*NOTE* For full patch notes, please visit the source. Only Update Schedule, Item and God Balance will be listed here.
UPDATE RELEASE SCHEDULE
AUGUST 25
God of the Moon Bonus Update – Get all the details on Balance and new content here
SEPTEMBER
Odyssey: Reckoning
Necropolis Battle Pass
Voyager’s Log Event
SEPTEMBER 22
Odyssey: Reckoning Bonus Update – More info coming soon!
Please note that these dates are tentative and subject to change.
BONUS BALANCE LIVE AUGUST 25
ITEMS
Ring of Hecate
“Mage ADCs are holding strong in the current meta, largely due to the reworking of this item. Hecate received a strong nerf last update, but it’s clear that more is required. Freya and Olorun have continued to be top picks and bans, with Sol and Chronos being slightly more fringe, but still quite strong. We are bringing this items base stats down, as well as applying nerfs directly to Olorun and Freya. Our goals from these changes are to get all mage ADCs closer in balance to each other, and to get Mage ADCs closer in balance to Hunters.”
Decreased Attack Speed from 30% to 25%
Decreased Magical Lifesteal 20% to 15%
Typhon's Fang
“This item is also heavily enabling the Mage ADC meta, and it’s nerf reasoning and goals is closely tied to those of Ring of Hecate. However, this is also going to be extending nerfs to a set of traditional Mages who greatly benefit from lifesteal. The self healing Mages have access too has grown over time, causing frustration at higher skill levels and clear wins at lower levels. We are bringing this down while also planning to buff a set of damage and hybrid items for Mages in the main update.”
Decreased Healing obtained from Magical Lifesteal from 40% to 30% in the Item’s Passive
Hastened Katana
“Basic Attack Assassins are still running as rampant as Mage ADCs. In a similar strategy, we are nerfing an item that is shared among many of the gods in this category, as well as directly nerfing a few top performers.”
Decreased Attack Speed from 20% to 15%.
Decreased Movement Speed from 10% to 7%.
GODS
Tsukuyomi
"The God of the Moon has ambushed the balance stats as masterfully as he ambushed his rivals in the Japanese Pantheon. Tsukuyomi’s unique kit elements and lack of a dash or leap has not held him back at all. Players in all skill levels and game modes are doing quite well with the god, mostly due to his damage output. Tsukuyomi is going to see damage nerfs across his kit, in both base damage and scaling damage. We expect this god’s stats to tightly correlate with his damage potential, so these changes should bring him down substantially."
Dark Moon Shuriken
Decreased Physical Power Scaling from 90% to 80%
Kusarigama
Decreased damage on the first two hits from 35/60/85/110/135 to 30/55/80/105/130
Decreased final hit damage from 70/125/180/235/290 to 60/115/170/225/280
Decreased disarm duration from 1.5/1.75/2/2.25/2.5s to 1.6/1.7/1.8/1.9/2
Piercing Moonlight
Decreased dash damage from 85/110/145/180/215 to 70/100/130/160/190
Updated the description to properly describe that Tsukuyomi must damage a target with the beams to dash to them.
Fixed an issue where the description didn’t state that killing an enemy immediately granted Tsukuyomi both of his ranged attacks.
Olorun
"The Yoruba leader was buffed leading up to Mid Season as well as in the Mid Season update itself. This combined with his new ring has clearly put him over the top, and one of those buffs is being reverted, specifically on his basic attack damage output. Olorun’s Ultimate is often part of the conversation, and is something we will look into nerfing in the future if the Ring, Typhon’s, and Touch of Fate nerfs aren’t enough to bring him in line."
Touch of Fate
Decreased Bonus Damage of Olorun’s Critical Strikes from 60% to 50%
Freya
"The Valkyrie Queen also has been affectionately dubbed a “Ring Abuser.” Her favorite ring is getting nerfed, but she is still getting another direct nerf because she and Olorun are still likely to over perform against other hunters and against Sol and Chronos."
Pulse
Decreased Slow from 25% at all ranks to 15/17.5/20/22.5/25%
Bakasura
"The great devourer is gobbling up other Junglers since Mid Season. The item and meta changes have pushed him much further up than expected, causing Baka to put up some top stats even after his recent buffs were reverted. In this update we are nerfing his passive, which is a key factor in making him one of the fastest Jungle farmers in the game. His ultimate is already getting a slight nerf in its area control, to give enemies a better chance of escaping his chomping jaws."
Insatiable Hunger
Decreased Attack Speed per Stack from 8% to 7%.
Decreased Movement Speed per Stack from 8% to 7%.
Regurgitate
Decreased slow duration from 4s to 3s.
Arachne
"This itsy bitsy spider is now one of the top picked and top winningest gods in the game. Arachne tends to put up strong metrics even when the community considers her weak, niche, pubstompy, or some other category that dismisses her power level. However, its clear to see now that people have caught on to her strength. Venomous Bite has exceedingly high base damage, so we are choosing to bring down this specific aspect of her along with the item changes."
Venomous Bite
Decreased Damage per Tick from 10/20/30/40/50 to 10/18/26/34/42
Decreased from 110/195/280/365/450 to 110/183/256/329/402 Total damage
Persephone
"The Queen of the Underworld has continued to be a somewhat controversial goddess. Persephone is one of the weakest gods in the game at most skill levels, but at high ranks and competitive tiers she is considered exceedingly powerful. We will be looking into more changes for Persephone in the future, but for now we are looking to mitigate frustration factors. Her AoE Damage and Slow are both being nerfed, causing Persephone to rely more on her unique utility features that require more intense changes to address."
Harvest
Decreased Magical Power Scaling Dmg from 75% to 65%
Decreased Harvest Slow from 30% to 20%
Amaterasu
"Ajax has cast his hoodie aside for a day to push through some Amaterasu nerfs. Amaterasu has become a top pick at pro play and ranked play, boasting a strong early game lane phase and a powerful presence in late game team fights. We are adjusting the damage from her mirror again, but this time at the higher ranks. This should keep her lane phase in a reasonable state, but bring down her mid-game kill potential."
Heavenly Reflection
Decreased Damage from 70/105/140/175/210 to 70/100/130/160/190
Decreased Full damage from 140/210/280/350/420 to 140/200/260/320/380
Cthulhu
"The battleground of the gods is crumbling. The great old ones have extended into the mortal realm causing madness and despair to run rampant. Cities burn, temples fall, and big scary squid monsters dive towers with reckless abandon. Cthulhu’s Ultimate has been often discussed as his most powerful feature, and one that is hard to counter. We are decreasing the duration of this effect at all ranks, which should limit his chase and dive potential considerably."
Descend Into Madness
Duration reduced from 12/13/14/15/16s to 10/11/12/13/14s
Yemoja
"The magical waters are still causing more turbulence than serenity. Yemoja has received multiple nerfs over time, but forever remained as a top pick especially at pro play. We are bringing down her damage and control slightly to make room for more guardian picks."
Bouncing Bubble
Decreased damage from 40/75/110/145/180 to 30/65/100/135/170
Reduced Slow duration from 1.4s to 1s
Both of these changes apply to all hits of the ability (1st, 2nd, and small bubbles)
BALANCE LIVE WITH THE ODYSSEY: RECKONING UPDATE SEPTEMBER 8
ITEMS
Serrated Edge
“This was a premier new item from Mid Season. As the 20% Penetration Assassin Item, we knew it would make a big impact, but it suffered from a few design problems. The passive felt too restrictive to certain gods, so we are changing the effect to be ramping instead of on or off. This shift allows for many more gods to use the item, but also is a significant buff, which the item doesn’t really need. For this reason it’s being paired with a few nerfs to the Cost, Power, and Power from the passive. This shift should change up the Jungle meta yet again, in addition to the big changes from Bonus Balance happening 2 weeks earlier.”
Increased Cost 2550 to 2650
Decreased Physical Power from 30 to 25
Passive Adjusted: For every non-ultimate ability on cooldown you gain a stack of Cruelty. Each stack provides 10 Basic Attack Power and 3% Physical Lifesteal.
Hide of the Nemean Lion
“It seems that many players are still happy to be rid of reflect damage, but Nemean Lion isn’t exactly having the intended effect. Currently this item is most popular as a single defense item on damage focused gods, causing certain hyper carries to have little counterplay. We are heavily changing the design on this item so that it requires protections to be built before the passive becomes effective. Buying this with too few item protections items will lead it to provide zero block stacks.”
PASSIVE – For every 100 total Protections (Magical + Physical) from items only you gain one block stack, preventing the next Basic Attack from damaging you. This effect can stack up to 3 times.
Charged Bow
“Building up to Odysseus bow was not the best experience. It feels like its not really worth getting unless you have the complete gold for the finished Tier 3 item. The Tier 2 version, Charged Bow, is getting a scaling component added to it to make it an item worth building.”
Bonus Damage now has 30% Basic Attack Power Scaling
Ichaival
“The rework of Hecate’s Ring brought about a lot of question about the similar Physical item: Ichaival. To help bring Hunters in line with Mage ADCs, we are buffing this item slightly so that the Buff and Debuff durations match Ring of Hecate.”
Increased Buff and Debuff Duration from 3s to 5s
Adjusted Text on this item and Ring of Hecate to have better matching wording for the same effects
Charon's Coin
“We have seen a decrease in play on traditional mages, especially in pro play. We are looking at a few items that feel a little underwhelming and buffing them to a spot where they are more likely to make it into a build. These changes also work to offset some of the nerfs that mages feel from Typhon’s Fang changes in Bonus Balance.”
Decreased Cost from 2600 to 2500
Added 7 HP5
Evolved Charon’s Coin Buff: Increased HP5 from 28 to 35. Increased MP5 from 20 to 35
Doom Orb
“Doom Orb, more like Zoom Orb. This item is great for mages who want to rotate and make plays on the map, but its cost is quite restrictive. We are bringing this down so that Mid players have an option for early to mid game skirmishes.”
Decreased from 3000 to 2850
Warlock's Staff
“Tanky Mages always have a risk to take over a meta, so we have been quite careful with the Warlock’s Staff item tree. We are still not seeing this item being picked up very often, nor performing very well, so we are applying some more buffs to the item. The T2 is getting more power, so it becomes a more viable option to build into before the final staff, and the Tier 3 cost is coming down to make it easier to build in more situations.”
Decreased Cost from 2650 to 2500
Sorcerer's Staff
Increased Magical Power from 30 to 45
“Below we have a slew of Tank item buffs, but one item is missing from our balance pass. The Sledge. While we are aware of this item’s prevalence, Warriors are currently relying on it to keep up with the rest of the classes. Before we address it we want to make sure other choices feel strong and that options exist to round out builds.”
Bulwark of Hope
“Bulwark Of Hope has been a situational item as best for some time. A boost to its shield, especially with new anti-shield counters, should help it feel impactful.”
Increased %HP Threshold where the shield triggers from 30% to 40%
Heartward Amulet
“Heartward Amulet should feel like a strong option for anyone to flex against Magical Damage, but it doesn’t have that same impact as its closest analog, Sovereignty. Boosting its aura will help it succeed in the right situation.”
Increased Magical Protections to allies in the Aura from 15 to 20
Pestilence
“Pestilence and Contagion are commonly built on Warriors, but don’t feel as strong as other Anti-heal options from other classes. They should not be as strong as pure defensive options and currently they fall too far below defensive choices. A boost to their Health will help in that regard.”
Increased Health from 200 to 250
Contagion
Increased Health from 100 to 150
Mystical Mail
“Mystical Mail is a unique bruiser item. The longer a fight goes the more this item contributes, but the cost is too high for the strength it provides. This change will make it easier to build into and allow tanks to have extra gold to spend elsewhere.”
Decreased Cost from 2450 to 2350
GODS
Artemis
“Vengeance never stops, never slows down. Especially after this balance update! Artemis lacks the escape options that other Hunters have access to, relying purely on her ult to survive. Vengeful Assault will now cleanse slows upon activation. This shakes up her favorable matchups and gives her an additional tool to play with.”
Vengeful Assault
Additionally, Artemis now cleanses herself of slows and becomes immune to Slows for 0.6s when activated
Baba Yaga
“Baba Yaga keeps brewing up some new balance adjustments. This time her concoction will reduce the cooldown on her Brew. Often Baba Yaga feels like she runs out of options too quickly, especially in the early game. Being able to brew more often will smooth out that experience.”
Baba's Brew
Decreased Cooldown from 16/16/15/15/14s to 14s at all Ranks
Chaac
“Chaac makes it rain already, but he is about to bring down the Thunder as well. Chaac feels like a Jack of All Trades, master of none warrior. He brings sustain, control, pressure, but even for a Jack of All Trades his damage pressure feels lacking. Thunder Strike will gain some additional scaling to help him out.”
Thunder Strike
Increased Physical Power Scaling from 60% to 70%
Chang'e
“Chang’e is a squishy mage that plays in the position of a bruiser mage, often sitting close to her enemies for poke. She excels at dancing around a fight, but the lack of base tankiness limits her movement options. We are boosting her to be more in line with tankier mages but not quite as much as the likes of Hades and Zhong Kui.”
General
Increased base HP from 375 to 410
Increased HP Scaling per level from 70 to 80
Guan Yu
“Taolu Assault feels like it should be powerful on paper. While it does high damage and shreds, its short range takes heavy management to be used effectively, often falling short of easier and more reliable abilities. A base damage increase will make the effort feel more rewarded.”
Taolu Assault
Increased Damage per tick from 15/25/35/45/55 to 20/30/40/50/60
Geb
“Geb rolls in and out of the meta and so far in Season 7 is seems to be mostly out. His lack of reliable clear and poke has caused him to fall out of favor. Shock Wave’s falloff is being reduced to help our lovable rock out.”
Shock Wave
Increased the damage dealt at max range from 50% of the initial damage to 70% of the initial damage.
Nemesis
“Nemesis has sliced and diced her way to the top, becoming a strong pick in high level ranked and competitive play. We often see her excel and sink off small adjustments, with Slice and Dice having a history of a 10 damage change moving her performance around significantly. Rather than fully revert, a 5 damage adjustment may be just the right spot for this Assassin.”
Slice and Dice
Decreased damage from 50/80/110/140/170 to 45/75/105/135/165.
Ra
“The original god of the Sun struggles to shine at the top end of play. Ra requires strong setup and skill to connect his shots and lacks tools to help him get that done. Celestial Beam is being buffed to be more rewarding when it lands while Divine Light will now cleanse slows when used. Ra will have better success joining and surviving a hectic fight.”
Celestial Beam
Increased Magical Power Scaling from 90% to 100%
Divine Light
Additionally, Ra now cleanses himself of slows and becomes immune to Slows for 0.6s when activated
Zeus
“Zeus is here to bring the lightning! Zeus’ passive provides players an opportunity to eek out extra damage with his Basic Attacks, however his base Attack Speed made this exceedingly difficult to accomplish. Expect to see more lightning bolts go flying and just maybe we will see some extra variation in his build choices.”
Base Stats
Increase Base Attack Speed from 0.87 to 0.95
Odin
“The Allfather underwent a long series of nerfs after his rework. While they were deserved Odin has finally settled down and ended up a bit underwhelming. We discussed reverting one of his cooldowns, and the one that made sense was Gungnir’s Might. Skilled Odins can show their understanding of the runes and we don’t reintroduce the frustration surrounding his frequent Bird Bombs.”
Gungnir's Might
Decreased Cooldown from 14s to 12s
Hun Batz
“It’s like Hun Batz says, “It is not wise to put a basket on your head as you will be eaten by a dog!” No, we don’t know what that means either. We do know that our previous nerfs to Fear No Evil which were meant to temper his teamfight power removed him from nearly all levels of play. A revert will help him out while giving us a chance to see how he performs in the more established Mid Season meta.”
Fear No Evil
Decreased Cooldown from 120s at all ranks to 110/105/100/95/90s
Much needed nerfs. Still don't like Nemean Lion. HB's ult should just be 110-100 CD. Most interesting to me is actually Art's and Ra's additional slow cleansing capability.
Good patch IMO. Not mad about Nem nerf, she did kinda need it and it's not a massive one so I'm fine. Tsuku needed nerfs and this should bring him down some and he won't be so strong after this hopefully. I don't hate Nemean, but I'm really not sure what they're trying to do with it. It'll be interesting on Athena and Bellona since they can get 6 stacks between their kits and Nemean.
heimdallr is imo in a fine spot apart from his short-range TP.
Dunno if HR is to careful on the tsuku nerfs. His ult won't one shot but it's only a 140 base damage nerf of the 1500 damage it can do on a single target still allowing him to finish the opponent off with one basic.
I think the problem here is that it's difficult to figure out where this item should be. On the one hand, having an item that, purchased by itself can basically completely shut down one god (Loki) is bad. The upcoming Loki rework would fix that, though, and of course they've moved away from that form of Nemean.
But this version is also conflicted. The ones that most desperately need a block stack or two are the squishies, not the tanks. Tanks will benefit more overall from Spectral Armor, as long as the enemy is building crits.
And now you're making it so that only items count toward the protections. So bruiser junglers in this situation could make it work, as they'll require 2 items with physical protections, not just Nemean anymore. Obviously a combo like Nemean + Void would work. But at the same time, you're either pushing toward a tank meta, or people will just not pick up Nemean, which is what I basically expect in this iteration of the item.
And now you're making it so that only items count toward the protections. So bruiser junglers in this situation could make it work, as they'll require 2 items with physical protections, not just Nemean anymore.
What jungler in this meta is going to build like a tank?
I think the problem here is that it's difficult to figure out where this item should be. On the one hand, having an item that, purchased by itself can basically completely shut down one god (Loki) is bad.
Wasn't just a problem for Loki but yes it made him more irrelevant than he already was.
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