Ares is an aggressive support, but in the recent meta he has struggled to exert that pressure in the early game. Shackles will now deal increased damage to minions, allowing skilled Ares players to help clear the wave while tagging enemy gods with Shackles.
Shackles
Increased Minion Damage Dealt from 25/45/65/85/105 -> 50/70/90/110/130.
Cernunnos immediately sprung onto the Battleground and made an impact. Our goals with the following changes are to bring him more in line with other hunters, reduce frustrations when fighting against him, and keep Shifter of Seasons an impactful part of his kit.
The largest change is the removal of the Slow on Bramble Blast. Cernunnos was able to zone his enemies too effectively with this Ability, allowing him to remain safe and control the battle at the same time.
We are also reducing his Base Power to tone down his early game, while Spring Lifesteal is seeing a nerf to reduce his sustain during all stages of the game.
Reduced Base Power from 40 -> 37.
Shifter of Seasons
Reduced Spring Growth's Physical Lifesteal from 8/11/14/17/20% -> 5/7.5/10/12.5/15%.
Hercules' change in Season 4 has resulted in him being a much better brawler than Season 3, allowing him to impact fights at all stages of the game. After seeing how he has played out with other balance changes made around him (looking at you Shield of Regrowth) we saw him surviving and healing too often.
Players will now have a bigger window to take Hercules down while Mitigate Wounds if on Cooldown.
During the Season 4 patch, we promised to keep an eye on all of our changes, and help those that ended up being affected too negatively by any change. Jing Wei is a God we have been keeping a particularly close eye on due to her ability to decide metas with her playstyle.
We are reverting some of our previous nerfs to her base stats to give her back some boxing potential and are buffing one of her main tools of aggression to encourage her to get in and fight.
We will continue to watch her as these buffs roll out and will continue to adjust her if these changes aren't enough to bring her back into line with other Hunters.
Nemesis' Swift Vengeance is seeing a large change in how it is used. Before, if you canceled Swift Vengeance before using the second dash, the ability would go on Cooldown and you would lose the second dash.
Now when cancelled, Nemesis will have up to 2 seconds to use the Ability again even if other Abilities or Basic Attacks are used. This should allow skilled Nemesis players to get additional damage and control during the 2 second window and will make Nemesis a less predictable.
Swift Vengeance
Nemesis can now use Abilities and Basic Attacks in between her first and second dash. Her second dash still goes on Cooldown after 2 seconds.
Baiting enemies to use their escapes and Cooldowns due to Final Judgement has become a staple for Thoth players, but a frustration point for his enemies. With no penalty, it was something that could be done with no downside that put a large amount of pressure on enemy players. We want to preserve the mind games this allows for, but not for free. Now, Thoth needs to spend Mana to cancel Final Judgement, limiting the times Thoth players can play with this skill before running out of Mana.
In 4.4, we updated Expose Evil to deal 75% of its remaining Damage when consumed, but we discovered it was accounting for its Base Damage and scaling Damage differently. Even though it was bugged, the 4.4 change helped him a lot so we will be keeping a close eye on how he performs with the correct implementation of his previous buff in this patch.
Expose Evil
Expose Evil should now deal 75% of the remaining scaling damage in addition to the Base Damage it was already dealing.
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