In SMITE 2 the concept of diminishing returns refers to the reduced effectiveness of certain effects (like crowd control or stat bonuses) when they are stacked or applied repeatedly. This mechanic ensures balance by preventing players from becoming too overpowered or completely locked down by continuous effects. Here's how it works:
1.Crowd Control (CC) Diminishing Returns:
Crowd control abilities (stuns, slows, roots, silences) are subject to diminishing returns. If a player is hit by multiple CC effects in a short period the duration and effectiveness of subsequent CC are reduced. This prevents chain-CC scenarios where a player could be permanently disabled.
- First CC Application:Full duration and effect.
- Second CC Application:Reduced duration (20% less than the original duration)
- Third CC Application and Beyond: Further reduced duration (40% less than the original duration).
After a short cooldown period (6 seconds), the diminishing returns reset, and the next CC will apply at full effectiveness.
2. Stat Diminishing Returns:
Certain stats in SMITE 2 (cooldown reduction, movement speed, ) have diminishing returns to prevent players from stacking them to extreme levels. For example:
- Cooldown Reduction Rate (CDR): There’s a formula to prevent players from achieving 100% cdr on abilities.
- Movement Speed: Bonuses from items or abilities may have diminishing returns after a certain threshold, so stacking too much speed won’t make you infinitely faster.
Why Diminishing Returns Exist
- Balance: Prevents one strategy or stat from becoming overwhelmingly dominant.
-Counterplay: Ensures players can still react and fight back, even when hit by multiple effects.
- Fairness: Reduces frustration from being chain-CC’d or facing opponents with extreme stat advantages.
In summary, diminishing returns in SMITE 2 are a balancing mechanic that ensures gameplay remains fair and engaging by limiting the effectiveness of repeated or excessive effects.