In terms of bug fixes, there have been several improvements to the user interface. Issues with role trade and role queue have been resolved, ensuring that duplicate roles are not awarded on the same team and that players will keep their Role Priority Points even if the lobby fails to proceed into an actual match. Furthermore, a bug that caused the Rewards button to appear even when there were no rewards to earn has been fixed.
The patch also addresses various gameplay issues, such as allowing god abilities to pass through vine walls and fixing problems with foliage in trees during aerial ultimates in the Conquest mode. Several gods, including Athena, Jormungandr, Persephone, Ra, Ratatoskr, and Thanatos, have received fixes for issues with their abilities and skins. Additionally, items like Gilded Arrow and Spirit Robe have been adjusted to ensure proper functionality. Lastly, the Arena map is returning to its previous Greco-Roman art set, bidding farewell to Cthulhu's hold over the world. These updates and fixes will undoubtedly enhance the overall gaming experience for players.
QUALITY OF LIFE
- General
- NEW Setting – Mute Copyrighted Music
- Players will now be able to turn this setting to <Mute> to mute all instances of copyrighted music in music packs, god emotes, and god abilities, from all players including self, allies, and enemies.
- Pausing
- Normal games can now be paused if and only if a player has disconnected. This follows the same rules as ranked pausing
- All types of Game Pause will now have a short internal cooldown on Unpausing to prevent players from accidentally cancelling the pause.
- NEW Setting – Mute Copyrighted Music
- Spectator
- Fixed an issue where towers would show "immune" text repeatedly
BUG FIXES
UI
- Role Trade
- Fixed an issue where duplicate roles could be awarded on the same team
- Role Queue
- Players will now keep their Role Priority Points even if the lobby fails to proceed into an actual match
- Free Rewards
- Fixed an issue where the Rewards button can show even if there was no Rewards to earn.
- Ranked
- Fixed an issue where TP gain/loss would be shown with "+-" as opposed to just the one symbol that was relevant
- Fixed an issue where MMR gain/loss would be shown as 0 even though MMR was being gained or lost
General Gameplay
- Vine Walls
- God abilities that allow passing through player made walls will now allow them to pass through vine walls
- Conquest
- Fixed an issue where foliage in trees was not hiding during aerial ultimates
Gods
- Athena
- Fixed an issue where the Classic skin VGS was not playing
- Jormungandr
- Fixed an issue where Jormungandr would still die if ulting while Alternate timeline triggered
- Persephone
- Fixed an issue where Bone Rush was not playing all of its audio cues
- Fixed an issue where Bone Rush could sometimes not hit point-blank targets (an additional update from hotfix)
- Fixed an issue where various FX and characters could still be semi-visible while Persephone is in her passive state
- Fixed an issue where Persephone could get into a strange state which resets her items and levels and removes her abilities
- Fixed an issue where controllers would rumble more than intended when Persephone's passive was triggered
- Ra
- Fixed an issue where his Divine Light ability provided Slow Immunity for the entire duration instead of the intended first 0.6s
- Ratatoskr
- Fixed an issue where Ratatoskr could buy boots through using the Auto-Buy system
- Thanatos
- Fixed an issue where Thanatos could get stuck in vine walls if he ulted from their location as they respawned
Items
- Gilded Arrow
- This item will no longer mark god pets as targets for the bonus gold passive
- Spirit Robe
- Fixed an issue where this ability did not mention in the text that it triggers when rooted (which it does and always has)
BALANCE LIVE WITH THE DARK ENCHANTRESS UPDATE JUNE 15
Game Modes
- Arena
- Cthulhu's hold over the world has faded and the Arena map is returning to its previous Greco-Roman art set.
- Classic Joust
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Joust and Duel have had many maps across SMITE history that have all had their own unique successes and failures. As a new experiment, we will be rotating in the Classic Joust map as the default map for all Normal and Ranked Joust and Duel matches.
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This will provide two unique experiences. First, it's a clear gameplay and balance change to the modes that will create new god metas and different experiences. But more interestingly, it sets the precedent for map rotation within a mode. Classic Joust has always been brought back as an additional mode, which often split the population and made it feel like a lesser mode. This time, Classic Joust will feel the realest it's been in years!
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The map fits thematically with Morgan Le Fay's arrival, and will also be seeing a variety of balance and tuning changes. The Red Jungle Camp will have a new feature where it enhances at 10m to provide the usual bonuses plus an additional percent damage to Towers and Phoenixes to mitigate Classic Joust's base defense issues. There will also be significant changes to the pace players earn Gold and XP to make the curve feel more natural, like other SMITE game modes.
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We plan to keep the Classic Joust map as the active Joust map for multiple updates, but depending on feedback and metrics that could always change. We might even start dusting off the Season 3 Joust Map as another possible rotation.
- General
- The Classic Joust Map will be replacing the current Joust map in all Normal and Ranked queues for 3v3 and 1v1
- Both Joust maps will be available for custom games
- All changes here apply to all 3v3 and 1v1 modes unless otherwise specified
- Increased XP Split Bonus from 0 to 0.5
- Lane Minions
- Classic Joust now uses the same base stats for lane minions from S7 Joust, including their rewards and stats scaling
- Lane Minion stats and rewards now scale every 1 minute
- Jungle Camps
- Added pre-timers to all Jungle Camps
- Jungle Camps now use the same monsters with base stats and rewards from Conquest, without their abilities
- Jungle Camp stats and rewards now scale every 2 minutes
- Jungle Buffs
- Damage – Increases Physical and Magical Power by 20%; +10 Magical Power and +5 Physical Power
- Mana – Grants +25 MP5 and 10% Cooldown Reduction
- Speed – Increases Movement Speed by 15%
- At 10 minutes, both Damage Buff Camps become Enhanced
- Enhanced Damage Buff – Additionally provides 30% increased damage to enemy Towers and Phoenixes
- Structures
- Decreased Phoenix HP5 from 40 to 10
- Art
- The map art has been updated from its last adventure iteration, and is no longer Fall or Halloween themed.
- General
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Items
- Fixed an issue where Benevolence could provide a GP5 benefit and still be sold for full value. Players will need to leave the fountain with Benevolence to gain GP5.
- Increased cost from 500 to 700.
- All items above this still cost the same as they currently do.
- Increased HP from 50 to 100
- Increased Mana from 50 to 100
- Increased Physical Power from 30 to 40
- Increased Magical Power from 60 to 70
- Increased Physical Power from 60 to 70
- Increased Magical Power from 100 to 120
- Decreased Damage Dealt Increase from 20% to 15%.
- Decreased Damage Taken Increase from 20% to 15%.
- Increased Health from 50 to 100
- Increased Health from to 250 to 300
- Increased Damage Taken Decrease from -20% to -15%.
- Increased Damage Dealt Decrease from -20% to -15%.
- Increased Healing Done Decrease from -20% to -15%.
- Decreased Cost from 2600 to 2450
- Increased Magical Power from 25 to 30
- Now Provides 5% Attack Speed
- Increased Attack Speed from 10% to 15%
- Decreased Cost from 2600 to 2500
- Increased Magical Power from 80 to 90
- Increased Magical Power from 25 to 30.
- Decreased cost from 750 to 700.
Gods
- Reach's previous description made it unclear how much Reach would deal in damage and missed describing key components.
- Rather than describing it as a scaling bonus we are now comparing its damage as a multiplier on your Basic Attack Damage. Nothing has changed but it should be more clear how to calculate how much damage reach does.
- Reach also did less damage on subsequent targets. This is also now described in the description.
GENERAL
- Increased Base Health from 400 to 450
- Increased Base Physical Protection from 9 to 13
- Decreased Cooldown from 100s to 90s
- Increase base damage from 80/130/180/230/280 to 90/140/190/240/290
- Increased Dash Range from 35 units to 40 units
- Increase base damage from 75/120/165/210/255 to 85/130/175/220/265.
- Decreased Cooldown from 20/19/18/17/16s to 17/16.5/16/15.5/15s
- Increased Base Damage on the Initial Hit from 70/140/210/280/350 to 90/155/220/285/350
- Increased Base Damage 90/140/190/240/290 to 90/145/200/255/310
- Increased Base Damage from 70/105/140/175/210 to 80/115/150/185/220
- Dragonfire will now go on cooldown immediately, instead of waiting until the end of the ability's effects
- This effectively buffs the cooldown by 3s at all ranks
- Increased Cooldown on Dragonfire from 16/15/14/13/12 to 18/17/16/15/14
- Combined with this nerf, this is a 1s cooldown decrease buff at all ranks
- Increase Scaling on the bonus damage shot from 25% to 30%
- Increased Base Damage from 180/265/350/435/520 to 180/270/360/450/540
- Increased base damage 70/120/170/220/270 to 80/130/180/230/280
POST-PTS BALANCE CHANGES AND FIXES
Classic Joust and Duel
- Damage Buff now becomes Enhanced when it respawns after 7 minutes
- Buff camps now spawn and begin their intro animation at 0:00.
- Fixed an issue in Duel where both Titans had 1000 more Max Health than intended
