Artio is in a much healthier spot than her initial launch, but she is still has some room for adjustment. Life Tap and Heavy Charge are seeing cooldown increases, reducing her long range control and mobility. Decompose is also seeing a decrease in its protection debuff, limiting how much shred Artio can provide for herself and her team. Both these changes should help enemies handle the utility and presence Artio has in a teamfight.
Camazotz has become a dominant jungle pick with his high sustain, poke power, and gank potential. Screech's Echo buff provides a large bonus to his Physical Power which further empowers his strengths. In this Patch, it is seeing a slight nerf to decrease the effect it has on his entire kit. Vampire Bats is also receiving a damage decrease, lowering Camazotz's ability to quickly dive a carry and burst them down and allowing the enemy more time to respond.
Screech
Decreased Physical Power Buff from 20/25/30/35/40 to 10/15/20/25/30.
Vampire Bats
Decreased initial damage from 70/120/170/220/270 to 70/110/150/190/230.
Heeeeyyyyy! In the last few patches Kuzenbo has seen adjustments to improve how he feels to play with and how he feels to play against. He has become much more consistent in his ability to control a fight. In this Patch we are focused on increasing how often he can impact a fight, especially in the early game. Sumo Slam and Watery Grave's cooldowns are being reduced, giving him access to much more control over the course of a match.
Sumo Slam
Decreased Cooldown 16/15/14/13/12s to 12s at all ranks.
Ratatoskr has struggled compared to other Assassins and Junglers. While his early game is pretty strong, he quickly falls off compared to other Assassins that fill similar engaging and diving roles. We are increasing Flurry's scaling to help him extend into the mid and late game, while giving the protection shred from Flurry an increase in strength. When he fully use this skill it will further empower his other abilities, while also helping the other members of his team to deal damage.
Flurry
Increased Physical Power scaling from 20% per tick to 25% per tick.
Increased Protection Shred from 2/2/3/3/4 per tick to 2/3/4/5/6 per tick.
Fixed an issue where the visual FX of this ability were continuing even when the ability was canceled or interrupted.
Skadi's control through Permafrost and damage from Kaldr have allowed her to be one of the most consistently strong Hunters. We are reducing the radius of Permafrost at later ranks, lowering how many gods Skadi can affect with her ice slide crowd control. Additional, Kaldr's dash damage is seeing a decrease, lowering Skadi's overall burst potential.
Rune of the Hunt
Decreased Kaldr's dash damage from 100/125/125/150/150% to 70/85/100/115/130% of Skadi's Basic Attack Damage.
Updated the description of this ability to clearly state Kaldr's Dash damage.
Permafrost
Decreased Radius from 16/18/20/22/24 to 16/16/18/18/20.
Terra is seeing a shift in her power this Patch. Monolith is a highly flexible ability when shattered. It provides strong early game lockdown when combined with Crushing Earth's stun and applies a widespread root to control areas in the later stages of the game. We are removing the root from this ability and replacing it with a slightly longer lasting slow, giving more room for counterplay in both the single target and teamfight scenarios. Previously, because of its power when shattered, we allowed it to be destroyed quickly. This limited how it could be used to block shots or heal Terra's allies. We are increasing the number of shots required to kill it, bringing more power back to its unshattered form.
Monolith
Removed Root from Monolith Shatter.
Monolith Shatter now Slows enemies by 30% for 1.5s.
Thoth is a difficult God to adjust, given his overall low performance at most levels of play but high success at the very top end. In this patch we want to make adjustments to bring these two skill levels closer together while helping players have better information when fighting against Thoth. Each of his damaging abilities are having updated visuals to better indicate their hitboxes. His Ultimate's audio cue will now be heard from a longer range, helping players know when it is coming from out of sight. Final Judgement will now be more powerful when quickly fired but will reach the same bonus damage it currently reaches when fully charged. The maximum damage it can do however is being reduced, lowering Thoth's ability to one shot opponents in later stages of the game.
Hieroglyphic Assault
Updated FX and Visuals to better convey its hitbox.
Evade and Punish
Updated FX and Visuals to better convey its hitbox.
Final Judgement
Decreased Scaling from from 120% to 100%.
Adjusted Charged-up Damage from 25/50/75/100% of total damage to 40/60/80/100% of total damage.
Updated Audio FX and Visuals to better convey its hitbox.
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