Early on in Season 5, Cu Chulainn was quite the powerhouse, receiving 3 nerfs to bring him more into line. As the Season has shaped out however, Cu Chulainn has struggled to keep up.
Overall, his Berserk form is still quite impactful and that is what most of the nerfs were targeted towards. Rather than reverting that and bringing back frustration,
we want to increase the power of Base Cu Chulainn and his teamfight potential. Spear of Mortal Pain's cooldown is being reduced. This will allow him to bring more control to fights, while giving him a large boost to his Rage.
Spear of Mortal Pain (War Cry)
Decreased Cooldown of Spear of Mortal Pain from 100s to 85s.
Updated description to display the cooldown of Cu Chulainn's transformed Ultimate. (35s)
A while back Guan Yu got significant changes that pushed him towards the top of Ranked and Normal play. His Passive applying to all abilities while in combat caused
him him excel in many ways, especially with Conviction getting a 2x healing multiplier. When we changed this to 1.5x he quickly fell out of favor and went back to struggling behind the rest of the Gods.
We feel we can bring back some of his healing capability and find a solid middle ground where Guan Yu will feel impactful but not overwhelming.
Hades is a god who has undergone a larger identity shift over the years. Previously a Guardian, today he plays as a Point Blank AoE Mage with high damage potential with high tradeoffs,
but older stats that made sense back then currently hold him back from accomplishing this.
We are increasing Hades' base movement speed to better facilitate his close range damage. Pillar of Agony will also be buffed, specifically by increasing the Protections Hades receives while firing the ability. These two changes should help bring together Hades' entire kit, allowing him to build more damage but still survive team fights.
Increased Movement Speed from 355 to 365.
Pillar of Agony
Increased Protections from 60/70/80/90/100 to 60/85/110/135/160.
Colossal Fury is supposed to be a moment of high impact where Vamana can charge forward and lead his team, but he often struggles at accomplishing that goal.
The bonus health is not enough to keep him alive through focused damage and in many cases a single god can invalidate its use.
We are increasing how frequently the heal occurs, and decreasing the amount to make his health regeneration more smooth. We are also adding a stacking Health Shield that
will boost his survivability during combat without increasing his out of combat healing. Finally, Colossal Fury will now allow Vamana to step through players and player made walls, making him much more difficult to block from a fight.
Vamana now also gains a stacking Health Shield every second equal to 0.6% to his max HP per .2s. This Shield fades when Vamana's ultimate ends.
Changed his heal to tick every 0.2s instead of 1s
Vamana still heals for the same amount of health each second as he did previously.
Can now pass through Player made walls while his ultimate is active.
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