r/Smite • u/quigjam2 • 4h ago
An Update on Nox's Port
I'm Quigley, the designer handling Nox's Smite 2 port. With all the posts, concern, speculation about Nox's kit changes from PTS, I thought it was best to send out a post on Reddit, X, and Discord talking about the current kit for base + aspect, known issues on PTS, and the design decisions that are both fixed and still up for change in the next 2 weeks.
Feel free to leave feedback and concerns here, on X, on the Smite Discord, or bring them to Titan Talk live tomorrow (10/16) where I will be for live Q&A. I'll be checking in throughout the next day or so and responding.
Nox Base TLDR
Passive
- Unchanged from Smite 1 outside of QOL +1 that gates loosing multiple candles at once
Shadow Lock
- Unchanged from Smite 1, Root + Cripple unaffected by diminishing returns
Siphon Darkness
- No longer Silences
- Applies a Scaled version of Night Terrors weakening debuff
- Cancels channeled abilities on cast
Shadow Step
- Unchanged from Smite 1 outside of now granting Damage Immunity while inside an ally
Night Terror
- No Longer weakens enemies
- Now applies a Silence to all enemies Hit in the blast
Nox Aspect TLDR
Passive
- No longer gives intelligence, instead gives a Max HP magic shield at 5 candles
Shadow Lock
- Unchanged
Siphon Darkness
- Silences as it does in Smite 1
- No longer does damage
Shadow Step
- No longer does damage when exiting an ally, instead fears
- Gives a Magical Protections magic shield to Nox and the ally she enters
Night Terror
- Has less Intelligence Scaling and gains Magical Protections Scaling
- No Longer Silences or does damage overtime
- Leaves a blinding "night dome" on end that weakens all enemies inside
- will have another debuff/cc effect but that's still up in the air
- Can be recast to stop the projectile early
On Nox's Siphon Darkness Silence and Identity:
When coming into Nox, the frustration around her silence into burst combo was the main pain point to tackle. Especially going down to 1 relic, the silence in it's current form couldn't stay. Overall the goal is to make sure Nox feels good as a great pick/setup mage with consistent damage + cc but not crazy kill pressure while alone.
On Nox's 2 + 1 Combo:
How straight forward Nox's combo was one of the key things people enjoy about her and something we want to preserve in the port (with the understanding that the silence can't stay as it is). I'm hearing the concerns around her combo now being in the range of hard to hit to useless and am focused on addressing it. Additionally we want to make sure that as needed Night Terror can be subbed in sequence with the Siphon Darkness so you can still silence into root if need be.
What's locked and what's open to change:
At this stage of production, the shape and visuals of the abilities are largely locked. Early in production we experimented with fully swapping back some of the abilities but we landed largely keeping the same kit. No matter what we want to make sure we're addressing the frustration around Nox's one-shot potential along with the enemies ability to respond while preserving he ability to deliver a silence when needed. How that is applied, especially around the effects coming out from Siphon Darkness and Night Terror, is still open for discussion as long as it doesn't require unique SFX/VFX (ie a root vs a slow is an easy add/swap out).
Known PTS Issues
- Shadow Lock cripple not applying or ending early
- Aspect Siphon Darkness not applying the silence
- Aspect Night Terror applying the silence and having full scaling




