Smite still needs changes

Been awhile.

Full disclosure: I forgot smite was a problem until last night I just wanted to relax with fun-maxed builds and noticed a bubble-smyker in every game last night and ended with a very entertaining monstrous specials pox gas and snipers nightmare maelstrom run and landed in a game with 3 smykers that were just… trying real hard to smite a beast of nurgle. I was rooting for them, but it was never meant to be.

Smite is still a not-okay blitz. It’s not just a crutch, it is the mobility scooter at Wal-Mart carrying new psyker players from sedition through damnation without having to play the game and as soon as they venture into mildly challenging content they get clubbed like baby seals. It’s legitimately holding players back on the class that I think still has the highest damage potential (that’s still true, right?).

Smite still needs to be reworked or maybe it’s just wrong to let it be a noob trap. Maybe channeling duration is too long, maybe Empowered Psyonics needs to be rethought.

Am I wrong? I feel like better players, from my casual observations, really only need 3 seconds to stun and push enemies to stabilize a bad situation and that’s not a high skill play, that’s just a quick cast and then switching back to your weapon to hit something. Can we childproof smite so Palpatine cosplayers have to put their feet on the ground and engage with the game?

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many such cases

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what if smite was a single target quick cast ability? you could smite a target while hitting it if you smite it for long enough or hit it while smiting it it gets stunned

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I don’t think smite is that bad… Maybe the alternate fire should do something else like knock back or single target with heavier stagger. Maybe even slows (not staggers) monsters with high peril cost.

The real issue is if you’re trying to do a staff psyker trauma and flame are pretty good for area control and damage already. Especially flame staff. Why use smite? Maybe to help res a player but spamming left click on the flame staff does heavy stagger anyways.

The void strike just isn’t that good compared to other classes and their sniping potential. I think smite could be ok if you had a staff that was focused on single target damage. Void strike and lightning staves I think will fall off compared to a veteran or other classes that spec for it, so as psyker you end up going more into a crowd control role.

And if you go gun psyker to do well at sniping and taking out elites, assail or brain burst is your better pick depending on the gun for kinetic flayer or assail to save on ammo and help with mobs and concentrated gunners.

TLDNR: I would legitimately use smite more if I had a strong single target staff. Otherwise I will play gun psyker or another class for sniping, and smite is obsolete with other guns, abilities (venting shriek and assail) and staves that handle crowds fine.

Edit: It’s good for that one maelstrom modifier with mostly melee enemies and no ammo pickups.

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Heroic madlad behavior :saluting_face:

I’ve been saying for a long time that Smite needs some kind of rework.
but It’s been ignored all this time. The CM doesn’t tell us anything, so I have no idea whether the devs or the team think this current state is fine, or if they actually have something in mind.
it’s not just about the damage being low, the real issue is that the mechanic where all enemies essentially turn into training dummies is just not fun. the game basically goes into a full pause, and enemies that are supposed to be threats are just left waiting to be killed.
and the fact that this Blitz can be used almost endlessly is a serious problem too.
I’ve been immediately quitting any match where there’s a Smyker for a long time now

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smite was the meta pick with surge but now since kinetic flayer is a far better option for staves its not really used outside of smitemaxxing

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I’d dislike Smite less if the Peril climbed a lot faster, so you could only use it in bursts.

OTOH, Quell can be pretty quick, so it might just work out to some sort of suttering strobe effect. Bleh.

What if it stopped affecting a target once they hit the push stage, and couldn’t hit it again until it was no longer electrocuted? And so maybe extend electrocution duration. Basically some sort of cooldown tied to individual targets rather than the psyker.

Or just leave it as is, and accept that being a Smiker is punishment enough.

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It needs to be reworked. It shouldn’t be a blitz that is readily available in the way that it is currently. It should be like Assail, where it has a limited amount of charges for Secondary fire.

They could be replenished automatically over time, or maybe players are required to get kills in order to fill charges.

Either way, charges should be limited. Primary fire is quick and easy to use, just a simple stagger on one target. Not to the ground like Trauma, just a stun for attack openings.

Secondary fire should be a directed blast that hits ONE target, chains to a bunch more targets and stuns everyone it chains to for a set amount of time OR knocks everyone to the ground, then they can get up soon like Trauma does to Crushers at full charge.

The first target hit gets a bunch of damage.

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Actually it has excellent synergy with High Voltage Shock Maul if Charged Strike is taken.

i’ve been saying the same for a years now. smite is a crutch that allows one to stand in a corner and freeze the game, so the player has little incentive to learn to melee and even feels rewarded for this behavior. to make matters worse, smite is surprisingly effective for how little it demands and it can be spammed. it’s a zealot stun grenade available anytime.

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the upgrade has synergy not the blitz itself. now since havoc got reworked the blitz itself doesnt do much aside from fun minimizing in auric for everyone the caster included

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Yeah pretty much, Shock Maul is still a ton of fun with it though give it a try

But he’s crowd controlling that hound! Pretty serious contribution :thinking:

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for a level 700 havoc 40 player definitely :nerd_face:

Ended up having an uptick of games with Smytkers in my games the last few days, for the past while honestly didn’t see them around hardly at all, but had like a string of games with them in them and yeah, like…I get it, but it’s just not it.

Didn’t help I was running around trying to test out a few ‘crit veterans’ the whole while, and each time I loaded in it was smytker, and suddenly it’s like ‘welp, I’m never getting reciprocity above like x2 if I’m lucky this game’. It just feels awful, made worse often by the Psyker themselves being insanely terrible as they leveled all the way up using just it, and have no idea how to actually play the game but think they are helping/capable just because they can hold a key down against the entire crowd (see Harridas’ post for context on that).

It got really ‘fun’ when I entered a game with what I had to assume was a duo of a Smytger and a Inferno Staff Psyker. Inferno is already not great/steals kills and just wipes entire rooms by itself making the game rather easy, but I’m at least still playing the game with that staff in play and they can only ever point it in one direction. With this combo, the game was ‘solved’, nothing moved, everything died. High Intensity Auric Damnation made into a Sedation as we walked through the entire thing hitting training dummies that died in cascading plumes of fire.

Now, was that entertaining to watch and quite the power fantasy for the both of them? I’m sure the answer is yes. But we are rejects, what the heck are we doing with a radial ‘instant win’ button that stuns the entire field? With the ability to stack further ad clear on top of that with a friend and just never play the game again?

Though, I do realize that Fatshark is in a tough spot. They ‘let the genie out of the bottle’, and now if they remove smite/change it, a decent part of their player base that ‘enjoys the palpatine unlimited power’ gameplay will be insanely upset, but leaving it as is makes it so certain Psykers literally become dead weight with no brain cells, on the class that’s supposed to have the biggest brain. Assail is also just, right there too, doing the same thing Smite does infinity better, now especially with all the buffs they gave it. Had a Psyker with assail to just melt waves with it almost like a primary due to the number of gunners and ragers that spawned in the game, and I didn’t feel NEARLY as bored because while they completely nuked the wave, it still existed and tried to hit me as they did so, making the funny knives at least feel ‘entertaining to watch’ as I also killed things, verses ‘ohh cool I’m done playing the game now I guess/my build just turned off, good night’.

So, I feel ‘the bandaid’ does need to be ripped off, especially at this point. As a ‘seasoned Psyker’ I actually find myself hardly using smite, or only taking it as a ‘force push’ option I often forget I have just to save points on not needing to upgrade the blitz so I can spend them somewhere else. My ‘smite builds’ have sat collecting dust because they just aren’t really fun past the first few games of ‘feeling unlimited power’, and I’d rather something be done with it so more can actually have fun with the game verses thinking they are enjoying themselves only to be ruining 3 other playes time. I’m not entirely sure what a solution would be though that would ‘satisfy everyone’ though…I kinda like the idea of it being a ‘charge system’ though. As stated ‘the genie has been let out’, so outright changing it (while it would be for the best) seems unlikely.

But say, add a ‘100 count’ charge onto it that functions as it’s own peril meter, that goes down at about the same rate one cast to full peril does now (or make it even faster, like the rate it goes down without Empiric Resolve maybe). Once it hit’s 0, you can’t right click anymore until you have charges again, and even then you probably want to hold off until it’s maxed out once more. Empowered can then maybe slow this decay rate on top of it’s other effects, but you only ever get ‘one charge’ before you have to wait for it to regen, and there’s no upgrade that makes that regen faster.

AS such, smite becomes a proper ‘panic mode’ ability, something the psyker pulls out in the final moments where things feel like they have gotten overwhelming, stunning the whole wave as blood trickles out of their nose just long enough for the group to rally and stabilize before they HAVE to stop and pull themselves together again. That feels a lot more like the proper ‘fantasy’ it should be going for, verses ‘hehe the games a slide show now yeyyyy’, the way it currently is. And it leaves left click alone, which is completely fine/a nice wave management tool on it’s own with its’ force push. And maybe Pyskers will actually learn that if they have to actually use it XD.

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Smite is the platonically ideal form of lazy psyker cheese, but the more “advanced”, more damaging psyker cheese builds are only appoximately 7.3% less braindead.

It will never stop being a crime against humanity that the Psyker can randomly blast out infinite cleave, infinite ammo garbage that doesn’t even have to be aimed for insanely high damage output, but a Veteran using a precision build that requires nonstop headshots can’t even hope to get anywhere close.

It’s fine that not every build is perfectly balanced, but braindead easy garbage should never be vastly better than builds that require the player to be cracked out of their mind in order to fully utilize.

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This entire thread can be dismissed by reminding OP to build to be able to handle these situations.

After all, you should be able to shoot a Nurgle’s weakspot quite freely with three Psykers smiting every add around you.

ah so it’s about the scoreboard for you, ok then

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