Ao Kuang's passive was reworked a while back because of technical and clarity issues.
The problem was, his reworked passive didn't meet our usual definition of a passive ability. Since the old passive only interacted with his Ultimate, we are reworking it again.
Ao Kuang tends to be very frustrating when he does too much burst, so we are looking to breath new life into the god in a different way.
With the new design on Dragon King's Sword, Ao Kuang will be more evasive and stronger in longer engagements. The bonus cooldown reduction and self healing encourages
Ao Kuang players to make multiple gank attempts on enemies.
Dragon King's Sword
Every 20 seconds Ao Kuang gets a stack of Dragon King's Sword. As long as he has a stack, his next non-ultimate ability that deals damage to an Enemy god will consume a stack to have its cooldown reduced by 2s and heals Ao Kuang for 5% of his Maximum Health. Successfully executing an Enemy god with King of the Eastern Seas fully charges Dragon King's Sword.
Cabrakan's Ultimate was a strange shape that often caused confusion on both sides of the battleground. This ability would clearly appear to hit but not deal damage.
For a Guardian (or Assassin?) That relies heavily on burst damage, confirming this ability is a big deal. 6.1 is bringing a major quality of life buff to Tectonic
Shift in that this ability now hit in a clear area in front of Cabrakan.
Expanded the hit area of this ability to damage all gods in the entire rectangle shape in front of Cabrakan. This area is as wide as his wall area is now, extending from Cabrakan up to to the range of the walls.
The dwarf turned dragon will be even more terrifying in his dragon form in 6.1. Fafnir has strong evasion and lockdown, yet is still suffering in the meta.
Fafnir is a god designed around big plays during his ultimate, so we will take this opportunity to make that feel even more impactful. His Dragon Breath basic attack will deal more damage, especially at later stages in the game, giving this aggressive Guardian's team more kill potential.
Increased Dragon Breath from 20/25/30/35/40 to 20/30/40/50/60.
When the Queen of the Gods makes an entrance she goes all out, and the same can be said about her companion Argus. After Hera's initial buffs she has settled into a consistent spot in the meta. She brings a quite high ban rate and she does a lot to disrupt enemies in team fights. Her kit was designed to synergize with Argus and help him be active often, but the low base cooldown of the ability was causing a lot of frustration. Argus will still be on a lower cooldown than most Ultimates if the Hera plays well, but this effect will be less extreme than before.
Hercules is another Warrior that when he fell, he fell hard. The god is very strong at securing kills in the early to mid game with his powerful pull/push combo, but he often drops off late game. Herc’s Excavate Boulder can be a devastating ultimate when used well, and now he will be able to rock his enemies more often.
Decreased cooldown from 90 to 90/85/80/75/70 seconds.
Dispel Magic and Circle of Protection are interesting control abilities but their range put Isis in dangerous spots. Isis entire kit lacks long range damage, except for the slow moving Spirit Ball. These two abilities are getting a bit more range to help Isis perform at a similar level of other mages.
Nobody said wielding Excalibur would be easy. Feedback on King Arthur has been awesome, and seeing the community discussion around him evolve based on initial numbers feedback,
PTS feedback, and finally Live has been interesting. King Arthur himself is underpowered statistically, but we feel (as do some community members) that King Arthur himself is a
difficult god to master. Knowing and executing combos, understanding options available to him, and even how he changes some gameplay assumptions at its core all make him a god
that will take time for players to Master.
Because of this, this patch we are focused on fixing gameplay bugs and are only doing minor balance tweaks to issues we feel would persist even after
players get through his learning curve. Due to him losing energy on death (which we feel are both thematic to the idea of an energy building combo meter and
helps his pacing when he gets to a fight), we feel his energy generation can go up. Twin Cleave and Bladestorm will have additional utility in being one of the higher energy generators in his kit. Additionally, Sundering Strike is getting a small charge range reduction. In melee range situations the forced charge can make this ability unwieldy. A reduction in that charge range should actually be a buff in those situations, allowing it to land more reliably.
Basic Attacks have had a large pass to improve functionality and remove jitter players would experience, especially on higher ping environments.
Fixed an issue where King Arthur could be silenced permanently from Ganesha's Ohm.
Fixed an issue where King Arthur could crash players with his Ultimate.
Fixed an issue where King Arthur could speed up players animations with his Ultimate.
Fixed an issue where Basic Attacks could proc item effects they were unintended too.
Fixed an issue where Excalibur's Wrath could stun targets behind King Arthur.
Updated the Camera on Excalibur's Wrath to provide better vision while airborne.
Updated the Camera on Excalibur's Wrath for enemies to be less jarring.
Thoth has had an interesting history. On release, he struggled far below any other god release which resulted in some heavy changes from us. While these helped him overall statistically, some of his feel was lost and his frustration factor was high. Through more adjustments he ended up feeling underwhelming and falling out of favor, while still being frustrating. We are changing Thoth to work closer to how it did on his launch, focusing on his ranged artillery style of damage. Evade and Punish will no longer provide heavy hard CC, meaning players will be less safe and have less opportunity to lock down opponents, but should make up for that loss in damage.
Increased damage from 40/60/80/100/120 to 45/65/85/105/125.
Evade and Punish
No longer stuns but pierces through enemies and roots the first God hit and slows every other enemy hit.
Zeus is a powerhouse in most modes, bringing a heavy amount of early and mid game burst with teammates that can keep him safe. We want to increase opportunities for players of these modes to deal with his pressure. Aegis Assault helps confirm his damage more easily, and a low cooldown makes it hard to find an opening against Zeus. Additionally, his high base damage allows him to bring the pain early, even without many damage items. We did increase his scaling as a whole, which should help him in Conquest, allowing players who can bring Zeus to late game strong AoE damage to see success, but this change is overall targeted at his overperformance in our other game modes.
Cooldown increased from 10 to 12.
Increased Damage from 55/75/95/115/135 to 60/90/120/150/180.
Increased Magical Power Scaling from 18% to 25%.
Reduced Multiplication for each charge from 1/2/3 to 1/1.7/2.4.
Adjusted Damage from 120/140/160/180/200 to 100/130/160/190/220.
Increased Magical Power Scaling from 50% to 55%.
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