Ao Kuang has seen a large rise in play count with his passive rework. The high base damage of his abilities like Dragon Call combined with a more reliable way of restoring health has allowed him to really get into a fight and trade positively. We are reducing his top end Base Damage when he is allowed to get multiple hits of Dragon Call out.
This should curb his early boxing potential and jungle clear speed.
Decrease Attack Damage: 35/50/65/80/95 to 30/45/60/75/90.
Bakasura can be difficult to shut down when he gets going, especially during his Regurgitate. The duration he can chomp through his opponents as well as the duration of his CC Immunity allows him to really pressure opponents with a large window.
We are reducing these durations to allow co-ordinated teams more opportunity to counter his hyper carry abilities.
Fenrir has always been in a strange spot. As an assassin, his jungle was often on the fringes of being useful and he instead found himself as an aggressive support.
He is seeing a shift today, reducing his early game control and base damage while receiving an increase to his jungle clear and giving him more reasons to build Power. Unchained was a high base damage, low cooldown ability, that enabled the support Fenrir play.
These aspects are both being reduced. On the opposite side, Brutalize will now always cleave (but at a slightly reduced strength). Runes will now cause Brutalize to scale more with Physical Power.
Players will now have a more clear use case between empowering Unchained for Control and Brutalize for more damage, while having access to reliable and strong jungle clear without needing to use Runes.
Decreased Base Damage from 95/155/215/275/335 to 75/135/195/255/315.
Decreased amount of cooldown decrease on successful hit from 50% to 30% (halved to one third).
This ability will now always cleave.
Reduced Cleave Damage from 75% of total to 50% of Total.
At Max Runes, this ability will deal an additional 15% of your Physical Power per hit.
Freya has undergone some heavy reworks over the last year. Our initial goal was to make Freya's damage more reliable and less bursty.
Through these iterations we feel we have her in a spot where she is true to her original design and goals, while solving some of her core issues and clunkiness.
From now on we can look at her overall balance state and make specific number adjustments akin to our normal balance.
Previously, her overall clear and damage output was too high and too reliable. We are lowering her damage output and control on Northern Lights while Aurora Blade's scaling is being turned down. This should help balance her early and late game strengths.
Decreased Base Damage from 11/27/43/59/75 to 10/15/25/40/60.
Decreased Slow from 25% to 15%.
Decreased Minion Explosion Damage from 50% to 25%.
Decreased Ranged Damage Magical Power Scaling from 15% to 10% per hit.
Hun Batz occasionally cycles in and out of the meta, but from late Season 5 to now he has been more out than in. While his mid and late game can be powerful due to his ultimate, he falls behind on clear speed and camp control. We are allowing Sacred Monkey to re-bounce to minions or Jungle monsters when it can no longer find a new target within range. This bonus damage on each camp will add up and bridge the gap between Hun Batz early clear and other competitive Junglers.
This ability can now rehit minions but still only hits Gods once.
The World Serpent arrived with players have been trying him in multiples roles, and in each he has struggled to really make his mark. We want to bring up his overall strength and give his ultimate more opportunities to shine. We are increasing his Base Physical Protection, giving him more opportunity to box in the early game and we are making his ultimate a flat 100s at all Ranks. This lowered cooldown will help Jormungundr engage and rotate much more effectively.
Physical Protection from 18 to 21.
The World Serpent
Decreased Cooldown from 120/115/110/105/100s to 100s at all ranks.
Since King Arthur's release we have watched his performance closely. Due to his difficult nature and the high skill ceiling he has, how we measure his Win Rate (nearly the lowest in the game) is important. When we buffed him last round we specifically held back with the understanding he may become too potent even with minor adjustments. The increased Energy gain allowed him access to his Ultimate quite often and players have clearly discovered better ways to optimize his impact on a match. In this patch we are looking to add some targeted adjustments that are exploited at the top end while ensuring that players still learning Arthur will have an enjoyable experience.
Overhead Slice allows for Arthur to bully opponents in lane and contributes to his already high clear speed. While late game this feels appropriate, the early game damage, especially in Melee range, was too high. Additionally, Twin Cleave and Bladestorm are seeing a partial revert to their energy gain. We still worry that Arthur will lose a lot of his core feel if energy takes too long to build, but going from 1 to 2 energy provided him too much. Finally, Sundering Strike and Excalibur's Fury will now cost mana. Not only does this address some of his spam-a-lot play style early, players are accustomed to recognizing when a player is Out of Mana and using that as a cue to engage. Having a small mana cost keeps that feeling consistent across the game with King Arthur.
Decreased Melee Bonus Damage from 50% to 30/35/40/45/50%.
Merlin was not to be outdone by King Arthur. Players have had a large amount of success with Merlin, utilizing his stance switching capabilities to cycle between poking out opponents or burning them down. We are making some targeted adjustments to some of his abilities, lowering damage or interactions that boosted damage above expectation. Additionally, Flicker is seeing an overall nerf; giving players more opportunity to punish an out of position Merlin.
Reduced Initial hit scaling from 70% to 60%.
Gem of isolation slow applies after frostbolt does damage and does not get the bonus damage unless the target is slowed previously.
Reduced bonus damage from 20% to 15%.
Fixed several issues that were causing this ability to do much more damage than intended.
Icons Merlin Fire A03
Increased cooldown from 22/21/20/19/18 to 24/23/22/21/20.
Similar to Fenrir, Ne Zha support has been a potent threat and a staple in the duo lane. While we like gods flexing into different roles, Ne Zha's success has pushed others out of the role, restricting how many gods can be played as a support. Ring Toss's protection shred combined with Wind Fire Wheel's high base damage enabled this playstyle more than any part of the kit, so we are toning down both of these aspects to make him more manageable to fight.
We will be keeping a close eye on Ne Zha as an Assassin going forward, but when built offensive his scaling is high enough that we feel he will still be a strong pick after these adjustments.
Universe Ring Toss
Decreased Protection Debuff from 15 to 10/11/12/13/14.
Wind Fire Wheels
Added a note that enemies caught in this effect do NOT count as being CC.
Decreased Base Damage per hit from 40/60/80/100/120 to 30/50/70/90/110 Decreased Initial/Landing.
Damage from 80/130/180/230/280 to 50/105/160/215/270.
Pele has been a consistently strong Jungle Pick since her release. She brings strong early clear, high gank potential, and great scaling into the late game. In this patch we are looking to adjust her early to mid game gank potential. Eruption and her initial Ultimate hit set her up to secure kills too easily. We are reducing the Base Damage of these abilities, allowing players a higher chance to survive and answer back to her engaging.
Decreased Inner Damage from 80/125/170/215/260 to 70/115/160/205/250.
Decreased Initial Damage from 200/280/360/440/520 to 180/265/350/435/520.
Ra excels at knowing when to poke from range and when to move forward, disrupting fights with his Divine Light and Solar Blessing. We want to reward Ra more when he puts himself at risk, especially against Warriors and Assassins, and especially in the late game. We have increased his Base Physical Protection per level, giving him a boost to his survivability.
Increased Physical Protection per level from 2.5 to 3.
Rama's Pick Me Up was a heavy drain on Mana, restricting his time in lane and how often he can threaten opponents before backing. We are lowering the cost on this ability, allowing him to use it more freely.
Pick Me Up
Decreased Mana Cost from 80/85/90/95/100 to 60/65/70/75/80.
Vamana has been running over his opponents and utilizing the added survivability while inside his ultimate. With this patch we want to look at his core strength and make targeted adjustments to ensure he is fair to fight while keeping his ultimate feeling strong. We are lowering his movement speed, burst potential, and utility; but only in small amounts. These should give players more opportunity to outmaneuver, survive, and potentially escape; especially when played well.
Decreased Base Movement Speed from 380 to 375.
Decreased Base Damage from 85/140/195/250/305 to 85/135/185/235/285.
Decreased Attack / Movement Speed Slow from 30% to 25%.
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