Artemis has always been one of the premier in-hand focused characters in SMITE, with her significant attack speed buff, crit enhancement, and ability to stun or root enemies in place to better land her hits. As we look to adjust her, we want to focus on these strengths, and on her ability to make exceptional use of basic attack proc items. While we may make additional adjustments in a future patch, we want to use a light touch as Artemis has a lot of potential to quickly be devastating.
Vengeful Assault
Vengeful Assault increased from 35/45/55/65/75% to 40/50/60/70/80%.
One of the goals for Season 3 was to more clearly define gods as early, mid, or late game gods. After looking at Isis closely we like her early game strengths and playstyle, but felt her late game slightly too potent. With scaling lowered on Wing Gust her late game damage should be more manageable. Keep in mind, that is 10% less per hit.
We love to see such a support oriented character excel so well, but once again we have to make an adjustment to the Hug Bug. Khepri offers a large amount of control during the laning phase from his ability to help clear, defend his ally, and be aggressive with his pull. By lowering his base health choosing when to be aggressive will be more meaningful. While a large nerf from a numbers perspective he still has a shield to assist him which should allow him to still be aggressive; just not as often and with some additional risk.
Serqet was placed into a rough spot after the Season 3 changes. She was nerfed not only from direct changes to her mobility, but her build path of Crit and CDR was made less effective and more expensive. Combined, the changes were too much. This patch we bring some of the mobility back through Deathbane, and shift some of her power away from needing Crit to be effective. With increased scaling damage from Cobra's Kiss, her build paths should now be slightly more open.
Deathbane
Cooldown reduced from 12s to 10s.
Cobra's Kiss
Damage increased from 50/70/90/110/130 to 50/75/100/125/150.
Scaling increased from 40% to 50%.
Madness damage increased from 50/60/70/80/90 to 50/75/100/125/150.
Kaldr was a little eager to join the Battleground of the Gods and as such was dashing all over the place. We have increased his Dash cooldown to allow for more consistent counterplay through creating distance with Kaldr. Additionally Winter's Grasp is seeing a duration reduction, lowering the time Kaldr is immune to damage and also reducing how long the aura damage is applied! Both of these changes are focused around letting players have more room to deal with Kaldr more effectively. Down boy!
Sun Wukong was struggling to box efficiently in the very early stages of the game. By bring his base health up slightly we should see him more capable of standing toe to toe with his lane opponents.
Earthshaker is seeing some love this patch in terms of better usability. More damage when used close, and less travel time (thus more accuracy) when used far.
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