In this patch we are making targeted adjustments to some of the top performing gods. We are also choosing to focus on quality of life changes for Horus and Set, as their balance point is still being determined. Finally, we will be addressing a series of gods who have unusual mana problems.
While working on fixing clarity issues with Cu Chulainn we noticed that the ability icon animation for abilities that can be leveled up versus channeling abilities were very similar.
This was more apparent with Cu Chulainn due to his Berserk state Vent Anger constantly channeling for the entire duration.
Berserk
Fixed an issue where an ability used right before Cu Chulainn's transformation into Berserk form would delay the transformation for a prolonged period of time.
You should now transform immediately after the ability animation is over.
Fixed an issue where an ability used right before Cu Chulainn's transformation into normal form would cause the normal form ability animation to play instead of the Berserk ability animation.
The Berserk form ability animation should correctly play before the immediate transformation back to normal form.
Fixed an issue where the Passive meter would not properly drain if Cu Chulainn uses an ability to stall his transformation.
Fixed an issue where Cu Chulainn did not say his Berserk VO Line in online matches. Should be noted that Cu Chulainn does not say any VO lines when he exits his Berserk form. This is intended.
Furious Charge
Added a small knockback at the end of this ability to help prevent situations where Cu Chulainn would move past the enemy at the end of the charge animation.
Fixed an issue where the stun during the charge was not applying for the correct duration.
Achilles has been showing off in the Solo lane, displaying a sharp rise in both the SPL and in Ranked Ban rates. His late game damage potential pushes him above other Warriors, resulting in substantial burst damage that is difficult to react to. Radiant Glory's raw power increase, combined with Combat Dodge's scaling make for some heavy hitting attacks. We are lowering the damage potential of these abilities, while also updating his Basic Attack range. The animation for his attack did not match the full 16 range and put him at a distinct advantage when boxing against gods with the standard 12 range.
Decreased Basic Attack range from 16 to 12.
Radiant Glory
Decreased Power % Buff from 10/12.5/15/17.5/20% to 10/11/12/13/14%.
While some Warriors saw a rise in Season 6, Amaterasu has lagged behind. Her late game team fights and utility are potent but she struggles in the early game to threaten enemies. We are increasing the overall damage of Dazzling Offensive, rewarding Amaterasu players for finding early openings to land her strikes.
Dazzling Offensive
Increased damage per strike from 75/125/175/225/275 to 95/140/185/230/275.
Many healers have found their way in and out of the Conquest Meta, yet Aphrodite has been stuck on the sideline. This Goddess has some of the highest healing potential in the game, and excels at keeping one hyper-carry alive even during the riskiest of fights. However, her laning phase was shaky at best. We are decreasing the cooldown of her primary clear tool, Love Birds, to help her reach mid game more easily. Back off is being changed to make sure the slow applies every time, fixing a visually confusing element of her kit. Kiss is also seeing significant buffs to its early ranks, making sure Aphrodite can help her team as soon as possible.
Kiss
Increased Movement Speed Increase from 4/8/12/16/20 to 8/11/14/17/20.
Increased Bonus Damage from 4/8/12/16/20 to 8/11/14/17/20.
Bellona has been the SPL match to Achilles, rising in popularity. She however hasn't seen as significant of a Ban Rate increase in the way Achilles has. We are reducing her early game self sustain slightly as a slight adjustment and will continue to watch her performance to see if further adjustments are necessary.
Scourge
Decreased Healing from 30/35/40/45/50 to 25/30/35/40/45.
Cabrakan's Tremors are taxing on this mountain breaker's mana pool at all stages of the game. We are lowering its base to allow him to use this unique ability more freely, while ensuring his Mana Pool scales to keep up with its increasing cost.
Increased Base Mana per level from 34 to 38.
Tremors
Decreased Mana Cost from 15/20/25/30/35 to 10/15/20/25/30.
Chang'e underwent some nerfs in the middle of Season 5 focused around her poke potential and her teamfight damage. Since then a lot has chang'ed and her strengths have been less pronounced. We are giving her access to more early game mana and wave clear to help her find a position in the meta.
Increased Base Mana from 290 to 310.
Increased Base Mana Per Level from 43 to 48.
Moonflower Dance
Increased damage from 65/90/115/140/165 to 85/110/135/160/185.
Hel was particularly vulnerable in the early game and had some of the more demanding mana costs for a mage. While her squishy early game should be a point players can try to exploit, it was too punishing. We are increasing her base Health and lowering the cost on her main poking tool with the hopes of improving her overall experience at the start of the game.
Increase Base Health from 380 to 410.
Decay (Restoration)
Decreased Mana Cost from 70/75/80/85/90 to 55/60/65/70/75.
Horus has soared into players hearts, both in bringing a supportive playstyle and amazing wombo-combo highlights. In this patch we are focused on addressing core feels issues and bugs. We did not want to make specific balance adjustments until players better learn to play with Horus and until we see how these fixes affect him.
Updraft
Fixed an issue where the follow up basic attack was benefiting from Lifesteal more than intended.
Fixed an issue where the follow up basic attack was not slowing.
Fixed an issue where this ability could crit when the projectile reaches maximum range.
Fracture
Improved audio feedback for the follow up hit.
Protector's Surge
This ability is now properly classified as a leap.
Fixed an issue where this ability would sometimes fail to heal.
To The Skies
Fixed an issue where teleported allies would sometimes not receive a shield.
King Arthur wields Excalibur, and he informs you of that often. In situations where King Arthur can fight continuously (Solo lane, for example) his access to energy gain is quite high. Rather than reducing it across the board, we are lowering the top end of his energy gain. Additionally, we are giving players a distinct glow on Excalibur to let players know if his ultimate is charged or not. Initially, we were hesitant to do this as we don't normally indicate to an enemy if an ultimate is ready. King Arthur is a rule breaker though, and giving players proper information to fight against him is key.
Fixed an issue where King Arthur could cause opponents to become untargetable for the rest of the game.
Steadfast
Reduced Bonus Energy Generation from 25% per stack to 20%. (80% down from 100% at Maximum Stacks.)
Sundering Strike (Excalibur's Wrath)
The sword now glows a distinct color when at 35 and 80 energy.
This legendary wizard has been dominating the mage meta. Now that we have a significant amount of data and feedback about Merlin's current state, more serious changes can be applied. With both extremely high ban rate and win rate, a nerf in this patch was necessary. He is losing damage in two of his key DPS abilities, which will cause a big impact on his poke and gank potential. Dragonfire is also being limited to only debuff enemy gods. This change might seem minor but Merlin's ability to shred jungle bosses was a huge factor in his SPL performance.
Radiate
Decreased Damage Scaling from 35% to 30% per tick.
Frostbolt
Decrease Base Damage from 60/100/140/180/220 to 60/95/130/165/200.
Dragonfire
The Protection Reduction on this ability now only applies to enemy gods, and will not affect minions.
Poseidon is the final mage on this list receiving some mana adjustments. Tidal Surge and Whirlpool are significant mana drains once they are ranked up. We are reducing the top end giving Poseidon more freedom to cast his higher ranked abilities.
Tidal Surge
Decreased Mana Cost from 60/70/80/90/100 to 60/65/70/75/80.
Whirlpool
Decreased Mana Cost from 60/70/80/90/100 to 60/65/70/75/80.
Not to be outdone by Horus, Set is also getting a significant number of fixes and quality of life improvements. While these should help Set players play around their Spawn and interact with effects in their intended matter, his overall performance has been quite low. He is difficult, so we expect him to struggle as players get used to his kit but we feel he will need and upward adjustment to ensure he is healthy. Kingslayer's healing, mostly early, felt lackluster and not rewarding enough. We are bumping this up the encourage early aggressive plays with a higher reward.
Skewer
Fixed an issue where the slow from this ability wasn't consistently being counted as a slow.
The slow from skewer should now properly count for Runeforged Hammer bonuses on future attacks.
Should no longer be able slow targets who are CC immune.
Spawn of Set
Spawns are now visible to Set through walls.
The timer is more visible and is a different color from the Spawn itself.
Sandstorm
The targeter for selecting a Spawn is now more accurate.
Fixed an issue where this ability was not properly cleansing slow effects.
Kingslayer
Increased healing from 30/45/60/75/90 to 45/60/75/90/105.
For the final balance adjustment of this update we have a controversial change. Xbalanque has been overperforming (high win%, pick%, and ban%) at all levels of play, including normal, ranked, and competitive. His ultimate brings a unique aspect to the game. It deals no direct damage yet dramatically impacts a teamfight through confusion. This effect is especially potent when on a member of the Hunter Class, who generally lack effects like this and instead get large skillshots to deal additional damage.
Perhaps the most unique effect of this ability is the CC at the end that can be avoided if the afflicted player stops moving. This effect is difficult for opponents to learn without reading the text of Xbalanque, or experiencing a high degree of trial and error, likely resulting in many failures. This effect also punishes players for trying to play through Darkest of Nights, and encourages passive play and hard disengages. With the way it was conveyed, its impact on counterplay, and its inability to be learned outside anything but explicitly reading the text; we have made the difficult decision to remove the stun if moving from the end of the ability.
We discussed potential solutions and visual or audio FX treatments that could properly convey what players needed to do, but we felt no amount of additional FX could clearly convey the intended action and possible incoming punishment for failing that action.
The stun simply removed counterplay options, forcing players to run as the lack of information and the inability to react to burst with their movement skills made it too risky to stay forward against a team. With this adjustment we are giving counterplay options against this ultimate, assuming they can battle the muscle memory that tells them to stop moving. It will certainly take a few games to get used to.
Darkest of Nights
This ability no longer stuns gods who are moving at the end of this effect.
Adjusted audio of this effect to help players be aware of the change.
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