As Ganesha, Silence 3 or more enemy Gods with a single cast of his Ohm Ability.
Pacifist
As Ganesha, give 1 ore more Kills to an Allied God.
Twitch Bob Ross "event"
Bob Ross Bundle
Bob Ross Sylvanus
Loading Frame
Loading Screen Skin
Paint Splatter Jump Stamp
Items - Bug Fixes
Phantom Veil
Fixed an issue where it would make Isis' wings invisible.
General Balance
"Snowballing has been an issue we have watched very closely since the beginning of Season 4. The strategies used at the start of the Season compared to now, shows that players have learned and adapted quite a bit. Even so, the feeling that the early game has too much impact on the whole course of the game has been consistent feedback. While we have not seen any change in total game length or overall stats to show this is true universally, we have identified a key moment in the game that can be frustrating and feel discouraging - Levels 1 and 2.
In the Duo Lane, the lane that pushes hardest, has a key advantage of being able to take the small Minions from purple and red. This causes the side that pushed harder to hit Level 2 first and take away the ability for the pushed side to similarly hit Level 2. This makes the next wave even more difficult to fight for the side that got pushed, creating a frustrating scenario.
Similarly in the Solo Lane, the Solo Laner with the higher clear is able to rush over to the Fire Elementals, taking the small ones and gaining Level 2. This makes it very difficult to contest the big one as it gets killed, and even harder to contest the second wave.
To further compound this feeling, Gold Fury is relatively easy to kill early on and has a pretty substantial reward tied to it, which means that the leading team has a high chance to take the Gold Fury early and really rocket themselves ahead.
While we see players are able to come back from these scenarios, it can feel devastating and demoralizing to have such a hill to climb off the first few moments of the game. To counteract this, we are adjusting the Experience needed to reach Level 2 to from 308 to 225. What this means is that the first wave of Minions, even when split by 2 players, will provide those players with enough Experience to hit Level 2. Gold Fury is also becoming a bit more difficult and the early game reward toned down to lessen the lead that an early Gold Fury can provide.
We understand this will have wide reaching implications from how players prioritize pressuring lanes, where they will want to start on the map, and the individual power of each God. We are placing this change onto the 4.8 PTS, but it will not go live in 4.8. We are using the PTS as a testing ground for this change as we gather feedback and make adjustments. If all goes well this could see a release in 4.9."
This change is only being tested on the 4.8 PTS and will NOT go live with 4.8 on Tuesday. After the PTS phase we will be going through the feedback on these changes. If all goes well these adjustments may go live in 4.9.
Player Experience Levels
Decreased the amount of Experience needed to go from Level 1 to Level 2 from 308 → 225.
Increased the amount of Experience needed to go from Level 2 to Level 3 from 363 → 430.
Increased the amount of Experience needed to go from Level 3 to Level 4 from 418 → 434.
"Emperor's Armor provides a unique source of strength outside of the standard protection auras. While potent, it was not providing enough base protections or strength on defense to justify picking up up. We are increasing both of these aspects."
"Removing Basic Attack penalty is a powerful effect. Hastened Fatalis allows for amazing chasing power, juke potential, and overall is just a fun Item. On the flipside, when this is included almost universally in Hunter Builds, it can become very frustrating. We are shifting this Item from a cheap and core Item to a more expensive and luxury Item."
Increased Cost from 2300 → 2600.
Increased Attack Speed from 20% → 25%.
Shogun's Kusari
"Shogun's change is similar to Emperor's Armor. It can greatly increase your team's ability to be aggressive but its cost and stats did not allow for players to pick this up over other core aura items. We are reducing the cost and increasing the strength of the aura to provide more options for players who want to support their team."
Decreased Cost from 2400 → 2200.
Decreased Magical Protections from 60 → 50.
Increased Attack Speed Aura from 15% → 25%.
God Changes
Ares
"Ares wants to fight often and early. With one of the lowest base protections of other Guardians he struggles with the damage from minions that comes with this playstyle. A minor increase in his Base Physical Protections will help him be more effective and less prone to an early death."
General
Increased Base Physical Protection from 17 → 20.
Chronos
"Chronos bides his time in most games, waiting for the right combination of items and power to become the late game force he is known for being. We are increasing his ability to get to that stage of the game with some targeted buffs to his Early game. Stop Time will deal a bit more damage to assist with Wave Clear and early poke. Rewind is also seeing a Cooldown Reduction in the early stages of the game. This increases both his safety in lane but also gives him more opportunities to be a play maker."
Stop Time
Increased Base Damage from 40/60/80/100/120 → 50/70/90/110/130.
Rewind
Decreased Cooldown from 120/110/100/90/80s → 100/95/90/85/80s.
Izanami
"Fade Away often sits at rank one for most of the game. At 90 mana early on, this was fairly punishing. We are reducing it to a flat value at all ranks to free up some resources for Izanami."
Fade Away
Decreased Mana Cost from 90/85/80/75/70 → 70 at all Ranks.
Jing Wei
"For those waiting for a Jing Wei buff, we gotchu fam. Agility serves as Jing Wei's primary positioning Ability. With the removal of "Fatalis" from this Ability, Jing Wei suffered in overall combat effectiveness. We are reintroducing her Ability to fight with Agility by giving her bonus Power and Movement Speed for a short duration after it is used. This effect is made more powerful when used from the air. Jing Wei players will now need to balance saving this escape tool or using it to be aggressive."
Agility
Adjusted Cooldown from 20/19/18/17/16s → 18/18/17/17/16s at all Ranks.
Now provides 10/15/20/25/30 Physical Power and 20% Movement Speed on use. This effect is increased to 20/25/30/35/40 Physical Power and 30% Movement Speed when used while in the air.
Kukulkan
"Kukulkan had the opposite situation to Izanami. Whirlwind was an ability you wanted to max as early as possible. At 110 Mana cost, this would often be maxed before a high mana or MP5 item could be built. This limited what Kukulkan could do in the early to mid game so we are reducing it to 90 mana at it's max rank."
Whirlwind
Decreased Mana Cost from 70/80/90/100/110 → 70/75/80/85/90.
Ravana
"Ravana gained a large amount of power through the changes to his ultimate in 4.6. Having 50% damage reduction from all sources and dealing 10% increased damage to any target hit gave him powerful initiation and brawling potential. A bit too powerful. We are reducing the Damage Reduction to 40% and toning down the early Ranks of 10-Hand Shadow Fist to bring his early game and teamfight power down."
10-Hand Shadow Fist
Decreased Base Damage from 120/155/190/225/260 → 100/140/180/220/260.
Mystic Rush
Decreased Damage Reduction from 50% → 40%.
Serqet
"Serqet is a jungler with many options. With high clear and a strong fight, she can choose between engaging on a target with her whole kit or look for trades before escaping. We wanted to tone down both of these situation. Catalyst's 2 Poison proc is being reduced back to Season 3 levels, while the 3 Poison proc is retaining its Season 4 power. In situations where she only half commits her total burst will be reduced. Additionally, Last Breath is seeing a decrease in damage in the Early game reducing her total damage when she fully commits."
Catalyst
Decreased Bonus Damage from 2 Poisons from 15% → 10% of the Targets Maximum Health.
Last Breath
Adjusted Damage from 228/342/456/570/684 → 210/330/450/570/690.
Sun Wukong
"The Monkey King has long been a solid pick, but didn't bring enough to the table to finish out a game. We are increasing the Physical Power scaling he gets on two of his core abilities. Similar to the changes we made to Osiris in 4.3 , this should open up Sun Wukong's build paths and allow him to be more effective during the mid and late stages of the game."
The Magic Cudgel
Increased Physical Power Scaling from 50% → 60%.
Master's Will
Increased Physical Power Scaling from 50% → 65%.
Terra
"Terra has seen a resurgence at the competitive level. With stronger burst damage from Monolith and the ability for teams to choose when to fight or run with Terra's Blessing she was incredibly contested during the Masters LAN. We are reducing the burst of speed her Ultimate provides to better allow her opponents to react the ultimate's activation."
Making Fatalis more expensive is indirectly an annoying and unnecessary nerf to gods that need to stick to targets, like Bakasura. Sure, you could use Frostbound Hammer, but it's not the same.
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Thanks to Janitsu for the signature!
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