purple and a back camp together, in duo lane at least I dont think this effects too much, but maybe with some adjusting of where red spawns traded with a harpy camp (or potentially new idea camp like tiki mask was) Jungle can start with Solo again, etc - just a food for the thinkers.
XP Changes to start of game could be nice particularly in the duo lane; I feel personally like it is in a good position now since some of the buff timer changes for first camp spawns, but my main trouble with how getting level 2 is wave 2 comes down to the learning ability of the average player in essentially any lobby low through high MMR, and not understanding the concept that the enemy reaching level 2 with better wave clear than you will just instantly kill you with their extra ability if you overcommit to clearing the wave and your clear just isnt that much better (or someone out of you or your partner wasted an ability trying to poke over clear); I know these area trivial things that should "just be learnt with exp" but it seems it goes over their heads every time if it be my ally in lane or the enemy not understanding it over and get easily capitilized on.
The next thing that would be nice to see is maybe some form of lane sustain, we have some decent jungle sustain, which would be where I draw a line towards the little knowledge I know of league of legends being some flowers you hit or somewhat, but my comparison would lie more towards Deadlocks current feature of lane sustain, they previously had a small heal that goes off every so often that gave you just a small bump, but their recent heal mechanic is when a minion (specifically "heal minion") dies, you split a big heal amongst you or gain a big heal if you're alone when you pickk up the med pack; I'm not really looking for something as big as the current Deadlocks heal as it is a little over the top, but something like their old mechanic or if there is some form of other idea to have some better lane sustain would be a nice touch, as everything is seemingly out of reach so you get more value from picking up a starter such as bumbas.
Bushes - I'm unsure on the general topic of bushes, but as of right now, I can't help but feel it just has no real meaning to the game, as much as I love to sit in a bush in mid as sobek, and get free kills, it doesn't feel all that rewarding to do, neither does it feel good dying because a Susano is waiting on it on my arrival back to the lane; however I do feel like they have historically been a great addition to the jungle for example; so my general proposition is to remove any lane bushes, and maybe adjust the size of jungle bushes but perhaps find locations for some more if need be. Overall feel like this would make the late game FG/GF/Pyro dances keep their energy of "set up and ambush here", but remove the rat-like gameplay of just sitting in a bush waiting in a lane for a player to come on in.
Maybe just some spitballing but potentially rework some structural features, maybe when a tower dies others become a bit tankier, the bastion rewards for killing tier 1 towers to be a bit more rewarding especially if killing as a team, unfortuntely I dont have a great deal of insight to my idea here, just something to promote more group-play, group up in mid to take a tower and look for an objective, and to squash the ideas of just mindless split pushing in certain games. Maybe some sort of "Siege" buff when 3+ players are at a structure, especially when it comes to a no-back door protection pheonix for example; it just never feels great having a 0/13 medusa or 2/21 loki B-Line it for your pheonix's or T2s just because they got nothing left to lose so may as well split until they die 5 more times. I'd prefer to reward team play in this sense.
Posted Mar 6, 2026, 10:01 PM UTC