As we continue to look for quality of life improvements and ways to polish up old gods, we have updated the targeting elements on abilities like Bastet's Declaw. This ability fires a line shot projectile but it detonates into a circle that wasn't previously conveyed. This will now be shown clearly, and similar treatments will be applied to abilities on Kukulkan and Scylla.
Declaw
Added a circle targeter element to the ability targeter to convey this ability's area of effect when it hits an enemy.
Season 6 has progressed with many changes to the Duo Lane, but Ganesh has failed to find a spot in the meta. He is receiving a few different targeted adjustments to help him feel more impactful in a few different ways. The power buff from Turn of Fate is an interesting effect, but the duration being so short made it hard to make use of the buff. Ohm often caused confusion, where players often expected a protections buff to apply to all types of damage, yet Ohm only provided physical protections. Finally, Remove Obstacles is a narrow skill shot, and its damage is being increased to make sure it feels rewarding to hit.
Turn of Fate
Buff Duration increase from 3s to 4s.
Ohm
Now provides 20/30/40/50/60 Magical Protections as well as Physical Protections while channeling.
Remove Obstacles
Damage increased from 75/120/165/210/255 to 90/135/180/225/270.
The Ricochet masters is receiving a major quality of life buff this patch to make his kit feel more fluid. Hou Yi will now longer be rooted while firing his ultimate, allowing him to keep moving and rotating while this ability deploys. This will give Hou Yi more ways to follow up his Ultimate.
Sunbreaker
Hou Yi is no longer rooted and can move his camera freely while firing this ability.
Izanami can clear a wave faster than nearly every other hunter, yet her Conquest viability has still been quite low. We are making Izanami more reliable across multiple aspects of her kit. She won't need to be at such a low HP % to gain full benefits from her passive, her CC will be more consistent, and most importantly, her movement ability will feel much more fluid! This should make her feel a lot better without the risk of overpowering the goddess.
Fixed an issue where her first basic attack would gain the benefit of Ichaival.
Death Draws Nigh
Decreased the threshold of missing health to gain a stack from 15% to 10%.
This effect still caps at 20% Physical Penetration, but Izanami reaches the cap at 50% HP now instead of 25% HP.
Spectral Projection
Changed slow duration to be 3s at all ranks.
Fade Away
Lowered travel time from 0.6s to 0.5s.
Removed the brief self root at the end of this leap.
The World Serpent has had a HUGE impact on the battleground. As the biggest god in the game he feels very different at the most core level. All our statistics and most community feedback show the god as slightly underpowered. He will be receiving some slight buffs and one large quality of life change. We want to make sure he feels good to play, without overdoing it, as many high level players do feel like he has strong potential in SPL and high ranks.
Jorm's basic attack damage is being increased to help him focus on one of his main strengths as a good, early game wave clear and pressure. His interaction between his abilities and Venomous Clouds is being adjusted to punish him less for proper combos. And finally, he is going to be allowed to refire his Bellow if it becomes interrupted. This ability will no longer give him a buff while firing, which makes the refiring consistent with other god abilities.
Increased basic attack damage from 9.6 + 0.64/lvl to 11.2 + 0.96/lvl.
Venomous Haze
Consuming clouds with abilities now lowers the cloud duration to 8s instead of 5s.
Consuming Bellow
Removed Damage mitigations while channeling this ability.
This ability no longer goes on cooldown if interrupted during the channel.
Excalibur has continued to slay gods left and right, especially at the highest levels of play. King Arthur's Ultimate was designed to reward the Arthur player for building energy quickly, and to deal consistent damage to tanky and squishy targets, but it appears that this ability is still lacking in counterplay. This ability can also be escaped, even once the enemy is caught in Arthur's slashes, but the damage was too stacked onto the end of the ability, which is taken even when cleansed. These changes will shift the damage so that players who escape the ultimate will take far less damage than before, and with True Damage changing to Physical Damage will also decrease the total damage of the ability. This should make it easier to fight against King Arthur.
Excalibur's Wrath
Increased Per Slash Damage from 10/20/30/40/50 to 10/25/40/55/70.
Increased Per Slash True Damage from 1.5% to 2%.
The Slash True Damage now deals Physical Damage.
Decreased Final Hit Damage and AoE from 60/135/210/285/360 to 50/110/170/230/290.
The Final Hit and AoE True Damage now deals Physical Damage.
Overall damage changed from 120/225/390/525/660 + 14/16/18/20/22% of HP True Damage to 110/260/410/560/700 + 17/19/21/23/25% of HP Physical Damage.
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