Tyr's allies should be able to follow up on his Fearless and generally combo with Tyr better than before. Tyr could do more harm than good by CCing enemies and taking them out of harm's way both by movement and by actually making them untargetable. This will no longer be the case.
Targets hit by fearless no longer lose their hitbox while being pushed by Tyr and can be damaged.
This is an artistic fix only that has no effect on the timing or hitting of the ability. The portal on the ground should now more clearly signal when they have become active and players can fall into them.
Changed the FX for the portal deploy to better match its actual deploy speed.
Some of SMITE's older gods had brief windows of immunity for themselves or their targets during animations that didn't visualize this effect properly. We already fixed Sobek and Ao Kuang and will continue fixing these issues in this patch. This fix will adjust Ne Zha in that it will be easier for his allies to follow up on enemies after his ult, but also put him at risk to take damage sooner.
Ne Zha's ultimate is having its damage shifted to both help Ne Zha deal damage, but also making his damage more clear. Ne Zha historically had an extra hit that occurs right as his victim starts falling. This hit was redundant and sometimes confusing so it is being removed. The damage from this hit is being moved to the initial hit and landing hit. This both makes his damage occur at times that make sense, but also means ulting into a target that beads will still deal a bit more damage to the target.
Wind Fire Wheels
Ne Zha and the player he has grabbed are now damageable upon landing. Rather than losing their collision, they gain player pass through and Ne Zha gains CC immunity for the duration of their landing animations.
Removed the damaging hit as the enemy god begins to fall.
Increased Initial and Landing damage from 60/100/140/180/220 (50% of your physical power) to 80/130/180/230/280 (65% of your physical power).
Serqet will have similar results as Ne Zha. Both her and her target will be easier to damage as the ultimate finishes animating.”
Serqet and the player she has grabbed are now damageable upon during the throw. Rather than losing their collision, they gain player pass through and Serqet gains CC immunity for the duration of their throwing/thrown animations.
You can hide behind walls but there is No Escape! Ares will now be able to affect players that are behind line of sight, helping him connect with enemies in tight corridors or targets that just dip behind cover both otherwise look hitable. This should help his ultimate have consistent impact during teamfights.
No longer requires Line of Sight to grab onto enemies.
Cerberus has had numerous adjustments to help him feel fluid while playing. Paralyzing Spit has had multiple targeter improvements to make it more accurate, with a few additional tweaks the make it more reliable. However, it will now respect diminishing returns like other stuns in SMITE. Soul Expulsion is getting increased range, allowing Cerberus to move through a fight effectively, and Stygian Torment is getting similar treatment to Ares; allowing anyone in the visual FX of the circle to be affected.
This ability now goes through walls.
This ability has had numerous adjustments to better reflect the targeter. Players should notice this ability feels more accurate to the FX and targeter.
The range has been increased from 45 to 50.
The radius of each projectile has been increased from 3 to 3.5.
The stun from this ability is now subject to diminishing returns.
Decreased stun duration from 1/1.3/1.6/1.9/2.2s to 1/1.2/1.4/1.6/1.8.
Reduced scaling from 25% to 20%.
Reduced Penetration from 8/11/14/17/20 (24 to 60) to 6/8/10/12/14. (18 to 42).
Increased range from 50 to 55.
Adjusted soul health from 33% to 95/130/165/200/235.
No longer requires Line of Sight to afflict enemies.
Hel is receiving her updated passive meter this patch, allowing Hel players to see their cooldowns of their opposite stance. No more switching to heal only to find it is still on cooldown! Additionally, her Light Stance Basic Attack & 1 will now fire directly from her center, rather than being slightly offset. They should feel more accurate with this patch.
All ability icon art has been updated.
Removed Light Basic Attack's projectile offset, this basic attack now fires directly down center and matches the targeter.
Updated passive meter to show cooldowns of her opposite stance.
Removed this projectile offset, this ability now fires directly down center and matches the targeter.
We last adjusted Nemesis in 5.4 with additional assassin specific nerfs (Blink and Heartseeker) and wanted to watch her performance before making any other adjustments. A few patches later she is still proving too difficult to fight against when she engages the backline with her ultimate. We are reducing the sudden damage Divine Judgement provides at later ranks, giving enemies more time to react and fight back against the Goddess of Vengeance.
Decreased Damage from 20/25/30/35/40 to 20/22.5/25/27.5/30% of targets current health.
Nu Wa's Shining Metal had inconsistent per-rank scaling on the stun. We are fixing it (which is a slight nerf) to ensure it has consistent scaling. With her recent changes and some itemization, we feel she can endure the 0.1s difference.
Decreased stun duration from 1/1.2/1.3/1.4/1.5s to 1/1.1/1.2/1.3/1.4s.
Sol excels in the duo lane position where players are getting less experience early on. While many gods can still make their impact by coming online in the late game, Sol comes online much earlier due to her passive. The large boost to her DPS it provides makes her very difficult to fight. We are toning this down the making fighting her more manageable.
Decreased bonus Basic Attack damage from 25% to 20%.
Decreased Attack Speed from 1.2% to 1% (30% to 25%).
Decreased Magical Power bonus from 1% to .8% (25% to 20%).
The Earth Mother is getting a big change this patch, a whole new ultimate! She has always been incredibly strong performance wise, especially in competitive, but she did not feel impactful. In an effort to bring her performance into line, multiple tweaks were made that caused her to feel worse and worse to play (like the removal of the root from Shattering Monolith). Even after many adjustments it became clear that the idea of a global movement speed and healing ultimate would not work for the long term health of SMITE. Its effects would have to be measly numerically in order to balance the ability.
Her new ultimate, Earthen Fury, provides a similar effect for her allies in a localized area that protects them from damage and heals them after being hit 4 times. In addition it applies stones to enemies as well, causing them to take more damage and providing additional burst damage if they are hit 4 times. With this ability no longer being global and having effects that are not Movement Speed and Cooldown Reduction, we feel safe in bringing back the control Monolith used to provide when shattered. Yes, it now roots again.
This ability now roots enemies when shattered.
Terra channels her strength into the world around her, buffing her allies and debuffing enemies for 10s. Allies gain 10% damage mitigation as well as a Heal over Time and protective stones that heal the ally if all 4 are activated. Enemies receive 10% more damage from all sources and harmful stones that damage the enemy if all 4 are activated. Stones are activated when an ally or enemy takes damage.
Radius: 55 ft
HoT: 5/8/11/14/17 (+2% of your magical power) every 0.5s for 10s
Heal: 100/150/200/250/300 (+30% of your magical power)
Damage: 200/250/300/350/400 (+60% of your magical power)
Thoth is a god in an interesting position. His statistical performance is low at all levels of play, making him a character we would be unlikely to nerf. However, his pick and ban rate and performance in SPL matches is showing him to be a problematic god at that level and is limiting diversity. We are tackling his late game survivability due to Evade and Punish's cooldown rules.
Thoth can dash and then hold his CC shot for 5 seconds, allowing him to dash again quickly after using the stun when managed properly. In this patch if Thoth chooses to hold onto his stun Evade and Punish will not go on cooldown. Thoth players will now need to choose between using the stun quickly to try and get the cooldown up quickly, or saving the stun at the risk of losing mobility.
Evade and Punish
This ability will no longer begin its cooldown until Thoth fires the stunning projectile.
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