Loki fans and haters alike, the Loki Rework is finally here! This trickster will have a mixture of familiar elements with some entirely new surprises to bring to the battleground. We focused on preserving the stealth Assassin feel his kit evoked, but removed many of the frustrations surrounding him. Enemies should feel more in control when fighting against a Loki, having options to counter his incoming damage with a larger window to react. Loki mains should however find an array of new abilities to use when it comes to Jungling and teamfighting. All this is tied together with stronger lore ties and a doubling down on his dagger mastery. Prepare to face his tortured past and try your best to dodge his flurry of dagger strikes once this god hits the battleground!
In the initial dev blog update we discussed our vision but also the need for us to continue to iterate through development and playtesting to find the right timings, balance, and tweaks that may be needed. To see where we started from and to give context on the changes below we encourage you to read the initial dev blog here : https://www.smitegame.com/news/developer-update-loki/
Increased Basic Attack damage on the initial hit from 80% to 100% damage.
Behind You! (Passive)
Behind You! now has additional interactions with Agonizing Visions and Flurry Strike.
Vanish
Loki will now fade into stealth quickly, rather than instantly.
If Loki takes damage while stealthed, he will now be revealed for .33s.
The audio for this ability has been adjusted.
Friendly Loki Stealth is slightly quieter.
Enemy Loki Stealth has an additional laughter component to help it stand out.
Decoy
Decoy has been removed and replaced with Agonizing Visions.
[NEW] Agonizing Visions
Loki summons a vision of his tortured past at a target location for 4s. Enemies in range of the vision feel the poison themselves, taking damage and having their Damage Dealt reduced. This effect stacks up to 4 times. If an enemy gets 4 stacks they become Blinded, allowing Loki to benefit from Behind You! from any direction for 3s.
Damage : 13/18/23/28/33 (+10% of your Physical Power)
Damage Dealt: -5% for 2.5s
Notes: This ability will still body block enemies.
Aimed Strike
Aimed Strike has been removed and replaced with Flurry Strikes
[NEW] Flurry Strike
Loki unleashes a flurry of 5 dagger strikes quickly in front of him, damaging enemies. After this flurry he winds up for a final heavy strike that deals higher damage and slows enemies hit. This ability can benefit from Behind You!
Flurry Damage: 15/25/35/45/55 (+15% of your Physical Power)
Final Damage: 40/65/90/115/140 (+60% of your Physical Power)
Slow: 30% for 3s
[REWORKED] Assassinate
Assassinate has undergone a heavy adjustment in its functionality.
Upon activation, Loki teleports to his ground target location. If an enemy god is within the radius, Loki will slice that target doing damage and crippling them for 1s. After he teleports he will wind up a heavier strike, damaging all enemies in front of him and stunning them.
Cripple Damage: 70/105/140/175/210 (+35% of your Physical Power)
Heavy Damage: 100/145/190/235/280 (+90% of your Physical Power)
Stun: 1s
This ability has kept the teleport poof and warning sounds, in addition to new sounds to convey the buildup to the stun attack.
Behind You!
Moved the backstab damage numbers 2D art up a few units to provide better visibility for Loki while attacking
Agonizing Visions
Decrease Anim time from 0.3s to 0.1s
Flurry Strike
Increase Base Flurry Damage from 15/25/35/45/55 to 19/28/37/46/55 per hit
Cabrakan will now only be able to cancel tremors by using the cancel” input (right click on PC). This should prevent occurences of players accidentally cancelling the ability too soon
This Lion certainly won’t be cowardly next update. Anhur tends to stay low win-rate, even when pros are happy to pick him up in certain metas. One thing we have been hearing is that his movement ability feels a bit old and outdated. We are speeding this up to help it feel up to today’s standards
Disperse
Decreased setup time from 0.275s to 0.15s
Decreased leap time from 0.975s to 0.85s.
His leap is now quicker and he starts leaping more quickly
Get ready to put the moves on ‘em. Apollo is going to be styling with his dash being sped up in a similar way as Anhur’s leap. We are hoping these changes will breathe some life into some older hunters that certainly have potential to be in the meta.
The Moves
Decreased setup time from 0.2333s to 0.15s
Decreased dash time from 0.65s to 0.58s.
He travels the same distance in less time, and starts traveling quicker
This god is ever shapeshifting from meta to meta. With very few balance changes to the goddess directly, we have seen her rise and fall a few times. Certain pros have a preference for her, which certainly helps. We are reverting a nerf to her heal to empower her as a support, and make sure she feels like a viable duo lane choice.
Energy Surge
Increase energy surge Heal from 40/60/80/100/120 to 60/80/100/120/140 per enemy god hit (revert)
The party is going to keep on going until Baron can successfully play the Mid Lane. Some recent small damage buffs have moved him in the right direction, but he’s not quite there. There are still a lot of incentives to build him hybrid or tanky, so we are looking to increase the Power Scaling on his primary damaging ability.
Time to throw this dog a bone. Fenrir received some recent buffs that only made a small impact. The god has a very specific role in singling out and killing an enemy god with his Ultimate, which we are aiming to improve. Movement Speed gets heavily hit by diminishing returns when at such high numbers, so this change shouldnt be as huge as it may appear, but it will help Fenrir chase down his target more effectively. We are also partially reverting the rather heavy damage nerf to Unchained that resulted from the Fenrir Support meta.
Unchained
Increased Base Damage 75/135/195/255/315 to 85/145/205/265/325
Calling all snipers: Eagle Eye buff incoming. This is a unique ability which allows Hachiman to hit enemy gods with basic attacks from an unmatched range. The god used to see a lot of pro play and we wanted to be careful with his launch, so this ability was intentionally underpowered for a while. We are bringing it up to feel more impactful, hopefully keeping Hachiman in the hunter meta.
Eagle Eye
Increased Bonus Damage for Under 55 Range 10/15/15/20/25 and Over 55 Range 0/5/5/10/15 have both been increased to 10/15/20/25/30 damage. This ability now deals the same amount of damage at all ranges.
The god of the afterlife has fallen to pieces. Mid Season hurt Osiris more than most Warriors, and he is still struggling to catch up even with the strong Warrior items available. Osiris is known for his high pressure, so we are taking steps to improve that aspect of his design, and make sure it persists into the late game. Increased Damage scaling will give Osiris more reasons to build power, and a sizable increase to the range of his Ultimate will make him much better at chasing down enemies.
Sickle Strike
Increased Physical Power scaling from 40% to 45%
Lord of the Afterlife
Increased the max range of the leap from 55 to 65 units
The queen of the SPL has fallen. For years this god was considered unbuffable due to her constant participation in competitive play. Recently we have seen her fall off more and more due to some direct nerfs a while back as well as meta shifts. Serqet, even at her absolute peak, usually fails to put up much win-rate, so these buffs feel safe to bring her back into the competitive scene, specifically by encouraging an aggressive high power play style.
This big guy has had a few recent adjustments to this movement speed rules during Colossal Fury. The previous movement speed was quite strong, and the current one is feeling a little too weak. The experiment with partial haste effects on Atalanta’s Bow seems successful, so we are trying that out on gods.
Umbrellarang
Fixed an issue where his attack speed slow wasn’t working consistently with other attack speed slows
Colossal Fury
Decreased the Movement Penalty for Attacking, Backpedaling, and Strafing by 20% while this ability is active.
The master of Arena continues to struggle in Conquest. For this buff we looked specifically at Ares’ underwhelming ability, and what he seems to lack for success in Conquest. We are adding some HP sustain to Bolster Defenses to provide Ares with some much needed recovery as well as make Bolster Defenses a more attractive ability to put a point into.
Bolster Defenses
Now provides 10/15/20/25/30 HP5 to himself and allies affected by the aura
Increased Hp5 from 10/15/20/25/30 to 25/30/35/40/45
About
Contact
Suggestions, feedback, bugs on the site? You can find me on the forums or on reddit.
New to SMITE?
Sign-up now, it's an awesome game and free to play!
This (tough and pro bono) work is a derivative of some content from smite.gamepedia.com available under a Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) license.