Achilles had a strong release, using his incredible early game to really bring the pain to his opponents. While his overall performance wasn't stand out, this pressure caused him to be a popular pick and ban in ranked and competitive, so much so that it took multiple nerfs for players to really start opting for different picks. Now that his prevalence has begun to subside we want to shift his power.
We are bringing down his offensive power in the early game with a nerf to Combat Dodge's cooldown and damage, as well as the bonus Radiant Glory brings at rank 1. However, his late game is getting an increase, with a direct buff to his defensive capability and the bonus scaling provides from Radiant Glory. While he will still bring early pressure, it shouldn't be as difficult to manage and his overall performance won't be determined by how hard he carries the first half of the game.
Gift of the Gods
Health Bonus increased from 35 + 10 per level to 25 + 15 per level.
235 to 325
Protections Bonus increased from 5 + 1 per level to 5 + 1.5 per level.
25 to 35
Physical Power and Protections now scale from 15% to 10/12.5/15/17.5/20%.
Cooldown changed from 12s at all ranks to 14/13/12/11/10.
Damage Reduced from 55/95/135/175/215 to 50/90/130/170/210.
Fixed an issue where Take Down debuff would display confusing damage calculations in the combat log.
We are continuing a pass on shorter gods to make their camera heights match default gods. This can have a significant impact on visibility and feel for these gods. There are still more camera height adjustments to come so this won't be the last patch you see this type of note. Also it should be known that we will not be decreasing the camera height of tall gods. Tall gods need that extra height to make sure they can see the battlefield.
Fixed an issue where her abilities were highlighting too many enemies.
The Valkyrie has returned to SMITE in a big way after update 5.13. Her adjusted abilities give players more flexibility than ever and smooth out Freya's power curve. She still seems to feel a bit too much like a burst mage and not enough like a Mage ADC. We are decreasing the late game damage of her AoE burst to reduce this feeling. We are also decreasing her mana cost for using ranged Basic Attacks. This will allow Freya to play like a hunter more often.
Decreased Magical Power Scaling from 60% to 50%.
Decreased Mana Cost per shot from 25/33/41/49/57 to 20/25/30/35/40.
The Goddess of Winter and her loyal Wolf haven't been making much of a showing lately on the battlefield of the gods. Kaldr has been the target of many nerfs over his lifetime, and how that his damage and tankiness seem to be in good spots, we want to increase his uptime. Kaldr can regenerate HP faster to make sure Skadi players get to use him often. We are also giving Skadi a slight cooldown buff to her primary clear ability to help her early lane phase.
Kaldr, The Winter Wolf
Decreased time taken to regenerate 1 hit point from 10s to 7s.
SMITE's most difficult goddess has dropped lower than we anticipated. One factor that is limiting her is her ability to more directly compete as a mage during the laning phase. Her early clear being weak was not a specific design choice, but a result of balancing the flexibility she brings to a team. It can be seen now that it was too low and hurt her too much. We are increasing the amount of damage Dark Omen deals to minions by a significant amount to help The Morrigan more closely match the pace of other mid laners.
The Morrigan's ultimate now copies the target gods item stack number and evolved items.
The Morrigan will now gain the correct amount of gold while in her ultimate form.
Fixed issues where The Morrigan could be hit by certain effects more than once when reverting out of her ultimate.
Increased Minion Bonus Damage from 20/35/50/65/80 to 40/70/100/130/160.
The smith of the gods is getting some much needed upgrades to his forging tools. Backfire will now go through walls, helping this god get more successful hits in the jungle. Also Inferno Cannon will gain a new feature that deals more damage to tanky gods. This ability has always paired well with lockdown but its lack of penetration really holds it back in these scenarios. Vulcan should now become a top pick for his ability to provide consistent follow up damage.
Now goes through walls.
Now Cannon deals damage as if the target had 25% less magical protections.
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