Ao Kuang's old Passive was a bit clunky when it came to generating Stacks (such as it not following out-of-combat rules) and didn't help Ao Kuang in fights that went longer than his initial opening. :*His new Passive rewards successful executes that will give him additional potency throughout the rest of the game and in extended fights. His base stats have also been adjusted to allow Ao Kuang to have a bit more staying power when it comes to his Mana pool.
Increased Mana from 200 -> 240.
Increase Mana per Level from 36 -> 38.
Increased MP5 from 4.5 -> 4.8.
Increased MP5 per Level from .2 -> .41.
New Passive - Dragon King's Sword
Each time Ao Kuang successfully uses his dragon form to execute an enemy god he gains a stack of Magical Power and Lifesteal. Stacks up to 3 times, stacks are permanent.
Bakasura is seeing targeted changes to help him feel like chore oriented in the jungle (by needing to eat minions on cooldown, or he risks not having enough minions for his ultimate) while also giving him access to his more utility based ultimate more often.
By being able to get 2 Stacks of Minions by eating a large monster, Bakasura can prioritize ganking and invading more effectively rather than needing to be by a Minion every time Eat Minion comes up.
Additionally, with extra Minions comes bonus utility when it comes to taking objectives or pushing towers (as well as additional confusion when he ults, which also now happens more often).
Large monsters that can only be eaten at 33% will provide 2 Minions toward Regurgitate.
Bellona has become a very popular pick this Season, with a win-rate in competitive to back up this popularity.
We are focusing on bringing her early clear and fighting potential to a more counterable level.
With a base power reduction, Bellona will need to invest more time into clearing a Minion wave. This change more drastically affects her Hammer Basic Attacks since the first and last hit increase Damage by 1.5x. In addition, we are reducing the frequency she can Bludgeon early on.
Gods that can Silence or Disrupt this Ability will see a better reward for doing so as Bellona will not be able to get the Ability again before their interrupt comes off Cooldown for the first few waves.
It is also worth noting that Osiris is not receiving an adjustment this patch. While he was THE popular pick in competitive alongside Bellona, he did not have the same record as Bellona did while also having poor performance across other levels of play.
Osiris is often a pro-favorite, but even after his recent buffs he still struggles outside of the competitive scene. We will continue to watch him closely before making any specific adjustments.
Chiron is receiving a nice bump to his utility, clear, and overall Ability flow. Training Exercise now applies the Mark for Masterful Shot to targets hit, allowing for a better clear path for the teacher while also increasing his mid and late game poke potential.
Now applies a mark for Masterful Shot to all targets hit.
Funeral Rites often felt limited as a single death could completely wipe away the Aura. These Stacks are no longer lost on death and Isis players will now receive a reward for successfully reaching maximum Stacks.
Stacks are no longer lost on death.
Now Isis will gain +10% CDR upon reaching 10 Stacks.
Kuzenbo is receiving feel good updates and bonus utility effects that should help his performance.
NeNe Kappa now Slows targets who are hit by the initial throw, rewarding Kuzenbo players for their accuracy.
Sumo Slam is seeing a Cooldown reduction along with a more responsive turn. Finally, Watery Grave will no longer knock targets so far outward. These changes cause the God to provide his team with more controlled disruption more often.
Targets hit by the thrown NeNe Kappa are Slowed by 20%.
Increase turn radius, allowing for sharper turning.
Cooldown reduced from 16s flat -> 16/15/14/13/12s.
Adjusted the Knockup from this Ability. Targets will now be Knocked Up into the air more and pushed to the side less.
As stated in the 4.11 notes, we are making adjustments to Nemesis to make her feel less frustrating to fight while opening her playstyle up to more than just using her ultimate.
Divine Judgement's protection shred has been reduced to allow defenses to still have some impact while Slice and Dice no longer Slows for 50% at max rank.
Players will feel less helpless when afflicted by both effects and should allow for teammates to better assist their debuffed ally.
To make up for this, Swift Vengeace and Slice and Dice are seeing Damage increases.
This should help Nemesis feel more impactful with stronger pressure against squishy targets with increased Jungle clear. She will still be valued for her unique Ultimate’s ability to shred, but will not be as meta reliant as she once was.
Increase Scaling from 50% -> 60% (25 per hit -> 30% per hit).
Slice and Dice
Increase Base Damage from 80/130/180/230/280 -> 100/160/220/280/340.
The long awaited Raijin rework is here! Each Ability has been adjusted with the goal of reducing frustration while empowering Raijin to feel effective in fights.
Percussive Storm's hitbox has been improved and has been moved to the center, allowing this to be a more reliable source of Damage.
Raiju now deals his Damage over time so enemies can react to it better, but it will gain the additional utility in the effect of a Slow.
Both of these main damaging Abilities have also seen cost reductions, while Raiju has seen a Cooldown reduction.
These changes work well with his new Passive which encourages rapid usage of each of his skills. Thunder Crash is also seeing some adjustments allowing players to interact with Raijin while he is still visible before he teleports to his new location.''
Finally, Taiko Drums is seeing a reduction in Power on the Taunt and Fear drums.
Players will now have to choose between damaging enemies or controlling enemies, and enemies who are controlled will now have more Health once the effect is over.
Additionally, all ultimate projectiles will travel more slowly.
Raijin will however have a bit more time to make this decision after the Ultimate has been activated. Taiko Drums is also seeing a pass at making the sounds and visuals more distinct for each effect.
New Passive - Charged Tempo
For every 5 abilities cast, Raijin reduces the cooldown of all abilities currently on cooldown (including the one just cast) by 1s.
Adjusted first two shots to now travel down the center of the Targeter.
Adjusted the last two shots to be closer to the center of the Targeter.
Increased Shot Radius from 3 -> 4.5.
Increased Range from 65 -> 70.
Increased Damage for from 25/40/55/70/85 -> 35/50/65/80/95 per Shot.
Decreased Scaling from 30% -> 25% per Shot.
Decreased Cost from 80/85/90/95/100 -> 50/55/60/65/70.
Now deals its Damage over time.
Increased Damage from a flat 60/100/140/180/220 -> 15/25/35/45/55 every .5s for 2.5s.
Reduced Scaling from a flat 70% -> 13% every .5s for 2.5s (total of 65%).
Now applies a 15% Slow to marked targets.
When Raiju is triggered the Slow and Damage are spread to nearby allies. The Slow is increased by 15% on the marked target for a 30% Slow.
Decreased Cost from 70/75/80/85/90 -> 60/65/70/75/80.
Decreased Cooldown from 18s at all ranks -> 16/15/14/13/12.
Is now targetable until he fades away to his new location.
Improved sounds and visuals to better distinguish which drum is being fired.
Projectile speed reduced from 120/s -> 100/s.
Increased Fire Duration from 4.5s -> 7s.
Reduced the Damage on Beat Two (Taunt) and Three (Fear) from 50% -> 30%.
Blessing of the Nile is getting a nice quality of life adjustment.
Previously, Blessing of the Nile would fall off while in the full duration of Sobek's Ultimate, which felt awkward. Now, Blessing of the Nile lasts for 6 seconds, allowing more time for Sobek to land a new Ability or fully charge his Ultimate on a target.
Blessing of the Nile
Increase Duration of the Protection Buff from 3s -> 6s.
Susano has gone through multiple adjustments to bring his frustration down.
These changes have not been completely successful.
His mobility from his Passive combined with his Abilities was very difficult to counter, and in most cases he could get all of his Damage off and escape through raw Movement Speed alone.
His mobility-focused Passive is being replaced by new one: Gathering Storm. Successfully hitting an opponent with an Ability will provide a Stack, and at 4 Stacks his next skill will deal bonus Damage.
The amount of Stacks makes it so Susano needs to commit all of his skills onto an enemy to get the full Damage (unless he wants to dedicate his Ultimate as well), but this removes his escape potential. To adjust for this bonus Damage, Storm Kata is seeing a base and scaling Damage reduction, making Passive and safe Susano players deal less Damage overall.
New Passive - Gathering Storm
Each time Susano successfully deals damage to at least one enemy god with an ability he gains a stack. At 4 stacks, his next ability that hits an enemy god will deal bonus damage. Stacks last for 5 seconds.
Bonus Damage: 25 + 60% of your Physical Power.
Decreased Base Damage from 40/70/100/130/160 -> 40/65/90/115/140.
Bladed Arrow and Thrown Axe are seeing a large Mana reduction that should open up Ullr's build options a bit more (as well as being able to spend Mana on his other skills). Additionally, his main stim will now be better at early ranks, allowing Ullr more raw potency until the very late stages of the game.
Bladed Arrow (Thrown Axe)
Reduced Mana cost from 50/55/60/65/70 -> 50 at all ranks.
Expose Weakness (Invigorate)
Reduce Cooldown from 18s -> 16s.
Power changed from 10/20/30/40/50 -> 25/30/35/40/45.
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