F*ck it. At least it kills things, shaving 10 minutes off of a 40 minute smyker run and I get to go to bed sooner and doomscroll what wild takes smyker enjoyers come up with here.
>”squishy”
>the enemies literally can not fight back
Can you guys ever make a single argument without throwing in insults?
Also it is pretty funny that around the time of patch 13, there was a bug that made smite literally infinite so people could hold it down for the entire mission. Good to see two years later we’re still on track.
A lot of things they could do with Smite - change stagger for slowdown, or accumulation effect, so stagger happens not immideately but after you filled up enemy status bar, work like a shotgun in a cone similair to Sienna’s beam staff secondary attack but just shoot lightnings.
FS is too generous with things that doesn’t require aim, control, or barely cost anything. So they chose to
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ai_disable
Smite is easily one of their worst combat design failures.
“Stopping” the game (which is a huge exaggeration anyway, since most defeats stem from situations like boss + multiple disablers/large elites, or something that magically spawns behind you)… while vulnerable and nearly immobile… doesn’t seem so bad when there are other things that can directly kill the entire game
This has been always true if you know what you are doing. I have met a couple who knew how to optimise for damage. A good Smite based build was hitting also 2 mil dmg pre-patch in H40 games. Very boring H40 games.No thanks.
It just needs a cooldown to stop situations like in @Harridas’s video where a Smyker cant just stand dumbly for 10 seconds stunning one dog (and a trapper!
) while it feels like they expect everyone else to kill their perma-stunned foe.
none of those other things turn off the gameplay for others, you can stop being disingenuous any time.
My whole problem with all this doom posting about Smite destroying the game is that it had been going on even before the last rebalance (I even recognize a few nicknames I argued about it with previously, in the other thread
) - while it somehow completely mismatched with my actual experience ingame. Would Smite be that strong and game-breaking, it would certainly be a meta and people would go through Havoc levels with ease by just Smiting everything into oblivion, right? While when I played the game at Damnation+ difficulties, I almost never met smiters. And those I met were either clearly noobs, often failing miserably - or some really skilled dudes who used Smite only occasionally, when in a pinch. On the other hand, if you see a Vet in your squad, you can be sure in 3 out of 4 cases they’ll be using VoC. It’s almost as if some ability is really that good, everybody just ends up using it, except rare niche/meme builds lovers.
Now, I don’t know yet how last rebalance affected Smite, haven’t tried any of those builds, including what Mister E. showed in their video (though it looked kinda alarming true). May be it’s more of an issue now, dunno. I’m just can’t help it but feel skeptical, for now.
I think that’s simply because those players are beginners who lack knowledge not only about Smite itself, but also about the Psyker class in general, including mechanics like Peril. They don’t really understand the Psyker, nor how Smite should actually be used.
It’s usually casual gamers who jump on these kinds of meta trends. They don’t want to study the game systems in depth, nor do they feel it’s worth the time. Instead, they just watch videos from popular streamers or content creators showcasing “the easiest, strongest build for anyone,” and then copy-paste the skill tree. They only grasp the bare minimum of what to do, and play that way.
Frankly, when a player who truly understands the game makes use of Smite, almost every enemy just ends up as a punching bag.
Wow, even a screenshot… so edgy! Could it be that I consider your statement an exaggeration, even with the “near” that I had obviously counted?
No, it’s not a positioning issue. You’re not immune to damage. You can’t always predict what the game will spawn behind you. You can’t use it while a boss is charging. Or while you’re surrounded by elites. Not to mention that, in order to use Scrier, you have to give up something pretty big… so it’s a difficult choice
Six stacks of Soulblaze with momentary stagger and strong horde clear is easy to give up for indefinite stagger on all non-Monstrosities, infinite cleave AoE Blitz that perpetually benefits from Penetration of the Soul with Warp Rider, unless the player is a total novice to Psyker.
Again, positioning issue. Everything that isn’t a Monstrosity is stunlocked by Smite in front of the Psyker. All a Psyker needs to do is put themselves in a choke point or back to a wall.
Give it some time. Soulblaze is still absurdly powerful, Bubble is still the only Psyker Class Ability that teammates get tangible utility from, and the Psyker Talent Tree change that really allows for the synergies necessary to eviscerate the amount of Maulers Mister E did is very recent.
Fair enough, I understand it gets old after a while but it’s still valid criticism of a very broken ability.
Not surprising when the most boring ability was buffed, not redesigned.
I don’t encounter much true loadout try harding in regular games, I only ever encounter loadout policing and stringent meta use in havoc. I will say that Smite is easily the least interesting loadout for me to play personally, so I will almost never build something focusing on that. To me it’s more about what’s left for the other players in a round. When you’re playing with plasmas or rumpogs or DS zealots there’s still a lot of the screen that they don’t interact with. You pull in less kills than them but you don’t have a complete absence of activity in the game from their presence. They can just bury people in damage in certain situations.
That’s smite, instead of letting you play on the other side of the line it’s spread through like 75 entities on screen before the psyker even hits mid peril. I think a lot of psyker’s mass damage is just way too high for how free it is. Especially things like perilous combustion which are I guess no priority to fix bug wise 5+ months in. Everything just dies without even having to interact with it. It feels extremely messed up from the design standpoint.

