Fixed an issue where he could do unintended amounts of damage if Khepri revived him while firing Life of the Party.
This god just will not stop partying. Baron is high priority in pro league and his performance statistics in normal and ranked modes is still top of the line. To bring him down a bit further we are increasing the cooldown of Wrap it up. This ability enables all his others and provides high combo potential, so this change should have a measurable effect.
Chernobog continues to be the 1st pick 1st ban in the pro league. He has a huge amount of mobility and utility which pro players can leverage in many ways. Chernobog's ultimate does so many things, so we feel it is safe for him to sacrifice one of those. Chernobog will no longer trigger his passive on every basic attack while his ultimate is active. Even without this, he should still be able to stay true to his initial design goals of being able to hunt down and gank a single god from anywhere on the map, but he will have a harder time winning while outnumbered.
This ability no longer triggers his passive on every basic attack. His passive will now continue to function normally during the effects of this ability.
With the introduction of Berserker's Shield, Erlang Shen was able to heavily abuse this item and skyrocket in performance. While interesting, the interaction with his dog has become increasingly complicated. Not only does it has special rules surrounding it, those rules cause issues with bringing in items to help Basic Attack Warriors and with existing items like Odyssey Bow. The Passive is being reworked to a more consistent effect that will allow us to create unique items for both him and other Auto Attack characters without needing special rules with each new item.
Howling Celestial Dog
Erlang Shen's dog no longer trigger on hit item passives or a portion of Erlang Shen's damage.
Each time Erlang Shen's dog hits a target they will take 2% of the Maximum HP as damage.
Freya has received many significant adjustments since her rework, and we overall feel she is in a good spot. One thing we did was to improve on was the overall feedback of her new abilities. Northern Lights and Aurora Blade now have new FX to better let players know what is currently active.
Updated the visual FX to show when her next ability will detonate.
Updated the visual FX that show when her ability is toggled on.
Ganesha's Dharmic Pillars allow for Ganesha to lock in enemies and give them a choice. Cross the barrier and be in trouble, but free from the area or try to wait it out and have their movement restricted. We want to amplify that choice and put more emphasis on that initial choice to cross over the threshold, rather than each instant being the same. The first time crossing will really pack a punch, but each subsequent time will deal slightly less damage.
Players should no longer get stuck on top of Ganesha pillars.
Now deals an extra 60% increased damage on the first time a target passes over the threshold.
Decreased damage per tick from 95/135/175/215/255 to 90/130/170/210/250.
Nemesis was a dominant jungler in early Season 5, but her abilities had little counter play at that power level. Some heavy adjustments were made to her damage output to remedy this, but now she feels a bit lacking. We are increasing the amount of healing her shield can do, to reward players for using this ability at the right time and to move Nemesis in a different direction. The design team thinks she will be much healthier as a goddess that fights for longer durations, poking over time, as opposed to her all-in style from earlier this year.
Increased Shield Healing from 60/70/80/90/100% of damage received to 80/85/90/95/100%.
Pele is heating up on the battleground, but she suffers from a few clarity issues. Her current ultimate replaces her basic attacks with abilities that can cause confusion and make items or crowd control have unintuitive effects. We are fixing this by changing her ultimate self buff to be a basic attack with an additional bonus cone damage added on successful hits. This will cause the ability to work more like expected, but also add a considerable amount of damage to the hits.
As the goddess is performing at a rather balanced position already, we are adjusting some other parts of her kit to even out the change to Volcanic Lightning. Pyroclast and Eruption are seeing early game damage decreases, one in the form of cooldown changes. Pele was often described as a goddess who felt overwhelming at the start of a match but dropped off hard. The combination of the ultimate change and these early game tweaks should make her power curve feel more normal.
Cooldown increased from 13s to 14s.
Decreased Inner Damage from 85/130/175/220/265 to 80/125/170/215/260.
Decreased Outer Damage from 80/120/160/200/240 to 60/100/140/180/220.
The ability damage from cone attacks now proc off of basic attacks.
This means that if Pele is disarmed, she cannot get the cone attacks off. If an enemy has block stacks, the basic attacks get blocked but the cones do not.
Pele's Basic Attack Damage is reduced by 50% while under the effect of this ability.
Sobek is a powerful force in the Solo lane, and more specifically serves as an ever present counterpick that really stifles potential god diversity in that lane. While some gods should have inherent advantages against others, his were too one sided. We are increasing the cooldown on his main interrupt, Tail Whip. Players facing him will be able to trade better with him and have larger windows to use their channeled abilities.
The Norse God of Thunder gains new strength in this patch. One of Thor's unique aspects as an Assassin his his ability to set up kills for himself or his team with the ranged stun of tectonic rift. As he has dropped in performance, we are bringing more focus to this part of his kit, allowing him to more easily follow up on his stun without spending too many points on the ability.
Increased Stun Duration from .8/1/1.2/1.4/1.6 to 1/1.15/1.3/1.45/1.6s.
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