Rama's Astral Quiver generates an Astral Arrow every 15s. Also, every basic attack that Rama lands will reduce the amount of time to generate an arrow by 2s. Astral Arrows are used with Rama's other abilities.
Astral Strike
Rama switches to a more powerful arrow that pierces and slows enemies by 20/25/30/35/40% for 1s and deals 10/20/30/40/50 bonus damage. This ability consumes 1 of Rama's Astral Arrows with every shot. Rama cannot toggle this ability if he has no Astral Arrows. Cost 1 Astral Arrow.
Pick Me Up
Passive: Any time an enemy is hit by an Astral Arrow there is a 10/20/30/40/50% chance that an Astral Arrow pickup will appear on the ground (Only procs on the first enemy hit by Astral Strike). The pickup adds one Arrow to Rama's Astral Arrow count.
Active: Rama gains increased attack speed 30/35/40/45/50% for 5s. Cooldown 15/14/13/12/11s. Cost 80/85/90/95/100.
Rolling Assault
Rama performs a roll in the direction he is currently traveling. After performing the roll, for 5s Rama's next in-hand attack will consume an astral arrow that cripples the target for 1/1.25/1.5/1.75/2s and deals 20/40/60/80/100 bonus damage. Rama incurs no movement penalty during this shot. Cooldown 12/11/10/9/8s. Cost 70/75/80/85/90.
Astral Barrage
Rama launches into the air and shoots 3 powerful arrows at the ground, each successive shot increasing in damage: 50%, 75%, 100% of 250/350/450/550/650 +80% of physical power and decreasing in AOE size: 30, 20, 15. Cooldown 90s. Cost 100/110/120/130/140.
The snipe montages have been flowing freely ever since Rama’s heavy balance adjustments earlier this year. These changes caused Rama to skyrocket in priority to the top of the role. His lane phase and consistent damage output are both strong, but what seems to be making the biggest impact in pro play is team coordination with his ultimate to pick off high profile targets. We are taking this damage down slightly to make these picks a little harder to pull off.
Astral Barrage
Decreased Base Damage from 180/270/360/450/540 to 180/265/350/435/520
Rama is right up there with Cupid as the new meta standard for ADCs. Since he will also be affected by the item nerfs coming up, he is only seeing a small nerf. Currently his ability to nearly perma-slow enemies is too potent, especially in the early game. We are decreasing this slow duration to make sure the enemy hunter has a chance to fight back against him.
Rama doesn't have a passive. This is what the SMITE team has been told for years. Instead of reworking his current passive entirely, we looked at Rama's kit as a whole and found a few problems to solve. First we decided to double down on the current passive, and make it more impactful and more closely related to the rest of his kit. This design direction allowed for the most improvements without changing the core flow of his kit. We applied some balance adjustments and quality of life adjustments after that to make Rama really feel smooth. Olympians pathnotes.png
Astral Quiver
This ability now includes.
Every Astral Strike Arrow Rama lands has a percent chance that an Astral Arrow pickup will appear on the ground. Drop chance
Additionally, picking up an arrow heals 10 mana.
Pick Me Up
Renamed to Infinite Arrows.
Removed Drop chance for Arrow Pickup from this ability.
Added
While this buff is active, every 3rd successful hit on an enemy god will immediately generate an Astral Arrow.
Rolling Assault
You can cancel this ability after rolling.
Increased Physical Power Scaling of 25% to the arrow shot bonus damage.
Astral Barrage
Every time Rama generates or picks up an Astral Arrow, the cooldown of this ability is reduced by 0.2s. (includes passive regen + picked up deployables + generated arrows during stim)
SMITE's resident sniper has been struggling lately. Rama relies heavily on his basic attacks and difficult skill shots, which can make him more risk than reward to play. In Season 7 he is getting buffed in two different ways to let him better dish out basic attacks. His base movement speed is being increased, which has high potential to boost his boxing ability, and Astral Quiver will now be full on respawn. This allows Rama to jump into fights immediately after respawning and should help his performance in non-Conquest modes. The design team is aware that many players feel that Rama's passive is lackluster and could benefit from a rework. This option is being considered for future updates.
Base Movement Speed Increased from 365 to 370.
Astral Quiver
Rama now starts the match and respawns from death with a full quiver of arrows.
Astral Barrage
Decreased Mana Cost from 100/110/120/130/140 mana to 80 at all ranks.
Rama's Pick Me Up was a heavy drain on Mana, restricting his time in lane and how often he can threaten opponents before backing. We are lowering the cost on this ability, allowing him to use it more freely.
Pick Me Up
Decreased Mana Cost from 80/85/90/95/100 to 60/65/70/75/80.
Rama's Astral Barrage ground target can occasionally get lost in the middle of a fight. We are updating the targeter to be more visible while giving relevant information at the same time.”
Astral barrage
Adjusted the FX for this targeter to help it remain visible to the player firing, while also conveying the amount of shots left.
Rama is the only Hunter we are adjusting this patch directly. His ability to pressure jungle camps, combined with his ability to itemize with Devourer's Gauntlets were something we wanted to preemptively tone down.
As with all Hunters, this patch we are going to watch these changes closely and make adjustments to both Hunters and Items, new builds and strategies develop.
Astral Strike
Decreased Bonus Damage from 15/25/35/45/55 -> 10/20/30/40/50.
Rama is one of the premier basic attack hunters who was affected by the removal of Golden Bow. He is getting an upward adjustment this patch on Astral Strike to maximize his basic attack strength.
Astral Strike
Increased bonus damage from 10/20/30/40/50 to 15/25/35/45/55.
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