Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Season of Worlds | 10.12 Update Notes

Please review our General Rules & Guidelines before posting or commenting anywhere on SmiteFire.

Forum » News » Season of Worlds | 10.12 Update Notes 1 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » November 8, 2023 2:28pm | Report

By: TitanDandy | 2023/11/8



Source (10.12 Main Patch): https://www.smitegame.com/news/season-of-worlds-10-12-update-notes/
Main Patch scheduled to go live: November 14

*NOTE* For full patch notes, please visit the source. Only a summary of item and god changes will be listed here.



BALANCE LIVE WITH THE 10.12 UPDATE

CONQUEST


"Despite the implications of its name, the Shield Buff grants more than just a solid bit of extra health! The Protections it has granted have been sneakily strong for a while, so we’re toning them down to make it feel weaker toward the later stages."



SHIELD BUFF
  • Decreased Protections per level from 1 to 0.5

ITEMS



ABSOLUTION

"Absolution is an item with an incredibly powerful passive effect that is equally hard to use. That challenge may turn players away, so we are looking to increase the stat efficiency to alleviate those concerns!"
  • Increased Max Health from 200 to 250



ABYSSAL STONE

"As part of our pass on increasing Warrior viability against ability spamming Mages in the Solo lane, Abyssal Stone is getting some extra effectiveness against Magical damage dealers."
  • Increased Magical Protection from 35 to 40



AMULET OF SILENCE

"While adding an additional CC to any character is very strong, Amulet of Silence isn’t happening frequently enough to make it worth picking up."
  • Decreased Stack count from 4 to 3
  • Decreased ICD from 15s to 12s



ARONDIGHT

"Arondight is an item that can be incredibly potent in the right situations, but is too inefficient in games where the user isn’t constantly using their ultimate. We are taking some strength out of the Passive proc in order to give the item some more consistent strength."
  • Added 7% Movement Speed
  • Decreased Passive Movement Speed from 30% to 20%



BRAWLER'S BEAT STICK

"With Lifesteal focused builds for Mages taking over, we want to make sure that Assassins don’t feel like they are giving away too much by building to counter them."
  • Increased Power from 40 to 45



CORRUPTED BLUESTONE

"Bluestone Brooch nicely covers an offensive option for Solo laners that rely on Bluestone Pendant for early clear, but Corrupted Bluestone isn’t successfully filling the role of a more defensive upgrade."
  • Increased Damage over time duration from 5s to 6s
  • Increased Protection increase per stack from 4% to 5%



LAST GASP

"Last Gasp is an item that is challenging to use in an intentional way, so we are increasing the potential uptime for players to have greater efficiency and make those high health procs not feel so bad!"
  • Increased Buff duration from 6s to 8s
  • Decreased ICD from 10s to 8s



MAIL OF RENEWAL

"Mail of Renewal feels good for the user in most cases, but Allies need to wait too long to feel the benefit of the item. The total heal is the same as it was before, it will now just take less time to complete."
  • Reduced Allied heal time from 10s to 5s



MANTICORE'S SPIKES
  • Increased Max Health from 250 to 300



MANTLE OF DISCORD
  • Decreased Cost from 2900 to 2750



RELIC DAGGER (+ GLYPHS)
  • Increased Relic Cooldown Reduction from 40s to 50s



SENTINEL'S BOON
  • Increased Health Restore from 3% to 4%
  • Increased Assist Gold from 15 to 20



SILVERBRANCH BOW

"Stim Hunters have been out of meta for a while now, so we are giving some power to Silverbranch Bow’s Passive to help them compete a bit more."
  • Increased Power conversion from 2 to 3 Physical Power per 0.02 Attack Speed over Cap



STAFF OF MYRDDIN
  • Decreased Cost from 2600 to 2550



VISION SHARD

"Vision Shard just hasn’t been keeping up with the other shards, which are more combat based. We are hoping to make it more appealing to players who want to seek an edge in combat through gaining information ahead of time."
  • Ward duration increased from 60s to 90s



WARRIOR'S AXE

"Warrior’s Axe is getting some extra Health and Mana restore put back on the Passive to help Warriors stay healthier in ranged matchups."
  • Increased Health and Mana restore from 20 + 1 per level to 30 + 1.5 per level



AXE OF ANIMOSITY

"Both Axe of Animosity and Sundering Axe are also getting buffs to help tanky Solo laners feel impactful in the late game."
  • Increased Health from 250 to 300



SUNDERING AXE
  • Increased Protection scaling damage from 1.5% to 2%



BREASTPLATE OF DETERMINATION

"Since there was no Bonus Balance in 10.11, 10.12’s main patch will feature some nerfs. Let’s start with the most obvious. Breastplate of Valor, and by extension its Glyphs, was one of the least popular and purchased items in the game before its buff a few weeks ago. We clearly overdid it on the buff to Determination, but we think Valor can retain its buffs and remain in a healthy state."
  • Decreased Protections per stack from 7 to 5



FAE-BLESSED HOOPS

"This has been a highly requested change from SPL players, but it was a fix that we couldn’t commit to making until there was room in the technical schedule. A special shout-out to Khaos, former Janus superstar for NME Esports and current Lead Programmer for Titan Forge, for taking the time to find a solution earlier than expected. For clarification, the internal cooldown will begin when the first flower is dropped, but the ability that triggered the flower will be able to drop flowers for each unique target it hits until the ability has finished. Any heals on Allies when the Passive is on cooldown will not create flowers until the item is off cooldown."
  • Added internal cooldown of 10s



FAIL-NOT

"Fail-Not has been a major player in the meta for some time. Debuffing the enemy’s damage is proving to provide too much safety and makes opposing dives too ineffective."
  • Removed Reduced Damage debuff from passive



TELKHINES RING

"Magical ADCs have continued to dominate duo lane, mostly due to how good their early pressure is in comparison to traditional Hunters. We are nerfing their most commonly built first item to reduce that strength a bit."
  • Decreased Magical Power from 50 to 45
  • Decreased Base Bonus Damage from 10 to 5



ENCHANTED RING
  • Decreased Magical Power from 45 to 40



TINY TRINKET

"Welcome to the Mage Solo nerf section that many of you were likely looking for. While we think that having some flex potential for Mages is good, we don’t want any class being pushed out of their primary lane like Warriors have been during 10.11. We appreciate the amount of discussion that has taken place in the community around this topic, and hope that with these nerfs and the other buffs to Warrior itemization, Warriors will once again rule the Solo side of the map. We will be closely monitoring the state of Solo to see if it needs to be addressed again before SWC."
  • Increased Cost from 550 to 600



ENCHANTED TRINKET
  • Total Cost increased from 1100 to 1150



PYTHAGOREM'S PIECE
  • Total Cost increased from 2300 to 2350
  • Decreased Max Health from 200 to 150



THE FOLLOWING ITEMS HAVE UNCHANGED STATS AND PRICE
  • Soul Gem (2350)
  • Talon Trinket (1400)
  • Bancroft’s Talon + Glyphs (2500 + 3100)
  • Typhon’s Fang (2650)



VAMPIRIC SHROUD
  • Decreased Magical Power from 35 to 30



BLOOD-SOAKED SHROUD
  • Decreased Magical Power from 85 to 80

GODS

GOD BUFFS



AH MUZEN CAB

"This bee hasn’t been so busy as of late! Ah Muzen Cab and the rest of his swarm are getting a small boost to get them back up to speed!"



SWARM
  • Increased Projectile Speed by 33%



ATLAS

"While he may be able to carry the weight of the world, poor Atlas hasn’t been able to carry his teammates much in recent patches. Across many slices of data, we have determined a big reason for that is because Atlas is dying more frequently than most of his fellow Guardians."



GENERAL
  • Increased Physical Protections per level from 3.5 to 3.7



GAMMA-RAY BURST
  • Increased Power Reduction per stack from 2% to 3%



CHAAC

"Chaac has been a recipient of a number of small buffs throughout the year, yet his performance is still relatively poor, especially at the higher end of play. We believe he just needs one small push to get closer to a more ideal point of balance, this time focusing a bit on his late game efficacy and threat to carries."



THUNDER STRIKE
  • Increased Damage Scaling from 70% to 75%



TORRENT
  • Increased Base Damage from 100/150/200/250/300 to 100/160/220/280/340



CU CHULAINN

"It’s been calm on the battleground… TOO calm, for Cu Chulainn! With increased damage on Vent Anger and more opportunities to use his teamfight utility ultimate toward the late game, the Hound of Ulster is more ready than ever to get into an all-out brawl!"



VENT ANGER
  • Increased damage from 10/15/20/25/30 to 10/17/24/31/38



SPEAR OF MORTAL PAIN / WAR CRY
  • Cooldown decreased from 100s to 100/95/90/85/80s
  • This only affects the Cooldown of Spear of Mortal Pain



DANZABUROU

"We haven’t seen much of this mischievous tanuki lately… hopefully he hasn’t been getting up to any trickery! Perhaps we can tempt him back to the battlefield with a nice buff to his damage and a bit of help with his survivability."



ALLURING SPIRITS
  • Increased Base Damage from 80/130/180/230/280 to 90/140/190/240/290



TANUKI TRICKERY
  • Changed Damage Mitigation while in this ability from just Basic Attacks to all Damage
  • Decreased Damage Mitigation from 20% to 15%



FENRIR

"Brutalize has always been an incredibly strong early game ability, but in teamfights it is just too difficult to get the full damage off. We have made the gap between hits 0.05s shorter, and while that number may seem too small to matter, it has made the ability feel noticeably quicker."



UNCHAINED
  • Reduced Cooldown from 15s to 14s



BRUTALIZE
  • Reduced time to fully channel Brutalize from 1.5s to 1.35s



HOU YI

"Hou Yi is one of the premiere duo lane duelists, but his ability to fight is often gated by access to Mark of the Golden Crow. Giving him more frequent uses of the Mark in the early game should help him fit more into that identity."



RICOCHET
  • Increased Scaling Damage from 65% to 70%



MARK OF THE GOLDEN CROW
  • Decreased Cooldown from 18/17/16/15/14s to 16/15.5/15/14.5/14s



NEMESIS

"Vengeance wasn’t as Swift as it should have been for Nemesis. We want to introduce a bit of choice on how Nemesis players get their safety in the midgame, either with a shorter dash cooldown or a stronger shield from Retribution."



SWIFT VENGEANCE
  • Decreased Cooldown from 14s to 13/12.5/12/11.5/11s



SLICE AND DICE
  • Increased Damage from 50/80/110/140/170 (+35% of your Physical Power) to 55/85/115/145/175 (+40% of your Physical Power)



RA

"Ra is another god that is only slightly below his point of balance, so a couple light buffs are in order."



DIVINE LIGHT
  • Increased Damage Scaling from 55% to 60%



SOLAR BLESSING
  • Reduced Cooldown from 16s to 15s



SHIVA

"Despite Shiva generally doing well, he is notably absent at the higher levels of play. We wanted to give him a small buff specifically targeted toward his survivability, which will give him a slight push in the right direction for those close to the top!"



PILLAR OF DAWN
  • Increased Damage Mitigation from 30% to 40%



TSUKUYOMI

"Tsukuyomi released at one of the strongest states SMITE has ever seen (yes, it was in the same conversation as release Guan Yu) and took an appropriate amount of nerfs immediately after. One of the first nerfs was removing his Knockup Immunity on Kusarigama. He has long since stabilized, and Kusarigama is not nearly as strong as it was in that release state. He is also a god that struggles if the fight comes to him rather than staying at a distance like he prefers, so we feel like this is a safe and appropriate buff to give him."



KUSARIGAMA
  • Added Knockup Immunity while channeling



VULCAN

"Vulcan’s biggest problem according to a wide variety of data sets is his late game damage. His turret falls off quite hard, and despite his ultimate being on a fairly low cooldown, it can be rather hard to confirm without a high level of team coordination. With a couple small tweaks specifically targeting those areas, we are hoping he will end up in a much better position!"



INFERNO CANNON
  • Increased Base Damage from 45/70/95/120/145 to 45/75/105/135/165



EARTHSHAKER
  • Increased minimum damage from 75% to 80%



YMIR

"Ymir think it get colder outside. That mean Ymir get stronger now! Ymir smash you like a pancake!"



GLACIAL STRIKE
  • Decreased pre-fire time from 0.45s to 0.35s

GOD NERFS



ATHENA

"The Goddess of Wisdom has been a force to be reckoned with in recent months, so we are reducing one of her newer components in the early game, which is where she tends to feel the most oppressive."



CONFOUND
  • Decreased Attack Speed Debuff from 30% at all ranks to 20/22.5/25/27.5/30%



BABA YAGA

"Halloween is over, so it’s time to send this witch back to the woods! Baba Yaga’s ability to stack items (especially the defensive ones) quickly has been a big pain point for her opponents, and she does surprising damage even with a relatively tanky build! These two nerfs should help to bring her back into line with other Mages."



CREEPING CABIN
  • Increased Item Stack Cost from 400 to 500



BABA'S BREW
  • Decreased Base Damage from 95/130/165/200/235 to 85/120/155/190/225



CHERNOBOG

"Gentle nerfs won’t work with the Lord of Darkness, as he remains a top pick after several rounds of them! This time, we are going a bit harder with the changes to make sure he isn’t overshadowing his competition."



HEART OF COLD
  • Decreased Base Damage of Explosion from 20% to 15% of your Basic Attack Damage



CRYSTALLIZED CURSES
  • Increased Cooldown from 15/14/13/12/11s to 15/14.5/14/13.5/13s



VICIOUS BARRAGE
  • Increased Cooldown from 7s to 8s



MAMAN BRIGITTE

"While Tsukuyomi is regaining his Knockup Immunity, Maman Brigitte has to lose hers. While it was an undeniably impressive Party Trick to immune Knockups at will, it was providing too much safety to a god that already has one of the best survivability tools in the game. We discussed nerfing her damage in this update, but as a Mage Assassin with low range and low utility, we want to make sure we don’t end the party right after she arrives. We are not opposed to also touching her damage in the future, but we want to see how this highly community requested change affects her at all levels of play."



PARTY TRICK
  • Removed Knockup Immunity



RAIJIN

"Amongst Mages, even those that have ventured outside of the mid lane, Raijin drums to his own rhythm, far outpacing the rest. His spicy changes gave him more unique ways to interact with Cooldown Reduction, but between that and the item synergy in the meta build, it was too much!"



CHARGED TEMPO
  • Decreased Cooldown Reduction from 2s to 1.5s



PERCUSSIVE STORM
  • Increased Cooldown from 10s to 12s



THUNDER CRASH
  • Increased Cooldown from 15s to 17/16.5/16/15.5/15s
Branmuffin17
<Administrator>

Awards Showcase
Show more awards

Mythical (400)
Posts: 8809
View My Blog

Quick Reply

Please log in or sign up to post!

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved

} } } } }