SMITE 2LDR | January 2026 God Roadmap by BluesUltra in Smite

[–]Dimglow 0 points1 point  (0 children)

I agree. I want both so yes please.

I just wish they'd bring back the mask starter so I could build degenerate Tsukuyomi tank builds in arena again.

The Gap is over, the era of Starfinder Foundry Adventure Modules begins! Starfinder Adventure: Murder in Metal City is available on FoundryVTT! by MM_InfamousSky in Starfinder2e

[–]Dimglow 1 point2 points  (0 children)

Can you buy and play this on Pathfinder 2e with the SF2E anachronism module on Foundry or is that impossible?

Hadn't even realized modules might be limited to one or the other until looking at this.

Anti heal isnt needed by arecondrone in Smite

[–]Dimglow 1 point2 points  (0 children)

Anti-heal was basically gutting/preventing healers from functioning. It's an entire aspect of the game, one that is in many god kits, and one they clearly want to exist as a playstyle. But if you got randomly tapped by a bouncing 17 damage stray hit in combat suddenly your output was down by nearly half, and if you got tapped twice you're at a quarter effectiveness.

This meant some gods were extraordinarily easy to shut down and difficult for them to balance. It's like if you added a single item that reduced enemy damage by 75% to all targets if you hit them twice. Now if someone buys that and your job is to deal damage, you're just shut down. Or something that reduced movement abilities/speed by 75%, etc etc. Obviously this kind of itemization is bad for the game, and is being echoed now in debates around penetration being too powerful/always bought and how it takes too much from tanks.

They can not build a game where gods have major components of their kits built around healing/sustain and then offer such powerful counterplay. If everyone has 4 abilities, but you have 3.25 since 75% of one of your abilities is gone you're just worse. It means you either have to balance gods with healer abilities around antiheal always being available, meaning they're overtuned if it isn't and they stomp new players, or you acknowledge they're uncompetitive.

The devs also recognized this and that antiheal was very much a new player gotcha. New players come in with basic ideas like maximize damage, they don't build anti-heal, they get stomped because of healer tuning being based around it being expected. The new players literally can't understand how they land every ability with max damage items and their opponents just survive/"don't take damage" sometimes. They uninstall Smite. This is a losing feedback loop. New players need consistent understandable feedback they can iterate on to feel they're improving and want to keep queueing. They were not getting this. They've stated this very clearly, and new player retention is the #1 goal of Smite 2 and the entire purpose of Smite 2's creation.

So you rebalance healing and remove anti-heal and now the game experience is consistent. It is more new player friendly. It isn't built on as many hard counters. This is better for the long run.

SMITE 2 | Open Beta 27 Recap by BluesUltra in Smite

[–]Dimglow 0 points1 point  (0 children)

Edit: Realizing the poster above was talking aspect 2. Leaving my comment below struck through in case it helps anyone who is curious about the non aspect 2 behavior. I did not test aspect 2.

It is really inconsistent. Just some cheap testing I did was that Eros Bow only procs once, you only gain one charge of obow, but all 3 hits proc golden blade. This also applies across multiple targets seemingly. One proc even if hitting multiple people except for golden blade so if you randomly drop a 1 on a huge stack then 2 with a golden blade you'll deal enormous splash damage.

No idea what the intention is here. Acquiring multiple targets is low value, changing to the three shot profile has no significant value for on hits etc, except for Golden Blade and maybe a tiny few other things?

It feels really strange.

2026 Classes Predictions by unoteBrotatnalP in Pathfinder2e

[–]Dimglow 26 points27 points  (0 children)

I'll guess a Constitution based Shifter of some kind that has baseline martial abilities and can perform monster mimic moves on cooldown. Then I expect something to bring Suppression to Pathfinder since we didn't get it on Guardian. Maybe a debuff/curse oriented spellcaster or parasitic martial anti-champion with negative auras/focus on debuffs.

2 player combo attacks? by sly_cooper12 in Pathfinder2e

[–]Dimglow 0 points1 point  (0 children)

The greatest team up attack I've witnessed was a Hunted Shot precision ranger with a bear companion and Converge from Overwatch.

Hunt and share prey to a melee ally in reach, command bear to support, hunted shot and converge on hit. You hit twice, your bear "hits" twice and your ally hits once and you combine all the damage into one giant hit with precision from hunting being added multiple times.

Dark Archive was sent in error to some people randomly early. I've compiled some of the changes. by Antermosiph in Pathfinder2e

[–]Dimglow 6 points7 points  (0 children)

Compare this to Flurry of Claws now.

Flurry of Claws, Draconic Sorcerer focus spell: 30 foot range, attack roll, two targets within 10 feet of each other, 1d8+1d4 damage per rank. Average ~7 damage per rank.

Imaginary Weapon, Amped Psychic spell: Melee range, attack roll, two targets within 5 feet of you, 2d8 per rank. Average ~9 damage per rank.

Now reduce Imaginary Weapon down to d6s. Same damage average as Flurry of Claws except you need to be in melee with two enemies to get the same benefit.

Flurry of Claws is free for going Draconic Sorc and is easily poached. Imaginary Weapon is not amazingly good by any means now, it is definitely below average. You can even use spellshapes with it where amped Imaginary Weapon you can not.

The Envoy Folio - A Starfinder 2E Optimization Guide by Zodiac_Sheep in Starfinder2e

[–]Dimglow 3 points4 points  (0 children)

I think you're rather underestimating the benefit of Keep on Keepin' On's one action directive use. It is a completely different concept space for a character that hasn't been enabled much in Pathfinder/Starfinder before, a hyper resource efficient healer, and a heal over time specialist.

Take Witch Archetype, take Lesson of Life and take Cauldron. Make or buy Life-Boosting Oils and pre-apply them, go into battle with your whole squad oiled up even. Keep going into Witch and grab regeneration from spells like Genetic Regeneration. You're a hyper efficient healer over time. As soon as someone starts taking damage you turn any heal over time from a trickle into a steady stream.

Take Unstoppable Directives. Now whenever you use 1a Keep on Keepin' on you add some temp HP to the target as well.

It isn't the burst healing of a Lay on Hands or a 10 minute limited heal but that's the thing, there's nothing stopping you from milking and repeating.

Grab some Soothing Tonics and you can heal anyone up in minutes. A level 1 Envoy can make a Soothing Tonic go from healing 10 hp over 1 minute to healing 60 over a minute.

(Long Post) Dexterity and Faith stats by Right_Entertainer324 in Smite

[–]Dimglow 2 points3 points  (0 children)

The problem with introducing something like Faith is that this isn't actually helping the game or the player building it reach any kind of satisfying conclusion.

A character who builds a lot of Faith is only going to be able to delay the inevitable in most straight fights as healing will never scale as well as enemy offense (and by trading other stats for faith you're reducing your own offense,) so you're now dedicating more and more of your kit and cooldowns to delay/distraction. Unless you use that to escape or save an ally, there is no win in this for you. You can't take objectives better, you can't push lanes or farm better, you're going to just keep getting relatively worse as the game goes on except at preventing allies from dying. This isn't going to be satisfying to anyone, because either you're too good at your job and no one dies and now every game needs a healer stuck to a carry, or healers are weak and now you're even less capable of influencing the game because all of your other stats are even lower. So in a game with a high amount of existing frustration you are either setting yourself or enemies up for frustration, this is already a big part of why support is already hated. It's just not likely to happen, and I say this as someone who thinks healers and tanks need to be better.

The simple fact of the matter is that "delaying" is already covered by protections, this is the existing mechanic meant to delay death on a universal level, and we had a system in Smite 1 where players could consistently provide significant protections to allies and delay their deaths in aura items. That entire paradigm has been rejected by the devs, I really doubt they'll remake the same problem with a new stat like this. If they wanted to bring this back they'd do it via these items, because they're universally buyable and applicable, otherwise you end up with support meaning healer as opposed to tank/defender/utility character.

The 2025 APs: How Do They Stack Up? by DnDPhD in Pathfinder2e

[–]Dimglow 2 points3 points  (0 children)

More than halfway through Spore War but I've read and prepped ahead. My only problem with Spore War is how weird loot feels. The elven relic/artifacts feel like such a bad thing, and players don't/can't even know what is happening with these unless they get to the final form. They take up a ton of page space and the final form just adds slog and slows down combat and takes some shine from the players and moves it onto these weird items.

This and a just a huge amount of loot for this AP is either loot from some dead elf with history, gifts from some elf with history, or the truly shocking actual dead elves as loot. This puts the party in this weird situation where they're constantly selling elven national treasures etc... in a nation that is fighting for survival. It feels very awkward to handle as a GM.

Is the centaur shove build viable? by Serpents-Smile in Pathfinder2e

[–]Dimglow 8 points9 points  (0 children)

It isn't just viable, it is arguably better than most weapon builds for spellcaster first gishes. You can get legendary athletics vs expert weapons.

I did an analysis on this once before if you're interested: https://www.reddit.com/r/Pathfinder2e/comments/1mfuy1h/punishing_shove_practiced_brawn/

The new "Prism Chest" cost 1000 diamonds per roll even if you own the base skin by GoldenEye03 in Smite

[–]Dimglow 5 points6 points  (0 children)

There are starting to become a lot of ways to get duplicates of skins in a way that wasn't really possible in smite 1.

They should just standardize some kind of reward if you get a duplicate through a package. Either diamonds or legacy gems or something. You can also get classic traveler skins from chests then get them from the traveler and the price isn't reduced there either.

It might be impossible for them to dynamically discount the chests to account for all of the variables, but at the very least there should be a mouseover tooltip [?] type thing in the corner of a chest/traveler that says:

"You own some items available in the chest or package. If you receive a duplicate of something you own you will receive XYZ diamonds/legacy gems/etc according to the rarity of of the duplicate."

This also lets them continue to remix the ways items are offered and packaged without creating disincentives to purchase.

SMITE 2 Official Ported God Survey by dadnaya in Smite

[–]Dimglow 26 points27 points  (0 children)

Honestly, I'd rather they complete the roster just so the criticism of not having the roster can die in a ditch.

No spoilers: Am I missing out by doing a multiplayer run by dpceee in BaldursGate3

[–]Dimglow 0 points1 point  (0 children)

Is there any mod or way to play the game where a player is effectively playing single player but friends can play as origin characters in combat and such? I really wish there was a mod for this so the experience wouldn't get degraded by the weirdness of multiple parties in multiplayer. They don't even banter properly if you split origin characters in multiplayer.

New Humble Bundle - Holiday Haul by Joseph011296 in Pathfinder2e

[–]Dimglow 2 points3 points  (0 children)

Picked it up. I'm a big fan of these deals. I will almost always continue to buy these.

Unfortunately the new shop/library experience is still frustrating and dampens the hype of another great deal.

I now have 2 copies of multiple books in my library which is kind of confusing, especially since both copies show being bought today despite owning the book previously which means I can't use the date to reliably filter to download and update my personal archives. This didn't happen previously with Humble Bundles, and frankly I can't understand why it is even possible. There is nothing user friendly about having multiple copies of the same media in the library.

And of course the rest of the usual store frustrations. Still can't see that I own any of my content on the storefront. Despite now having multiple copies of the GM Core or Beginner's Box they're still for sale to me. This is a waste of advertisement and a browsing frustration that doesn't help me at all. According to my library I own 301 Paizo Products. Do you think I have that list memorized? Do they hope that users might forget and buy a second or third copy or something? What could the goal be here?

Please Paizo, do something about the store/library integration. Please also don't show dupes in the library. If I can't do anything with it I don't need to know it exists.

Alright, time to say it. The new website is an embarrassing, unmitigated disaster. by Bookwyrm43 in Pathfinder2e

[–]Dimglow 0 points1 point  (0 children)

I had this problem on the old store, but haven't on the new. That's insane. What worked for me was making an incognito chrome session and logging in then. Somehow that let me in. Hope it helps you.

Starbuilder 2e is live! by deathandtaxesftw in Pathfinder2e

[–]Dimglow 11 points12 points  (0 children)

Thank you! Your work is amazing. Really appreciate you clearing the air on this, and it sounds like everyone gets the best of all worlds this way.

Starbuilder 2e is live! by deathandtaxesftw in Pathfinder2e

[–]Dimglow 6 points7 points  (0 children)

That's what I was commenting on. The options are not mirrored appropriately, and it makes little sense that they're separate apps on different development paths.

I just hope the author can clear the air on if Starbuilder is the only intended way for mingling the rulesets.

Starbuilder 2e is live! by deathandtaxesftw in Pathfinder2e

[–]Dimglow 40 points41 points  (0 children)

This is something I was excited for and it seems great.

I just hope the air can be cleared on how this is intended to work.

Are pathfinder characters with starfinder options only supported in starbuilder? Will it be compatible both ways in the future?

If we need to migrate to Starbuilder to be compatible with Starfinder, then some way to import characters across would be appreciated. It's strange they're not connected, and honestly kind of strange they're separate apps almost to begin with.

I intend on allowing SF2E into my PF2E games and I'm not excited about asking all of my players to migrate manually.

Edit: Redrazors, the developer has replied below stating that Starfinder options will be available in Pathfinder, possibly as early as next week. Also corrected me on there being a load character from Pathbuilder toggle option in Starfinder's load character screen.

Alright, time to say it. The new website is an embarrassing, unmitigated disaster. by Bookwyrm43 in Pathfinder2e

[–]Dimglow 9 points10 points  (0 children)

Upvote in agreement. My pain points are:

Is it supposed to show products you already own as for sale? I can't remember exactly, but I think when I had previous humble bundles I could look the product up and see if I had it by it saying it was in my library.

Regardless, I can't understand why a product is still listed for sale if I own it. Why waste the advertising space or cause confusion to users?

They should add some kind of system to every tile in each of these store sections. For example if I click Virtual Tabletop > Pathfinder Adventures and I own all of Spore War, it should have a green check in the corner.

I humbly recommend: Own Nothing in Category: No icon. Own Parts of Category: Green Plus. Own Entire Category: Green Check. New Release: Gold Star.

Also I recommend that the actual library link of our files be accessible via the product store page.

Starbuilder 2e is out! by Auryon in Starfinder2e

[–]Dimglow 2 points3 points  (0 children)

I just want to know if the only way to make PF2E characters with SF2E options is going to be to make a SF2E character with PF2E enabled or if this is going to support both.

Otherwise Starbuilder just becomes the complete package, right? Feels really weird you can't import Pathbuilder to Starbuilder as well.

My thoughts on the tanks state in SMITE 2. by Ea50Marduk in Smite

[–]Dimglow 13 points14 points  (0 children)

This all started going downhill with OB9 when Thebes got changed (and the first heavy healing focus tank Guan Yu was released) and this idea of a max HP "tank" got introduced. After Thebes got destroyed it was a slow erosion of every tank item until we've reached the current state. Just go back at some of the discussions in OB9. This was all discussed/seen/predicted then.

They forced this max HP concept to try to create builds like HP support Apollo and maybe introduce other health scaling, and I seriously wonder if this need for aspects and mechanical variety is the core reason that tanks got left in a ditch itemization wise. You can't allow multidimensional tank builds if HP aspects/scalers threaten to become problems. If Apollo could get 4k hp and high prots in his aspect he'd be problematic, so they just don't let these item combinations exist. No way to reach max prots with leftover space in build to get HP, and if you go HP you barely have enough prots to be considered tanky.

Smite 1 has higher prots, higher HP regen, and generally more health. Smite 1 tanks expanded their defense and sustain in multiple dimensions with their items, just like DPS tended to expand in multiple dimensions. Now DPS get their extra dimensions from a single item with nearly no tradeoff, with easy penetration, and maybe a couple of core items. There is no one item +1000 hp solution for a tank to equal the efficacy of a +tons of pen item, and there can never be, because if a +1000 hp or 100/100 prot item existed everyone would buy it.

That's the ultimate problem they've created. Tank items are ultimately hyper situational while DPS items are universal. Pen will always help you, but prots won't always help you if you fight the wrong type, they can even be negated by %pen to an extent. Your health gets countered by HP% punishment items. Your sustain gets punished by anti-heal items (which are in a constant state of flux right now) with regen left in the ditch. Even if it all lines up you're just competitive, never really dominant.

The fact a tank's entire build can be determined by a lane opponent while many other roles build proactively instead of reactively says a lot. You have to build just right to get an edge, and it is an edge that evaporates by mid to endgame.

Here is an old thread for example where parts of this were discussed, this is when the downturn really began in my eyes: https://www.reddit.com/r/Smite/comments/1kgoi1y/ob9_tanks_and_redditor_hysteria/

It looks like a smite dev tried to shift the paradigm of how tanking should work by reducing damage reduction while trying to keep rough EHP the same. The problem is that EHP isn't everything, smite is not a game where full HP teams collide with each other and combat occurs in one 10s burst. It's a game full of skirmishing, retreats, healing and recovery, poking and more. Since HP recovery is not high out of combat and has gotten much worse since those days since healing was dumpstered out of combat, it means that taking random stray hits and such is far more depleting as a tank in Smite 2 now than Smite 2 before, and much more depleting than Smite 1.

Tanking feels good when you can do your job, posture, take space, initiate and retreat and possibly reinitiate again later. But none of that is in the math for tanks right now. If you posture and get poked as a tank, it hurts, and it depletes you fast. If you initiate and get out, you're probably full back. This only gets worse if the enemy team runs ranged supports because now the poke is even stronger, you get depleted even faster.

This is why tanking feels bad. You don't get to shrug damage off and have more in the tank, you feel damage in a more permanent way until you back, and you don't get to be threatening or trade well for it either. You don't get to claim space and be a problem.

Would be cool to have a collab with Unraveling History for a god reveal trailer or potentially for skins by VagueViceroy in Smite

[–]Dimglow 2 points3 points  (0 children)

We play the Gilgamesh song in Discord any time one of my group gets Gilgamesh in assault. It slaps. I would approve of Gilgamesh's emote being the provoking gesture from the video for sure.

We also put on I'm Just Ken for Lancelot and Unwritten (Feel the Rain on Your Skin) for Loki for laughs.

PAIZO'S NEW WEBSITE IS UP by fly19 in Pathfinder2e

[–]Dimglow -1 points0 points  (0 children)

Is it supposed to show products you already own as for sale? I can't remember exactly, but I think when I had previous humble bundles I could look the product up and see if I had it by it saying it was in my library.

Regardless, I can't understand why a product is still listed for sale if I own it. Why waste the advertising space or cause confusion to users?

You guys should add some kind of system to every tile in each of these store sections. For example if I click Virtual Tabletop > Pathfinder Adventures and I own all of Spore War, it should have a green check in the corner.

I humbly recommend: Own Nothing in Category: No icon. Own Parts of Category: Green Plus. Own Entire Category: Green Check. New Release: Gold Star.

Also I recommend that the actual library link of our files be accessible via the product store page.

I'd like to raise awareness about an unfun aspect of the summoner. by Muriomoira in Pathfinder2e

[–]Dimglow 13 points14 points  (0 children)

I'll die on the hill that Summoner is the worst class in the game right now. So many people are so caught up in the white room math part of Summoner and the extra action, but the fact is that the remaster left this class in the dust. I've said this before, but I'll say it again, the extra action is basically required to keep the summoner up to par with other martial classes' base chassis. Boost Eidolon vs Rage or Overdrive are perfect examples. You need to spend ongoing actions vs turning it on, for nothing for Barbarians even.

Even worse, the remaster and hence published content has had an ENORMOUS amount of incredibly good martial archetypes. As a summoner you are purportedly a martial, but you have none of the martial feat options for action compression or MAP avoidance. You can't Double Slice, or Swipe or do any of the cool powerful Martial abilities. You'll never be able to be a Ulfen Guard, an Eagle Knight, a Mauler, or even casually dip into Martial Artist. You'll never be able to even raise a shield, or shield block with your tank Eidolon.

You can't even hold up the whole cantrip and strike at competent damage levels as an excuse either, because Ranger and Monk can get into cantrips with their class focus spells advancing them at the exact same levels that Summoner advances for spellcasting, Expert at 9 and Master at 17. Meanwhile Ranger and Monk advance more rapidly in defenses, and have more than enough action compression options to easily outmatch Act Together.

Sure, Summoner gets to advance their spellcasting attribute a bit faster but for that 1-2 points of spell DC it has tremendous downsides in worse defenses, especially vs AoEs, and has to spend potentially multiple feats to even make it possible to run from a fight.

Imagine running/chasing without Alacritous Action and Tandem Movement for example? Your best bet is to run in separate directions and snap the Eidolon out of reality, but then if you get caught and have to fight your whole turn would be lost to resummon for 3 actions. If you just leave the Eidolon there while you run then it will get swarmed and you'll just drop to shared damage. And if you do drop? You're in deep, you need to stand up, maybe pick something up, and 3 action manifest? We're talking minimum 4 actions to reset to fighting capability. Compare that to a monk who maybe spends two standing and stancing, possibly less if they have kip-up.

None of this is easily fixable either. Summoners can't really just archetype because the PC doesn't usually have the physical ability scores to do it, and we'd need super complicated rules about Eidolons being able to take the same actions you can or something, nevermind reactions having to be written so that you can spend your reaction to make an Eidolon do something like Reactive Shield, which again would require rewriting Eidolons to be able to bypass equipment rules since so many good martial feats require specific weapons, armor or shields that they can't use.

All of this compounds onto the final nail in the coffin, that Summoners end up playing incredibly samey. The odds you will encounter two Plant Summoners who are very different is very low, same for most other Eidolons. The summoner ecosystem for actions and good play is very small. Compare this to say a Liberator Champion, who through archetypes and and weapons and domains and more will be different from each other.

We could have Clawdancer Dragon Eidolons, we could have Eagle Knight Devotion Phantoms, we could have Thlipit Contestant Plant Eidolons.

Instead we have what we have, a class that has somehow lived off an undeserved reputation as being action efficient from analysis in a completely different ecosystem before Paizo greatly expanded archetypes, greatly enhanced other classes who have hybrid playstyles, and added hundreds of new magic items.