Ah Muzen Cab has been all the buzz recently. A Hunter who is flexible in both Ability damage and Basic Attack damage brings a strong force to any team. In this update we will be addressing his early game clear potential and some of his late game poke, causing him to focus more on using his Hives to boost his attacks at all stages of the game. Bees contributes a heavy amount of base damage early, while Swarm can scale to do a significant portion of damage. This should give him more windows to be countered or outplayed.
Bees!
Decreased Base Damage from 9 to 5.
Swarm
Decreased Base Damage from 60/115/170/225/280 to 60/110/160/210/260.
Anhur is receiving a mixture of real buffs and Quality of Life buffs. Shifting Sands is gaining increased range and increased bonus damage, providing Anhur with new opportunities and a strong increase to his early boxing potential. Impale is receiving a small prefire adjustment to better line up with his animation and Desert Fury will now display a targeter while firing, helping Anhur players line up their shots.
Shifting Sands
Increase Damage Buff from 4/8/12/16/20% to 8/11/14/17/20%.
Increased Range from 65 to 70.
Impale
Reduced prefire time from 0.2 to 0.17 to better match its animation.
Apollo is getting ready to tour his way across the battleground. Apollo has struggled to bring consistent damage to fights. This inconsistency was large attributed to his passive, which had high variance based on how many stacks of Audacity he has at the start of a fight. Audacity will now gain stacks when each of his abilities damage enemy gods, giving him a more direct way to build this stacks more quickly and reliably. The Moves is also getting a boost, aiding teammates and harming enemies for an additional second.
Audacity
Each damaging ability now adds 2 stacks of Audacity for each enemy god hit.
The Moves still adds 1 stack of Audacity for hitting enemy minions.
The Moves
Increased duration of the buff and debuff from 2 to 3s.
Ares is a powerhouse in every mode except Conquest. In that mode, his weakness in clearing minions and jungle monsters outshines his offensive strengths. He has to snowball early and even then he can still struggle. Searing Flesh will now deal additional damage to minions, giving him more clearing agency that will help him in Conquest while not boosting him much in other modes.
Searing Flesh
This ability now deals Magical Damage equal to 5% Max Health per Tick to non-boss minions only at all ranks.
SMITE's premier Mayan action hero has been struggling lately. Chaac is well known as a consistent solo laner, but never a true playmaker. We are making one quite significant change to Chaac's Ultimate to make sure his team fight impact is meaningful. Enemies will have a much harder time fleeing from him with Storm Call knocking enemies straight up.
Torrent
Decreased Cooldown from 15s to 13s.
Storm Call
The knockback from this effect now knocks enemy players straight up.
The Illustrious Sage has resurged in popularity, giving teams a high damage frontliner that doesn't seem to have weak points. We couldn't Spot Weaknesses either and want to focus his ability to dish out damage while being tanky. Spot Weakness provides a large amount of free power that works well with Mink's stim. With a lower amount of Base Power Erlang Shen players will need to choose, Tank or Damage? Olympians pathnotes.png
Spot Weakness
Decreased Base Damage from 25/40/55/70/85 to 15/30/45/60/75.
In his greed, Fafnir has found himself in a top spot. High level teams looking to secure the gold furies and other objective heavily value Coerce. At all other levels of player he struggles both in popularity and performance. Cursed Strength is his primary setup ability and it isn't an easy one. Shifting these strengths should help him see more regular success without harming his core identity as an offensive Guardian with strong objective control.
Cursed Strength
Increased width of this ability from 6 to 7.
Coerce
Decreased Attack Speed Buff from 15/20/25/30/35% 10/15/20/25/30%.
Decreased Bonus Damage from 5/10/15/20/25% to 4/8/12/16/20%.
Freya has been one of the Mage ADCs that has been bullying Hunters out of the carry role. Specifically, when she rushes items like Hastened Ring her high base damage on her stim makes her difficult to trade against. We are shifting her damage around, heavily lowering the Base Damage Aurora Blade provides while increasing its scaling. This will decrease Freya's ability to outbox enemies in the first waves, while still letting her scale into the late game, more akin to other carries.
Aurora Blade
Decreased Ranged Base Damage from 16/27/38/49/60 to 1/10/20/30/40.
Isis is receiving a mixture of Quality of Life buffs and some new utility, highlighting her ability to assist her team while bringing the damage. Funeral Rites will now affect allies at a further range, increasing how often it applies its benefits. Spirit Ball has undergone some adjustments to make it more responsive, and give Isis control over detonating it while Crowd Controlled and even dead. Circle of Protection is also seeing some loving, gaining some increased base healing and reducing damage by a higher amount at all ranks. Teams can fight more aggressively inside this field, while Isis can use this in a more defensive manner to answer ganks.
Dispel Magic is also undergoing a slight rework. Previously, Dispel Magic would boost Magical Protection of allies based on their protections. This caused it to be highly variable. We are making its defensive portion more consistent by instead applying a shield to allies and Isis when she successfully hits an enemy. Hitting multiple enemies will further increase the potency, giving Isis strong teamfight utility. Olympians pathnotes.png
Funeral Rites
Increased Range from 30 to 40 units.
Spirit Ball
You can now re-fire this ability at any point after firing it. This includes while under the effects of crowd control and while dead.
Removed the postfire from this ability (from 0.1 to 0).
Dispel Magic
Dispel Magic no longer provides a boost to Magical Protection. It instead provides a shield to Isis and nearby allies. This shield is applied within 40 units of Isis or the dispelled target.
Shield Health :90/130/170/210/250 + 40% increased potency per additional target hit.
This caps at +80% potency (3 gods hit).
The duration remains unchanged.
Increased duration of silence from 1/1.25/1.5/1.75/2s to 1.5/1.75/2/2.25/2.5s.
Slow increased from 20% to 30%.
Circle of Protection
Increased the base healing from 80/100/120/140/160 to 110/130/150/170/190.
Increased the mitigations obtained from 15/15/17.5/17.5/20% to 25% at all ranks.
Merlin has been a potent pick at all levels of play, boasting a high pick and ban rate along with a solid win rate. While we have adjusted him a few times since his launch, we have not solved the core frustrations players have had when facing him. To address this, we are focusing on his overall damage as well has how easy it is to access his damage. Eclipse's damage is seeing a scaling hit, reducing the damage on his largest zone control ability. Blizzard will now deploy more slowly, giving players more time to react and avoid the incoming ice shards. Finally, Elemental Mastery is seeing a cooldown increase, lowering his ability to stance switch and access a new round of ability and opening a larger window to punish an untimely stance swap.
Blizzard
Fixed an issue where Blizzard would continue damaging targets after they left the area.
Eclipse
Decreased Magical Power Scaling of the Initial Hit from 60% to 55%.
Decreased Magical Power Scaling of the tick damage from 10% scaling to 8%.
Blizzard
Increased the Time to Deploy of this ability from 0.5 to 0.7.
Icons Merlin Fire A04
Increased Cooldown from 28/26/24/22/20 to 32/29/26/23/20.
For a while we have addressed a few abilities that have multiple levels of scaling. Retribution scaled on damage reflect, healing, and the total health shield (which already served as a cap to how effect any of the previous components could be). By making damage reflect and healing more consistent, this ability should feel better across the board.
Retribution
Increased Damage Reflect from 30/35/40/45/50% of damage received to 50% at all ranks.
Increased Healing from 80/85/90/95/100% of damage received to 100% at all ranks.
Ne Zha's recent bug fix pass really improved his overall flow, and also caused a large increase in his performance. To ensure he stays in a healthy spot we want to help players fight against him properly. Universe Ring Toss is his primary setup and poke ability, which can be heavily punishing. We are reducing the damage subsequent bounces can deal on the same target, and making the slow stack up to 25% rather than applying that off a single hit to reduce Ne Zha's control, especially in the early game.
Universe Ring Toss
Increased Damage Reduction of subsequent hits on the same target from 25% to 35%
Nike is receiving the largest changes of any god this patch. Nike has been in an odd spot for a while, you would expect the most winning god in the game to be a popular choice, but she simply was not. In fact, she is one of the least played gods in the game. The major issues we heard from players was that she didn't feel like she brought impact to the fight. Additionally, an ability solely dedicated to augmenting another can sometimes make her feel like she is lacking a full kit. When looking at her kit, the passive is a major contributor to her incredible win rate but it isn't something players feel; so her predicament makes sense.
To address this we first are nerfing her passive across the board. If we want to give her impactful feeling power without breaking her balance, this is something that must be done. With that done, we can reinvest that power into her core abilities and a full rework on Plant of Action. All abilities will now benefit from their Plan Of Action” version as their base form, with a few numerical adjustments. Plan of Action is being replaced with a new ability: Barrier Formation!
Barrier Formation gives Nike the ability to lead the charge for her team and protect herself and allies from incoming attacks. Enemy Ranged Basic Attacks are absorbed by her, and enemies that get too close will be repelled away and dealt damage. When this effect ends (either by refiring or timing out) the Barrier will collapse and deal damage in a larger area. This ability also solidifies Nike's role as a frontline Warrior who takes one for the team to ensure victory.
To Victory!
Bonus Power decreased from 4/6/8% to 1/2/3%.
Bonus Movement Speed decreased from 2/4/6% to 1/1.5/2%.
Rend
This ability now always fires 3 times.
Barrier Formation
This ability has been reworked, replacing Plan of Action.
Nike conjures a protective barrier in front of her that blocks ranged Basic Attacks. While channeling the barrier Nike's movement and rotation are limited. Enemies who get near the barrier are damaged and knocked back. At any point, Nike can re-fire the ability to collapse the barrier and deal damage to enemies in a larger area in front of her.
Channels for up to 6 seconds.
She moves 50% slower while channeling.
Refire Damage (single hit at end of ability): 65/120/175/230/285 (+50% of your physical power)
Pulse Damage on Shield: 10/15/20/25/30 (+5% of your physical power) per hit
Plus a knockback effect.
Cooldown: 15s at all ranks
Mana Cost: 60/65/70/75/80
Valiant Leap
This ability now always travels at the faster speed.
Sentinel of Zeus
This ability no longer goes on cooldown if Nike dies during the warmup time.
Gain shield immediately.
Increased shield health amount from 20/25/30/35/40% of Max Health to 30/35/40/45/50% of Max Health.
Note that the shield health does not increase from Plan of Action.
Counters are important for SMITE, but they shouldn't feel un-winnable; just strong. Odin's Ring of Spears previously counters a wide array of potential enemy compositions in ways that were difficult to fight back against. By opening up some options the frustration players faced against Odin fell, but so did his performance. We want to give The Allfather more options to do besides dropping his ultimate. Raven Shout serves a dual purpose of offense and defence, and with a cooldown to now match Lunge Odin will be a more consistent frontline for his team and a threat for the enemy backline. Olympians pathnotes.png
Olorun has entered the battleground as the new King of gods, and potentially the King of Balance. The perception of his strength to his core metrics seem to place him in a healthy spot! As players continue to explore his build paths and interactions with his ultimate, we are focused on addressing a bug with Overflowing Divinity which has balance implications. Overflowing Divinity's reduction was not properly reducing the scaling, allowing it to hit much harder than intended on stationary targets. When fixing this we wanted to keep his power level roughly the same, so we increased some damage on his initial hits. This will help the ability in most combat situations but lowers the top end abuse cases. Olympians pathnotes.png
Overflowing Divinity
Fixed a bug where the damage falloff did not affect the Magical Power Scaling on this ability.
Increased base damage per shot from 30/40/50/60/70 to 35/50/65/80/95.
Increased Magical Power Scaling per shot from 10% to 15%.
Hitting the same Enemy with each shot now deals 20% less damage per shot, increased from 10%.
Decreased the minimum damage that each shot can do from 20% of total damage to 10%.
This will cause shots to more quickly decay in damage while lowering the lowest damage they can deal.
The projectiles now start randomizing the hit location from the 2nd projectile, increased from the 5th.
Kaldr is a unique god, boasting a full second character as his passive. Just kidding! Skadi and Kaldr are seeing some updates this patch to address core frustrations players face when playing as the duo. Her passive felt more akin to her 2nd ability rather than something unique to herself while Kaldr felt clunky when trying to execute the ultimate. Dying right before it went off could mean Kaldr retreating rather than fighting and a complete waste of the Ultimate ability.
Skadi is gaining an additional component to her passive when Kaldr is down, giving her the strength to avenge her fallen companion. Kaldr in turn is gaining some increased survivability, regenerating life more quickly. Finally, the Ultimate is being reworked. Rather than Kaldr immediately being restored to health and pulsing out an AoE Blizzard, Winter's Grasp now utilizes Kaldr with an aimable targeter. He will leap to that area, restoring his health on the way, and then root enemies and begin his pulsing damage upon arrival. This gives Skadi greater control over where Kaldr is going and increased the responsiveness in more chaotic fights. Olympians pathnotes.png
Kaldr, The Winter Wolf
If Kaldr has 0 HP, Skadi gains 10% increased physical power.
Increased Kaldr's Hit point regeneration from 7s to 5s.
Winter's Grasp
This ability has been reworked.
A snowstorm surrounds Skadi as she chooses a location for Kaldr to attack. If Kaldr is too far he will leap there. Upon reaching the location a snowstorm also surrounds Kaldr. The initial hit of either snowstorm Roots enemies in the area and Kaldr is restored to full health. The storms persist for 4s while dealing damage to enemies every .5s.
Thor is the God of Thunder, and in this update we hope to make that title more fitting. The major goals for these design changes are to give Thor a more distinct identity among Assassins, improve his kit functionality, and add some more of his core themes to his Ultimate ability. Berserker Barrage was previously a higher cooldown and longer channel, making it unclear when it should be used and difficult to use properly. It has been reworked to be a quick and snappy 3 part hit with a low cooldown. Being in Thor's face for too long can quickly turn into a bad situation.
Anvil of Dawn is also gaining new components, thunder and lightning! After landing from his Ultimate Mjolnir will become infused with lightning, causing any damage it deals (Basic Attacks, Mjolnir's Attunement, Berserker's Barrage) to arc lightning to nearby targets. This not only helps in single target situations but rewards Thor for diving directly into the enemy team and causing mayhem. Olympians pathnotes.png
Mjolnir's Attunement
Fixed an issue where players at max range would be hit by the initial hit but not by the return hit. This ability should now properly hit players twice at max range.
Berserker Barrage
This ability has been reworked.
Thor spins his hammer around him dealing damage to Enemies in front of him up to 3 times and those behind him up to 2 times. The final swing deals extra damage. Thor is immune to Knockup for the duration.
Reduced cooldown from 11s to 8s.
Reduced mana cost from 65/70/75/80/85 to 55/60/65/70/75.
Damage per hit changed from 20/40/60/80/100 (+45% of your physical power) to 30/50/70/90/110 (+40% of your physical power).
Final damage swing: 45/65/85/105/125 (+60% of your physical power)
Anvil of Dawn
After Thor lands from his ultimate, his hammer Mjolnir is infused with lightning for 6 seconds.
During this buff state, each of his basic attacks and abilities chain lightning to nearby Enemy gods, damaging them with each hit.
Initial target: 20/30/40/50/60 +15% of your Physical Power per chain lightning.
Chain target: 10/15/20/25/30 +7.5% of your Physical Power per chain lightning.
I think we have all learned a lot about balance from the God of Knowledge. Thoth had to be purposely undertuned to meet community perception expectations, and it has taken quite a while for that mindset to change. Players now seem to be open to the idea of buffing him, and we plan to do that by focusing on his core goal: rewarding skillshots. Thoth will now deal less damage per shot on his primary damage ability, but this damage will ramp up if he continues to successfully hit enemies. This should reduce his possibly frustrating poke potential, while also rewarding the Thoth players who commit to mastering the god. Olympians pathnotes.png
Hieroglyphic Assault
Every time an enemy god is hit by this ability, the ability's cooldown is reduced (upon finishing) by 1s.
This can only proc once per ability fire (cannot proc from multiple gods hit in the same projectile).
Reduced Damage Per Shot from 45/65/85/105/125 (+25% of your magical power) to 40/60/80/100/120 (+20% of your magical power).
Hitting an enemy with this ability increases the damage they take from each subsequent shot by 20%.
Ravana is a high variance assassin. He relies on his strong early pressure to carry him, and without early success her struggles. We are decreasing the cooldown of his primary CC effect to help his consistency. Ravana has very strong evade mechanics so it's important that he be buffed in small increments and in ways that encourages aggression.
Zeus has an interesting balance history. This god was often considered completely unviable in competitive and Conquest play, but recently we have found that to be false. Zeus has been prioritized in SPL and putting up decent ranked numbers, and his non-Conquest performance is even more intense. We are taking this opportunity to nerf him in a unique way that also helps gameplay clarity. Enemies will now see a warning visual FX before detonate strikes them, giving slightly longer window to react to the damage.
Overcharge
Added text to show duration of charges.
Detonate Charge
After this ability is used there is now a delay time of 0.3s before the enemy is hit with damage.
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