Introduction
Get ready for the return of Adventures! Kicking off the year is SMITE NIGHT, featuring the beloved Classic Conquest mode. This one-day-only game mode will be available every Saturday for 24 hours, offering players the chance to earn bonus rewards and experience new modes or exciting twists on existing ones. During SMITE NIGHT, players will be given two quests to complete, exclusive to that specific night. These quests cannot be carried over, so make sure to jump in and complete them before time runs out. Additionally, each monthly update will introduce two SMITE NIGHT Milestone Quests that will last for the duration of the release/patch. To earn all the rewards, players should participate and complete all the weekly quests. But that's not all! SMITE NIGHT also brings dedicated leaderboards, showcasing the top players each week. These leaderboards are only active during SMITE NIGHT and are reset with each new event. To keep track of all the quests, rewards, leaderboards, and rules, head over to the new "Limited" tab within the PLAY menu. And let's not forget about Classic Conquest! This nostalgic map takes us back to the earliest closed beta phases of SMITE in 2012. With its slower late-game gold and experience gain, players can experience the original rules and pacing of the very first playable SMITE Conquest map. Complete with the original environment art and character designs, this blast from the past will be available for queueing on the 1st and 3rd SMITE NIGHTS. So get ready to dive into the past and relive the glory days of SMITE!SMITE ADVENTURES: SMITE NIGHT
- Adventures are back!
- The first Adventure of the year is SMITE NIGHT featuring Classic Conquest!
- SMITE NIGHT
- This is a new one-day only game mode that opens up once a week.
- Get your friends together to play SMITE on this special night to earn bonus rewards and play new modes or interesting twists on current modes!
- SMITE NIGHT will occur on Saturdays and last for 24 hours.
- SMITE NIGHT will feature a different mode each week.
- Rewards
- Each SMITE NIGHT a player will be given 2 quests to complete on that SMITE NIGHT.
- These weekly SMITE NIGHT Quests do not carry over and must be completed on that SMITE NIGHT.
- Each monthly update players will also have 2 SMITE NIGHT Milestone Quests that will last the duration of the release/patch.
- Players must click/press on START within the limited tab in order to earn rewards and earn progress towards the SMITE NIGHT Quests.
- Quests will not progress unless players click/press START within the Limited tab.
- To earn all of the rewards players should participate and complete all SMITE NIGHT weekly quests.
- Leaderboards
- Each Week of SMITE NIGHT will have a dedicated leaderboard showcasing the top players.
- Leaderboards are only active when SMITE NIGHT is active.
- Leaderboards are reset each SMITE NIGHT.
- Limited Tab
- Within the PLAY menu there is a new tab called “Limited”
- This tab will showcase all SMITE NIGHT quests, rewards, leaderboards, and SMITE NIGHT rules and information.
- Classic Conquest
- This map is a blast from the past! It was only available to PC players during the earliest closed beta phases of SMITE back in 2012. Many players have never played this map, but those who have know how amazing it was. Now everyone can have that experience of the very first playable SMITE Conquest map.
- We aimed to preserve as much as possible of the rules and pacing as the original map, the late game gold and experience gain tends to be much slower than modern maps
- All the original environment art and most of the original character art will be displayed in all of it’s 2012 glory
- This map will only be available to queue on the 1st and 3rd SMITE NIGHTS. It will be available for custom games, but only after the 1st official SMITE NIGHT and not on 9.5 launch day.
- Fire giant has a different set of attacks and an enclosed arena
- Many jungle buff camps are located on the outside of the side lanes – often referred to as “side jungles”
- Jungle Buffs are NOT symmetrical per lane – your opponents in your lane will have access to different buffs than you do.
- In each side lane, one team will have Health and Mana buff as their safe buffs, the other team will have Speed and Protections.
- Damage Buff is contested
- Both Mid Laners get Cooldown Buff
- Generally this map was played with 2 different duo lanes instead of a dedicated Jungler
- Map Details
- All Jungle Buffs Spawn at 00:10s game time
- Players can have multiple jungle buffs (yes, even all 6 can be on the same god)
- Green Buff – Health – Provides +50 HP5
- Red Buff – Damage – Provides +5 Physical Power, +10 Magical Power, +20% Magical and Physical Power
- Yellow Buff – Protections – Provides +35 Magical and Physical Protections
- Orange Buff – Speed – Provides +20% Movement Speed
- Blue Buff – Mana – Provides 25 MP5
- Gray Buff – Cooldown – Provides 10% CDR (looks like an XP camp icon, there are no XP camps on this map, every camp is a buff or a boss)
- Modes and rewards per week
- Monthly Update Milestone Rewards
- Rewards
- New Comic Splash Level Up Effect Cosmetic
- SMITE NIGHT Skins Chest
- Rewards
- Week 1
- Mode:
- Classic Conquest
- Quest Rewards
- New Welcome to SMITE NIGHT Loading Screen
- Heavenly Light Chest
- Mode:
- Week 2
- Mode:
- All Out Slash
- Duplicate Gods Allowed
- Infinite Mana
- 20% CDR Starting – 60% CDR Max
- All Out Slash
- Quest Rewards
- SMITE NIGHT Avatar Chest
- Pick Your Own God Chest
- Mode:
- Week 3
- Mode:
- Classic Conquest
- Quest Rewards
- SMITE NIGHT Emote Chest
- SMITE NIGHT Cosmetic Chest
- Mode:
- Week 4
- Mode:
- 5v5 Season 9 Conquest
- You must queue with a complete party of 5 in order to play
- 5v5 Season 9 Conquest
- Quest Rewards
- 3 day Account Booster
- SMITE NIGHT Voice Pack Chest
- Mode:
- Monthly Update Milestone Rewards
SLIPKNOT EVENT
The music and counterculture experience created by the multi-platinum sonic phenomenon and nine-piece force of nature, Slipknot, arrives in SMITE through this one of a kind crossover event. Squad up as the Slipknot band members and battle against the gods of SMITE!
- Format
- The event takes the form of a single chest with all Slipknot skins and cosmetic bundles contained within.
- Unlocking chests will earn progress toward a Choice Chest Roll where players can select any item from the chest
- After 3 rolls, the next (4th) roll will be the Chest Choice
- All skins in the chest will also be available for direct purchase.
- All Slipknot items will be discounted for the first two weeks of the release.
- Unlock any 3 Slipknot items – from any combination of chest rolls or direct purchase – to unlock the Slipknot Music Theme!
- Skins:
- Mick Thomson Chaac Skin
- Jim Root Chaac Skin
- Alessandro Venturella Chaac Skin
- Michael Pfaff Raijin Skin
- clown Raijin Skin
- Jay Weinberg Raijin Skin
- Corey Taylor Poseidon Skin
- Sid Wilson Poseidon Skin
- Craig Jones Poseidon Skin
- Cosmetics (Contained inside 2 bundles)
- Slipknot Jump Stamp
- Slipknot Level Up
- Slipknot Loading Screen
- Slipknot Avatar
- Slipknot Recall Skin
- Maggot Player Title
- Slipknot Music Theme
- Obtained from unlocking 3 Slipknot event items
BLAST FROM THE PAST BATTLE PASS!
- Battle Pass: Blast from the Past (600 gems)
- Battle Pass: Blast from the Past Plus (1200 gems)
- NEW Pick Your Own Battle Pass Skin and Pick Your Own Battle Pass Cosmetic Chests earnable in both tracks!
- Paid Track Items:
- Trickster Loki Skin
- The Trickster Loading Frame
- Tricksters Loading Skin
- The Trickster Avatar
- Back Stab! Jump Stamp
- Denton! Global Emote
- Free Track Items:
- The Trickster Player Title
- Battle Pass Features
- Pick Your Own Battle Pass Skin Chest
- These chests are received from gaining levels in the Blast from the Past Battle Pass
- They will show up in the player inventory in the Reward Center
- When players click the “Claim” button, they will be given the option to choose one item from any of the chest’s contents.
- These chests contain skins from every Battle Pass before 2022 that was not a crossover
- Specifically that’s content from:
- Too Hot for You!
- Darkness Falls
- New Olympia
- Sweet Victory
- Pirate Queens
- Enchanted Chronicles
- Lightbringers
- Final Boss
- Necropolis
- Most Wanted
- Heroes of the Wild
- Cleanliness VS. Godliness
- It does NOT include content from:
- RWBY
- Avatar
- Teenage Mutant Ninja Turtles
- Monstercat
- Stranger Things
- Transformers
- Specifically that’s content from:
- These chests also contain the option to choose 100 gems which players may pick if there is not a skin they are interested in, or if they already own all the rest of the content.
- Pick Your Own Battle Pass Cosmetic Chest
- These chests are received from gaining levels in the Blast from the Past Battle Pass
- They will show up in the player inventory in the Reward Center
- When players click the “Claim” button, they will be given the option to choose one item from any of the chest’s contents.
- These chests contain cosmetics from every Battle Pass before 2022 that was not a crossover
- These chests also contain a 3-Day Account Booster which players may choose if there is not a cosmetic they are interested in, or if they already own all the rest of the content.
- There will be more ways to unlock these battle pass skins and cosmetics in the future
- Pick Your Own Battle Pass Skin Chest
QUALITY OF LIFE
- Economy
- Battle Pass XP can now be purchased for Favor as well as Gems!
- You still have to own the Battle Pass in order to purchase xp (this has always been the case).
- Earn Free Rewards Update
- Watching ads will now grant Favor instead of Viewer Points
- In response to concerns that Viewer Points will no longer be rewards for viewing ads in the Free Rewards section of SMITE, we are excited to announce that Viewer Points will now be purchasable for Favor!
- Viewer Points will still be purchasable at the rate of 200 gems for 10,000 Viewer Points
- Viewer Points will now additionally be purchasable at the rate of 10,000 Favor for 10,000 Viewer Points. This is done in the same location in the Esports & Live Streams > Viewer Store section of the game.
- Please be aware that this is a one-way process. Favor converted into Viewer Points will not be able to be returned to Favor. Particularly given changes to the Battle Pass to allow levels to be purchased using Favor, we want everyone to be aware that Favor has never been more valuable in SMITE!
- Note that Viewer Points will most likely still have a soft reset performed each year, so excess Viewer Points that are not spent may be lost.
- Battle Pass XP can now be purchased for Favor as well as Gems!
- General
- More improvements have been made to server performance and stability
- Relic and Glyph Purchasing (PC)
- When we introduced Glyphs and Relic Upgrades we changed the purchase flow to require players to click through their Relic or Tier 3 item and then make their purchase. This requires players to click additional times in order to purchase those items, but makes it easier to browse the upgrades. We are reverting this.
- In this update players will directly buy their Relic or Tier 3 item from the first menu available.
- Players will need to select the Relic or Item in their inventory to upgrade it further or purchase a Glyph. Or they can navigate through the store by searching the name or stat type.
- Updated the tabbed out UI art for “You have an invite!”, “Your match is ready!”, and “Your match has begun!”
- Audio
- Have you ever experienced buying a new game, booting it up, and then finding the default audio to be painfully loud? This affects a lot of new games due to how widely different PC users’ audio settings can be. Last update we decreased a lot of the default volumes in SMITE, so even if you had it at 100% it would be quieter than in previous updates. Music got the largest adjustment here and we will be partially reverting that in this update to allow it to be set to a louder volume.
- Adjusted the min, max, and default volumes of all volume setting sliders (already live)
- Increased the max volume of the music setting
BUG FIXES
UI
- Fixed an issue where the Normal match God Selection lobby was displaying player names while picking Gods
- Fixed an issue where the Guide Commendation was not working properly after being commended by a teammate
- Fixed an issue with the PC Hud Editor where players couldn’t toggle the score display back on
- Localization
- Fixed an issue with the drop-down menu on the Profile: Ranked tab not displaying text for localized clients
- Console Item Builder
- Fixed an issue where players couldn’t delete single items one at a time within the builder
- Custom Games
- Fixed an issue where the Custom lobby image would always show Arena art for all game modes once a match was created
- Fixed an issue where the End of Match Lobby Battle Pass level displayed as Undefined if players were level 60
- Fixed an issue where PC players were unable to click and view videos in the Learn tab
- Fixed an issue on the PC K Screen where periods would turn into commas when leveling abilities
- Fixed an issue where the End of Match Lobby was not muting Victory music when viewing the Scoreboard and other tabs
General Gameplay
- Slash
- Fixed an issue where the Juggernauts weren’t regaining health once players stepped out of the leash radius
- Conquest
- Fixed an issue where the Pyromancer wasn’t awarding the Objective Steal Accolade
Gods
- Ne Zha
- Fixed an issue that caused frame rate drops due to his passive
- Shiva
- Fixed an issue where Shiva’s Emblazoned Sweep would activate Jormungandr’s passive if on the same team
- Fixed an interaction between Shiva’s Pillar of Dawn and Skadi’s Permafrost where the effect would apply longer than intended
- Fixed an issue where Shiva would get stuck in an animation and T-pose if he was interrupted from firing Pillar of Dawn
- Updated the description of his Pillar of Dawn ability to reflect this ability is immune to all CC except Stuns
- Fixed an issue where he could be taken out of Pillar of Dawn if crippled, silenced, taunted, and mesmerized
- Fixed an issue where Bluestone Pendant, Gladiator’s Shield, and The Crusher would apply item effects on each dash from Pillar of Dawn
- Updated the description of his ultimate ability to more clearly state the duration in seconds
- Xbalanque
- Fixed an issue where players couldn’t pause matches while Branching Bola was activated
- Rama
- Fixed an issue where the cripple arrow from Rolling Assault would disappear and have no effect once he activated his second ability
- Tyr
- Fixed an issue where Honorable Machina Tyr would play two voice lines during his ultimate
- Skadi
- Fixed an issue where Kaldr would get stuck around pillars near the Fire Giant in Conquest
- Fixed an issue where Kaldr could get permanently slowed by Anhur’s Shifting Sands ability
- Danzaburou
- Fixed an issue where enemy line AoE targeters could predetermine his location in his Tanuki Trickery ability
- He Bo
- Fixed an issue where Atlas of the Yellow River applied two stacks of Soul Gem on the first cast of the ability
- Hera
- Fixed an issue where Soul Gem was not stacking correctly on her Divine Shroud ability
- Chang’e
- Fixed an issue on the Moonlight Love skin where her Rabbit wasn’t moving properly
- Ganesha
- Fixed player collision issues on the Dharmic Pillars for his Cosmic Fortune and Rune Machina skins
- Khepri
- Fixed an issue where players could get stuck in the air when being revived with Scarab’s Blessing during Kumbhakarna’s ultimate
- Bacchus
- Fixed an issue on the ultimate ability of his Iroh skin sometimes not playing FX
- Hou Yi
- Fixed an issue where players could become untargetable after an interaction between Merlin’s Elemental Mastery Arcane stance interrupting Hou Yi’s Divebomb ability
Items
- Chaotic Beads
- Fixed an issue where the passive would proc on enemies without activating the Relic during long periods of CC immunity (fix already live)
BALANCE LIVE WITH THE 9.5 UPDATE – MAY 17
Game Modes
Conquest
The first Conquest Update of Season 9 is bringing a lot of detailed changes. When updating our maps we want to give players as much specific info as possible, but that can also make it difficult to read through the notes and comprehend the main concepts. In this section we can summarize some of the goals and expected effects you can expect from the 9.5 “Knight’s Keep” Conquest Map!
The Conquest changes fall into 2 major categories: Design and Balance. Check these notes for essentially the TLDR of each Conquest section.
The primary goals are to reduce the early game snowball effect and to decrease the chances of “sweeping victories” in the late game where one fight creates too large of a lead, or even ends the game.
- Obelisks
First, the major design changes. With each Conquest Update players expect mechanical changes as well as new environment art and this update will bring both.
The changes to game mechanics are focused mostly around the Obelisks. We wanted to make the entire flow less snowbally, easier to understand, and have a more clear and impactful reward.
Obelisks will now have medieval themed visuals for the structure and the offerings, and will be filled up for a reward in a similar manner as before. However, offerings now will drop only from Lost Knights who spawn within Mist across the map, and the reward will be a siege weapon instead of Indra’s Scepter.
There is also a significant environmental art change to the duo lane, where the Knight’s Keep now stands.
- Now become active at 6 minutes and are inactive for 6 minutes
- Increased from 4 minute start and 4 minute inactivity
- Offerings can now only be picked up by the team that scored the last hit to trigger the drop
- While obelisks are active:
- The Jungle becomes shrouded in patches of Mist which stealths players standing within them
- During each round of activation, each Mist area will contain a Lost Knight, that drops an Offering when slain
- When one team fills their Obelisk
- Each team is awarded 10 XP and 10 Gold for each Offering stored in their Obelisk
- Decreased from 15 XP and 15 Gold for each Offering stored
- The team that completely filled their Obelisk is given an Empowered Trebuchet that also provides a defensive buff aura to all nearby allies in its radius
- Has an Aura that provides +15 Magical Protections and +15 Physical Protections to nearby allies within the 30ft radius (does not buff itself)
- Each team is awarded 10 XP and 10 Gold for each Offering stored in their Obelisk
- Trebuchet
- Spawns near a friendly Phoenix in the lane with the healthiest and highest number of enemy Structures alive
- The first time a friendly God walks within its 30ft radius, it will spawn two escort minions and push the lane
- The Trebuchet will continue the push as long as an ally minion or god is within its radius
- If an enemy enters its radius, it will stop attacking until that enemy is killed or leaves
- Trebuchets launch Flaming Boulders at enemy Structures and Minions from long range, outside of the Tower aggro radius
- Flaming Boulder
- 100ft Maximum range
- 30ft Minimum range
- Each time the Trebuchet launches a projectile, it consumes 5% of its own HP
- Base Stats
- 1700 Base Health
- 50 Physical Protection
- 10 Magical Protection
- 300 Physical Power
- Base Stat Scaling (Stacks every 3m of game time)
- +300 Health
- Spawns near a friendly Phoenix in the lane with the healthiest and highest number of enemy Structures alive
- Jungle
We also made a series of intense balance changes to this Conquest map with the primary goals of reducing snowball effects and creating noticeable changes to gameplay in multiple phases and roles.
Overall total XP and Gold gain rates have not changed significantly, but have been shifted around in many ways.
Lane Minions and Jungle Camps are also going to be noticeably more tanky. This will encourage more fighting in waves and will give Junglers a larger advantage when killing camps due to their Starter Item Selection. This change creates a huge ripple effect across the map.
Contested jungle camps will now spawn less often, as most players will have less down time between waves.
We have also added a lot of specific designs to fine tune individual lanes and roles. All buff camps will be easier to clear on the very first spawn to ensure that there is a lot of role and pathing flexibility from the start of the match. Individual buff camps now have different stats, XP, and Gold values, and Harpy camps across the map have been individually tuned to their XP and Gold values, and recolored to display the differences.
- Initial Spawn
- Delayed Back Harpies initial spawn from 00:15 to 00:30
- All Buff Camps now spawn at 00:10
- All Buff Camps now spawn 3 minis on the initial spawn, with the center monster dropping the buff
- Center mini
- +10 base XP (except Mana Camp)
- +200 base health
- This is to ensure quick clear speed for all roles at their starting camps, with the camp reward modified to allow all roles to hit level 2 at the end of the first wave
- Center mini
- After this first rotation, the camp will spawn a stronger Buff Holder for the rest of the match
- Respawn Timers
- Mid Lane Center XP Camps (Mid Harpies)
- Delayed respawn time from 120 to 150 seconds
- These Harpies are now Blue
- Duo Lane Center XP Camp (Side Jungle)
- Delayed respawn time from 120 to 150 seconds
- These Harpies are now Gold
- Duo Lane Side XP Camps (Behind Gold Fury)
- Delayed respawn time from 120 to 180 seconds
- These are now Nagas
- Solo Lane Side XP Camps (Behind Fire Giant)
- Delayed respawn time from 120 to 180 seconds
- These are now Nagas
- Mid Lane Center XP Camps (Mid Harpies)
- Back Harpy XP Camp – Gold Fury side
- This camp has been removed (see: Support Buff Camp)
- Support Buff Camp
- This camp has been consolidated into the removed Back Harpy XP Camp on the Gold Fury side of the map
- Now spawns 1 Support Buff Elder Harpy, 2 Support Buff Harpies
- These harpies have been recolored a green hue
- Respawn time 120s
- Lane Minions
- Swordsman
- Increased Base Health from 420 to 650
- Added 8 Base Physical Protection
- Added 4 Base Magical Protection
- Decreased Attack Speed from 1.1 to 1.0
- Archer
- Added 4 Base Physical Protection
- Added 2 Base Magical Protection
- Decreased Scaling Damage vs Structures from 80% to 60%
- Brute
- Added 4 Base Magical Protection
- Fiery Swordsman
- Increased Base Health from 630 to 780
- Decreased Attack Speed from 1.1 to 1.0
- Swordsman
- Buff Camps
- Damage Camp
- Red Buff Holder
- Base
- Increased Base Health from 450 to 850
- Increased Physical Protection from 9 to 20
- Increased Magical Protection from 2 to 16
- Increased Physical Power from 15 to 24
- Scaling (Stacks every 3m of game time)
- Decreased XP Reward per stack from +12 to +9
- Decreased Health per stack from +205 to +195
- Increased Physical Power per stack from +4 to +6
- Base
- Red Buff Guards
- Base
- Decreased Base Health from 105 to 80
- Decreased Physical Protection from 7 to 5
- Increased Physical Power from 5 to 10
- Scaling (Stacks every 3m of game time)
- Decreased XP Reward per stack from +12 to +9
- Increased Health per stack from +95 to +120
- Increased Physical Power per stack from +4 to +6
- Base
- Red Buff Holder
- Mana Camp
- Blue Buff Holder
- Base
- Increased XP Reward from 190 to 194
- Increased Base Health from 450 to 500
- Decreased Physical Protection from 9 to 6
- Increased Magical Protection from 2 to 10
- Increased Physical Power from 15 to 18
- Scaling (Stacks every 3m of game time)
- Decreased XP Reward per stack from +35 to +9
- Decreased Gold Reward per stack from +4.5 to +1.5
- Decreased Health per stack from +205 to +195
- Increased Physical Power per stack from +4 to +6
- Base
- Blue Buff Guards
- Base
- Decreased Base Health from 105 to 80
- Decreased Physical Protection from 7 to 5
- Increased Physical Power from 5 to 10
- Scaling (Stacks every 3m of game time)
- Decreased XP Reward per stack from +12 to +9
- Increased Health per stack from +95 to +120
- Increased Physical Power per stack from +4 to +6
- Base
- Blue Buff Holder
- Speed Camp
- Yellow Buff Holder
- Base
- Increased Base Health from 450 to 675
- Decreased Physical Protection from 9 to 6
- Increased Magical Protection from 2 to 4
- Increased Physical Power from 15 to 18
- Increased Attack Speed from 1.0 to 1.25
- Scaling (Stacks every 3m of game time)
- Decreased XP Reward per stack from +12 to +9
- Decreased Health per stack from +205 to +195
- Increased Physical Power per stack from +4 to +6
- Base
- Yellow Buff Guards
- Base
- Decreased Base Health from 105 to 80
- Decreased Physical Protection from 7 to 5
- Increased Physical Power from 5 to 10
- Scaling (Stacks every 3m of game time)
- Decreased XP Reward per stack from +12 to +9
- Increased Health per stack from +95 to +120
- Increased Physical Power per stack from +4 to +6
- Base
- Yellow Buff Holder
- Void Camp
- Purple Buff Holder
- Base
- Increased Base Health from 450 to 775
- Increased Physical Protection from 9 to 20
- Increased Magical Protection from 2 to 10
- Increased Physical Power from 15 to 18
- Scaling (Stacks every 3m of game time)
- Decreased XP Reward per stack from +12 to +9
- Decreased Health per stack from +205 to +195
- Increased Physical Power per stack from +4 to +6
- Base
- Purple Buff Guards
- Base
- Decreased Base Health from 105 to 80
- Decreased Physical Protection from 7 to 5
- Increased Physical Power from 5 to 10
- Scaling (Stacks every 3m of game time)
- Decreased XP Reward per stack from +12 to +9
- Increased Health per stack from +95 to +120
- Increased Physical Power per stack from +4 to +6
- Base
- Purple Buff Holder
- Support Camp
- Green Buff Holder
- Base
- 45 XP Reward
- 20 Gold Reward
- 480 Base Health
- 9 Physical Protection
- 2 Magical Protection
- 12 Physical Power
- Scaling (Stacks every 3 minutes)
- +9 XP Reward per stack
- +1.5 Gold Reward per stack
- +120 Health per stack
- +2 Physical Protection per stack
- +1 Magical Protection per stack
- +4 Physical Power per stack
- Base
- Green Buff Guards
- Base
- 33 XP Reward
- 18 Gold Reward
- 110 Base Health
- 6 Physical Protection
- 2 Magical Protection
- 6 Physical Power
- Scaling (Stacks every 3m of game time)
- +9 XP Reward per stack
- +1.5 Gold Reward per stack
- +90 Health per stack
- +2 Physical Protection per stack
- +1 Magical Protection per stack
- +4 Physical Power per stack
- Base
- Green Buff Holder
- Damage Camp
- Oracles
- Base
- Increased Base Health from 500 to 600
- Increased Physical Power from 23 to 28
- Scaling (Stacks every 3m of game time)
- Increased Health from +110 to +150
- Increased Magical Protection from +1 to +2
- Increased Physical Power from +2 to +6
- Base
- Naga
- Base
- Decreased XP Reward from 49 to 40
- Decreased Gold Reward from 33 to 26
- Decreased Base Health from 660 to 500
- Scaling (Stacks every 3m of game time)
- Increased Physical Protection from +1.5 to +2
- Increased Magical Protection from +1 to +2
- Base
- XP Camps
- “Back Harpies” XP Camps – Fire Giant side
- Elder Harpy
- Increased Base Physical Power from 11 to 16
- Increased Scaling Health from +90 to +120
- Harpy
- Decreased Base Health from 130 to 110
- Increased Scaling Health from 70 to 90
- Elder Harpy
- “Mid Harpies” Mid Lane Center XP Camps
- Delayed respawn time from 120 to 150 seconds
- Now spawns 1 Elder Mid Harpy, 2 Mid Harpies
- Total Camp Base Value
- Increased from 56 to 60 XP
- Decreased from 40 to 24 Gold
- Total Camp Scaling (Stacks every 3m of game time)
- Decreased from +18 XP to +9 XP
- Decreased from +3 Gold to +1.5 Gold
- “Castle Camp” Duo Lane Center XP Camp
- Delayed respawn time from 120 to 150 seconds
- Now spawns 1 Elder Gold Harpy, 2 Gold Harpies
- Total Camp Base Value
- Increased from 32 to 50 XP
- Increased from 22 to 36 Gold
- Total Camp Scaling (Stacks every 3m of game time)
- +9 XP
- +1.5 Gold
- Duo Lane Side XP Camps
- Base XP Reward 40
- Base Gold Reward 26
- Previous alpha harpy was
- 32 xp
- 22 gold
- Previous alpha harpy was
- Delayed respawn time from 120 to 180 seconds
- Now spawns 1 Naga
- No longer hostile on sight
- Solo Lane Side XP Camps
- Base XP Reward 40
- Base Gold Reward 26
- Previous Elder harpy was
- 28 xp
- 20 gold
- Previous Elder harpy was
- Delayed respawn time from 120 to 180 seconds
- Now spawn 1 Naga
- No longer hostile on sight
- “Back Harpies” XP Camps – Fire Giant side
- Towers and Phoenixes
The ability to dive towers has been a common point of discussion in the community recently. We did increase their damage but with the major changes to god Health and Protections we needed to make sure we amped up towers significantly. These changes are designed to make sure towers are more lethal than ever, even with the buffed base stats of 9.5. This makes it noticeably harder to tower dive in the early game, and also makes it harder to siege bases, which will decrease the chances of a single team fight leading to the entire map being cleared. Towers will not only be more lethal, but also have more HP, including a significant buff to Titan HP.
We also made Jungle Bosses considerably more lethal. They will also now deal Magical and Physical damage, making it harder to tank up against them. This will create more risk around taking bosses, encouraging fights and making it harder to snowball.
- Tier 1 Tower
- Increased Power Scaling vs Gods from 110% to 135%
- Increased Power Scaling vs Minions from 125% to 140%
- Added 30% Penetration to attacks
- Increased Base Health from 1750 to 2100
- Tier 2 Tower
- Increased Power Scaling vs Gods from 110% to 135%
- Increased Power Scaling vs Minions from 125% to 140%
- Added 30% Penetration to attacks
- Increased Base Health from 2800 to 3000
- Decreased Team Gold Reward from 200 to 150
- Phoenix
- Increased Power Scaling vs Gods from 100% to 135%
- Increased Power Scaling vs Minions from 115% to 140%
- Added 30% Penetration to attacks
- Increased Base Health from 3000 to 3600
- Titan
- Increased Base Health from 8000 to 12500
- Increased Health Gained per Tower from 500 to 750
- Increased Health Gained per Phoenix from 1500 to 2250
- Gold Fury
- Gold Fury
- Increased Scaling Health from +250 to +275
- Increased Base Magical Power from 0 to 60
- Increased Scaling Magical Power from 0 to +4 per minute
- Increased Scaling Physical Power from 4 to +5 per minute
- Burden of Riches
- Now deals Magical Damage instead of Physical
- (basic attacks still deal physical damage)
- Increased debuff duration from 5 to 8 seconds
- Now deals Magical Damage instead of Physical
- Primal Fury
- Increased Scaling Health from +250 to +275
- Increased Base Magical Power from 0 to 70
- Increased Scaling Magical Power from 0 to +4
- Increased Scaling Physical Power from 4 to +5
- Burden of Dread
- Now deals Magical Damage instead of Physical
- (basic attacks still deal physical damage)
- Increased debuff duration from 5 to 8 seconds
- Now deals Magical Damage instead of Physical
- Oni Fury
- Increased Scaling Health from +250 to +275
- Decreased Base Team Gold Reward from 115 to 90
- Increased Base Magical Power from 0 to 70
- Increased Scaling Magical Power from 0 to +4
- Increased Scaling Physical Power from 4 to +5
- Burden of War
- Now deals Magical Damage instead of Physical
- (basic attacks still deal physical damage)
- Increased debuff duration from 5 to 8 seconds
- Now deals Magical Damage instead of Physical
- Gold Fury
- Pyromancer
- Increased Base Health from 2500 to 2750
- Increased Base Magical Power from 0 to 100
- Infernal Ritual
- Now deals Magical Damage instead of Physical
- (basic attacks still deal physical damage)
- Blazing Haste (Pyromancer Effect)
- This effect now can be applied or refreshed by walking across your Base gate switches
- Fire Giant
- Increased Fire Giant Power Scaling from 4 to 5 Physical and Magical power per minute (Increased Max Physical Power from 214 to 235 at 20m)
Assault
It was also important to us that we took the base stat changes and conquest goals into account on other game modes. Following this logic we also buffed the structures and most of the objectives across all SMITE maps and modes
- Towers and Phoenixes
- Tier 1 Tower
- Increased Power Scaling vs Gods from 100% to 135%
- Added 30% Penetration to attacks
- Increased Base Health from 2000 to 2100
- Tier 2 Tower
- Increased Power Scaling vs Gods from 100% to 135%
- Added 30% Penetration to attacks
- Increased Physical Power from 215 to 270
- Increased Base Health from 2000 to 3000
- Phoenix
- Increased Power Scaling vs Gods from 100% to 135%
- Added 30% Penetration to attacks
- Increased Physical Power from 300 to 320
- Increased Base Health from 2000 to 3600
- Titan
- Increased Base Health from 8000 to 10500
- Tier 1 Tower
Slash
- Juggernaut
- Scaling (Stacks every 1m of game time)
- Increased Health from +250 to +275
- Increased Physical Protection from +4 to +6
- Increased Physical Power from +6 to +7
- Scaling (Stacks every 1m of game time)
- Towers and Phoenixes
- Tier 1 Tower
- Increased Power Scaling vs Gods from 100% to 135%
- Added 30% Penetration to attacks
- Increased Base Health from 2000 to 2200
- Tier 2 Tower
- Increased Power Scaling vs Gods from 100% to 135%
- Added 30% Penetration to attacks
- Increased Base Health from 2500 to 2800
- Phoenix
- Added 30% Penetration to attacks
- Increased Base Health from 3000 to 3200
- Titan
- Increased Base Health from 8000 to 9500
- Tier 1 Tower
Joust
- Towers and Phoenixes
- Tier 1 Tower
- Increased Power Scaling vs Gods from 100% to 135%
- Added 30% Penetration to attacks
- Phoenix
- Increased Power Scaling vs Gods from 100% to 135%
- Added 30% Penetration to attacks
- Tier 1 Tower
Items
9.5 will also bring what is potentially our last round of item nerfs. 9.4 hit top performing T3s, 9.4 bonus hit starter items and T1 or T2s, and now we are doing another pass on hybrid items. Items that add both offensive and defensive stats are often quite powerful in SMITE, and can lead to some frustrating issues. With these nerfs we hope to decrease the amount of damage output coming from Warriors, Guardians, or people building like them. With everyone getting more defensive base stats it also makes it easier to build into these items, so we want to be sure to nerf them along with the TTK changes going live.
TOWER SHIELD (T2)
- Decreased Physical Power from 20 to 15
BERSERKER’S SHIELD
- Decreased Physical Power from 25 to 20
- Decreased Physical Protection from 50 to 40
SHIFTER’S SHIELD
- Decreased Physical Power from 30 to 25
- Decreased Physical Power from 30 to 25 on the passive
GLADIATOR’S SHIELD
- Decreased Physical Power from 25 to 20
VOID SHIELD
- Decreased Physical Protections from 45 to 35
RUNIC SHIELD
- Decreased Physical Power from 35 to 30
ANCILE
- Decreased Physical Power from 40 to 35
CADUCEUS SHIELD
- Decreased Physical Power from 25 to 20
FROSTBOUND HAMMER
- Decreased Physical Power from 35 to 25
RUNEFORGED HAMMER
- Decreased Physical Power from 35 to 30
THE SLEDGE
- Decreased Physical Power from 40 to 35
BLACKTHORN HAMMER
- Decreased Physical Power from 30 to 25
CELESTIAL LEGION HELM
- Decreased Magical Power from 70 to 55
LOTUS CROWN
- Decreased Physical Protections from 60 to 50
JADE EMPEROR’S CROWN
- Decreased Magical Power from 40 to 30
- Decreased Health from 350 to 300
TYRANNICAL PLATE HELM
- Decreased Magical Power from 85 to 70
VOID STONE
- Decreased health from 250 to 200
- Decreased Magical Protection from 60 to 50
STONE OF FAL
- Decreased Health from 200 to 150
STONE OF BINDING
- Decreased Magical Power from 30 to 25
- Decreased Physical Protections from 35 to 30
- Decreased Magical Protection from 35 to 30
SPELL FOCUS (T2)
- Added 5% Magical Penetration
WARRIOR’S BANE (T2)
- Added 5% Physical Penetration
Time To Kill Changes
In this Update we will be introducing one of the largest sweeping balance changes in SMITE history. Most of the dev notes will be below in a more long-form discussion on the specifics of why we landed on this change and how we went about designing it. We want to thank all of our players for their constant feedback throughout 9.4 and before in helping us gather the proper data to reach this conclusion. This is going to be an especially exciting SMITE update!
- Every single god in SMITE will receive the following changes:
- Increased Base HP by 40%
- Increased Base HP Per Level by 5%
- Increased Base Physical Protection by 40%
- Increased Physical Protection Per level by 8%
- Increased Base Magical Protection by 28%
- Increased Magical Protection Per level by 28%
- Effects
- This section will describe the min and max changes for each of these shifts across the god roster. Squishy gods will receive smaller increases than tanky ones.
- HP
- Level 1
- Min Buff 145 HP
- Max Buff 209 HP
- Level 20
- Min Buff 202 HP
- Max Buff 304 HP
- Level 1
- Physical Protections
- Level 1
- Min Buff 3.4 Protections
- Max Buff 9.5 Protections
- Level 20
- Min Buff 7.4 Protections
- Max Buff 14.5 Protections
- Level 1
- Magical Protections (All gods have the same)
- Level 1
- Buff 8.65 Protections
- Level 20
- Buff 13.44 Protections
- Level 1
- Future updates after 9.5 will absolutely focus priorities toward adjusting any unwanted side effects that result from the 9.5 changes. Future updates could even bring another re-adjustment of defensive base stats. Internal testing can only get us so far, but we feel strongly that this will have a positive impact on all types of SMITE gameplay. Now we need to see how this works in the live environment with a larger audience.
- Why are we making this change?
- The core goal of this change is to increase the Time to Kill (TTK) in SMITE. We want to decrease the chances that a player will die from most combat scenarios, and we want to address this even more heavily in the early game to counteract the snowball effect an early death can have.
- 9.4 did a lot of good in shifting god win rates around. We saw a lot of movement in those charts, but we did not see much change in the overall damage in SMITE.
- We take community feedback seriously, and have data that shows the subtle increase in damage in the game over the years. So we aimed to address that, first with a set of targeted nerfs, then with a follow up heavy shift if necessary.
- Based on the results of 9.4 we now feel that the heavier shift is indeed necessary.
- Why Do it in this way?
- One goal of this change was to make sure it affects all of the game modes of SMITE. Lots of this messaging will be focused around Conquest as that is always our starting point for balance, but these changes should have similar impacts on the rest of SMITE’s maps.
- We are increasing defensive stats instead of nerfing damage. These two options have similar results and goals, but we think that the base stat buff has a few clear advantages:
- Base Stat buffs can be applied uniformly and fairly across all roles using percentages. Damaging abilities have far more variables and things to consider such as size, cooldown, ease of hitting, and etc. Buffing base stats is far more consistent as a game wide change than nerfing damage, and has nearly the same effect on pvp. It also has the added bonus of having less effect on the speed of clearing minion waves, camps, bosses, and towers across game modes.
- HP and Protections are being increased at a similar rate to each other,also for consistency reasons. This prevents any specific % health, % protection, or other outlier effect from being buffed or nerfed more heavily by this change.
- We are putting a large amount of the stat change for gods at level 1 to make sure the early game feels noticeably different. The current numbers split the gain in stats nearly 50/50 between level 1 and levels 2-20. Putting more of these stats at level 1 also decreases the advantage gained by a level lead.
- We hope this won’t look or feel like power creep since it is quite literally game wide and uniform. No one is getting buffed or nerfed except perhaps some gods who use Health or Protections in unique ways. This makes everyone 30%+8%Per level tankier.
- This could potentially buff basic attackers because they are less limited by specific kill thresholds that are driven by cooldowns.
- This could buff healers because longer fights and slower TTK make each effective health point more valuable, which healers provide the most of.
- This could cause specifically tanks or squishies to see a bigger boost compared to each other. It could also cause % HP damage items to be better, or % Protections.
- Squishies don’t buy HP or Prots, and this is just Base stats, so this is generally more of a buff to squishies, even though their buff is smaller (due to tanks higher Base stats) – Tanks buy lots of items for these stats, so this buff will be a smaller drop in the bucket for them. Its also possible that this extra tankiness is just enough to make Warriors and Guardians especially difficult to kill, and allows them to build more damage.
- This will have unpredictable results. This is targeted to a specific goal that we think it solves, but its going to create many other shifts that will be very hard to predict, and won’t be proven as viable or not until there is a significant amount of gameplay time and data.
- How did we arrive at these numbers?
- Apologies for the specific math and gritty details, but we want to be as thorough as possible.
- We started by looking at level 1 and running a set of tests to find the amount of HP and Protections we would need to buff in order to make those first waves feel noticeably safer. A significant amount of this starting point was based on the subjective opinions of the game designers. The other main calculation was based on how many abilities you could be hit by before dying at this level. We wanted to increase that by a noticeable amount.
- From these tests we found that about 150-200 Health and 5 to 10 Protections was a great spot that created a noticeable change, and allowed you to tank more direct hits from enemy abilities.
- We then set out to apply this via a percentage increase in base stats. We did it this way to preserve the unique difference in base stats between classes. Due to this, Guardians and Warriors got more of a Base HP Buff in 9.5 than Mages, Hunters, and Assassins. The same is true for Physical Protection. Preserving class unique stats and minimizing outliers were the top reasons for this method.
- To see the level 1 buffs we wanted – we ended up at a 40% increase, or multiplying every god’s base stats by 1.4.
- We wanted to apply more base stats per level as well, but with significantly more weight on the buffs at level 1 due to the consistent feedback that early game volatility is a larger concern than late game. We found that at the 40% and 5% split for HP this created roughly a 50/50 split between the stats players would gain from the 9.5 buffs. Half at level 1, the other half at levels 2-20.
- From here we applied the same numbers to Physical Protections at 40% base, but then also slightly increased the per level buff to 8% because Protections increase per level in much smaller amounts.
- Finally we moved on to Magical Protections, which are a very unique case. All gods in SMITE have the exact same magical protections, and Magical Protections are much more heavily front loaded at level 1. With very little being gained per level.
- We wanted to increase Physical and Magical Protections by roughly the same amount as each other, to keep things consistent and avoid favoring a specific damage type. However, if we applied the same 40%+8% per level to Magical protections we would have added a much larger amount of protections at level 1.
- The numbers perfectly evened out at 28% Base + 28% Per Level. At this point we saw the exact same Lvl 20 Buff to Magical Protections as it would have had if we went with 40% + 8%.
- This magic number of 28% + 28% also increased the base and per level equally, which ensured that we kept consistent with how frontloaded Magical Protections currently are.
- So with this change, we see both the same total magnitude change in both Protection types from 9.4 to 9.5. And we also keep Magical Protections at the exact same ratio of how much are gained at level 1 vs levels 2-20 compared to Magical Protections in 9.4 and before.
- Magical Protections overall are buffed slightly more than Physical when applying this method. Since we measured the total Magical Protections gained off of comparing it to a hypothetical 40%+8% – and since Magical Protections are so heavily frontloaded, this yielded a flat higher number increase than Physical. Attempting to increase. It would be possible to buff Magical Protections by roughly 14%+14% to yield the same level 20 total increase as Physical Protections, but this would have created a much smaller change than Physical, which felt wrong because the base number is higher, so it should receive a larger buff. It was also potentially too small to be impactful. So instead, we targeted matching it to the Hypothetical 40%+8% total but then heavily shifted to account for the intense base vs per level difference.
- Application
- These numbers will be reflected in each gods Base stats UI which can be viewed in the god section of the client
- HP is rounded to the nearest whole number (0.5 rounds up, 0.49 rounds down)
- This applies to Base HP and HP per level
- Protections will not be rounded, and fractions will be applied in game and actually do have an effect on damage taken (12.5 protections can mitigate more damage than 12 protections currently). This is rounded to the first decimal point. So 12.52 protections will function like 12.5 protections.
- All gods Old, New, and Buff Amounts can be seen in the following link
- The math was run within the game database, not copied from the spreadsheet. So if any numbers on this sheet appear incorrect, they could still be correct within the game.
Gods
LOKI
Audio cues are especially important on this trickster god. The stealth and misdirection gameplay elements of this god need to be consistent to ensure there are no advantages or disadvantages from his various skins. In this Update we are changing how Loki’s stealth audio cue works to improve this concern.
- Loki’s laugh has been removed as an audio cue on this ability due to its inconsistency in volume and duration between skins.
- This ability will now have a single audio cue sound effect that shares a volume and distance modifier across all Loki skins, but with some slight adjustments depending on the theme of the skin.
SERQET
The shifts to this god succeeded at taking her down in priority in SPL, but the changes in 9.4 ended up hurting Serqet even more than intended, so we are looking to buff her back in a few ways. These buffs are specifically geared toward helping her in the Jungle role, with better clear from her basic attacks, a key ability getting a cooldown buff, and a slightly faster Ultimate animation, we expect to see a solid improvement from her.
- The 3rd basic attack in Serqet’s basic attack chain now cleaves
- Decreased Cooldown from 16 to 14
- Decreased Pre-Fire animation time from 0.2s to 0.1s
THOR
Another god that was indirectly nerfed in 9.4 was Thor. The diminishing returns change is often what is cited as creating problems for this god, which we plan to address through this update by increasing his stun duration. However, we want to be very careful and not apply this to gods who don’t need it, and we want to continue to explore other options besides buffing CC durations or making various CC abilities immune to DR. This will be a good test case to help us evaluate future gods in similar positions, although none of the ones we have discussed had lower stats than Thor currently did.
- Increased Stun Duration from 1/1.15/1.3/1.45/1.6s to 1.2/1.3/1.4/1.5/1.6s
- Increased Base Damage 100/150/200/250/300 to 100/165/230/295/360
XBALANQUE
Those who played in the old days of SMITE might remember this ability combo being especially potent. It creates a strong risk/reward situation where Xbalanque can provide a solid amount of burst but will sacrifice his safety for it. This god could use some help and this ability creates some interesting combat scenarios, so we are buffing this aspect of Rising Jaguar.
- Increased Poisoned Bonus Damage from 30% to 40%
RAMA
This sharpshooter god is getting a few small buffs to help his lane phase and compound with his key strength: rapid fire basic attacks. Rama sees some rare play in SPL but his ranked and normal stats have been on the lower end, hopefully this push helps him break through some barriers in the duo lane.
- Decreased mana cost from 60/65/70/75/80 to 40/45/50/55/60
- Increased Attack Speed from 30/35/40/45/50% to 40/45/50/55/60%
- Decreased mana cost from 70/75/80/85/90 to 50/55/60/65/70
NE ZHA
This god relies heavily on one-shot wombo combos, and often struggles if those combos don’t pan out. Ne Zha has a little known feature that protects him after landing if he successfully ults someone, which we are buffing in this update to help him continue fighting even when the kill isn’t guaranteed.
- Increased the time before losing passive stacks from 10s to 12s
- Increased Protections gained after landing from 20/25/30/35/40 to 30/35/40/45/50
HERCULES
We haven’t seen much from this god in Season 9, so some carefully planned Hercules buffs have been devised. Herc can be an unstoppable force if he snowballs his lane too heavily or reaches near unkillable states, so we aimed at improving his teamfight presence and synergy with other gods. Hercules’ ability to pull enemies into his team is a valuable effect, and he will now be able to do that even more often in the late game.
- Decreased Cooldown from 14s to 14/13.5/13/12.5/12s
TERRA
Since we fixed/removed Terra’s ability to double-trigger her abilities, she has dropped off quite heavily. We don’t plan to bring that feature back as it was against the spirit of the kit, so we are looking to apply buffs in different ways. Terra has some very high cooldowns and mana costs that we can bring down to buff this god safely. She is very quick to rise back into pro meta at any time, so a careful touch is required.
- Decreased Cooldown from 15s to 13s
- Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80
SYLVANUS
A shiny new passive helped out Sylvanus quite a lot, but he has dropped off since then and the current meta doesn’t seem to be doing him any favors. We are buffing the effect of this new passive to give Sylvanus even more power over reducing his cooldowns if he plays to maximize the effect.
- Increased Cooldown Reduction provided by picking up seeds from 0.25s to 0.5s
BABA YAGA
SMITE’s wacky mage has had a lot of rumors of becoming meta but hasn’t ever quite gotten there. She has a unique play style that appeals to a specific audience, so she might not be top of the meta ever, but we do want to keep inching her closer and closer to that power level. Baba’s Brew is her primary poke ability and cooldown buffs often have a big impact on metrics, so expect to see some more Baba in 9.5!
- Decreased Cooldown from 14s to 12s at all ranks
PELE
This assassin has also been out of the meta for a little while. This formerly top jungler could definitely use a little help, so power scaling on her primary damage ability is a solid way to do that.
- Increased Physical Power Scaling from 60% to 70%
ESET
The Slipknot Update is also bringing a few more nerfs that have come from more recent data. Eset has continued to put up big numbers in the SPL, especially from the support role. With Mages getting more defensive stats in this update we anticipate that she might become the actual best support in the game again, with strong mid lane stats in lower skill levels to back it up, so she is getting a small utility nerf in this update.
- Decreased Magical Protection Debuff from 10/15/20/25/30% to 10/12.5/15/17.5/20%
GILGAMESH
The King of Season 8 is still reigning supreme in 2022. In this update he is being nerfed in both his power scaling damage and a key team utility feature. This large power scaling nerf is especially targeted to his Jungle performance, where he continues to be a top pick.
- Decreased Physical Power Scaling of Kick Damage from 40% to 30%
- Decreased Physical Power Scaling of Burst Damage from 40% to 30%
- Decreased Movement Speed from 25/27.5/30/32.5/35% to 25%
ARTIO
The Bear cannot be beat. About a year ago we were looking at ways to buff this goddess because she had dropped so far, but since then she’s been a nonstop top pick in the Solo Lane. This update she is getting nerfs to her passive, which stacks protection shred on enemies, as well as to her main damage ability.
- Decreased Max Stacks from 8 to 6
- Increased Cooldown of both forms from 12s to 15/14.5/14/13.5/13s
- Decreased Base Damage of Maul Prey from 40/70/100/130/160 to 35/65/95/125/155 per hit (hits 2x)
CLIODHNA
The last round of nerfs were not enough for this goddess who is terrorizing the battleground. Currently she is leaning a lot on her Ultimate to gain pressure in lane and in team fights, so we are increasing this cooldown and decreasing the base damage to that ability.
- Increased Cooldown from 50s to 60s per charge
- Decreased Base Rift Damage from 80/120/160/200/240 to 60/95/130/165/200 per tick
ZEUS
Still sitting high up on Mount Olympus, Zeus is enjoying his golden age of win% points. With his new found utility, we started taking down some primary damage values, but its had only a small effect. We are hitting him with a key damage cooldown as well as walking back the utility a little bit to make sure he still feels good to play, but has more options for counterplay.
- Increased Cooldown from 10s to 12s
- Decreased Movement Speed from 20/22.5/25/27.5/30% to 15/17.5/20/22.5/25%
- Decreased Attack Speed from 20/25/30/35/40% 15/20/25/30/35%
NEW SKIN VOICE ACTORS
- Mick Thomson Chaac: Erik Braa
- Jim Root Chaac: Brent Mukai
- Alessandro Venturella Chaac: Alessandro Venturella
- Michael Pfaff Raijin: Michael Pfaff
- clown Raijin: Bryan Porter
- Jay Weinberg Raijin: Jay Preston
- Corey Taylor Poseidon: Matthew David
- Sid Wilson Poseidon: Paul Guyet
- Craig Jones Poseidon: Luca Xavier
- Dark Apprentice Apollo: Andrew Russell
- Mystic Flare Pele: Dawn Bennett
- Necro Alchemist Vulcan: Craig Lee Thomas
- Aquatic Nightmare Ra: Wally Wingert
- The Trickster Loki: Christopher Wehkamp
- Glaive Tech Cernunnos: Erik Braa
- Afrofuture Olorun: Don Hooper
- Fluorescent Friend Ganesha: David Shatraw
- Happy Little Painter Zhong Kui: Brook Chalmers
- Horsin’ Around Chiron: Kit Harrison
9.5 BONUS BALANCE
General
- Ranked Reset
- An issue occurred where Masters and Grandmasters players were not properly reset, so we will be applying another Ranked Reset to only players in those tiers
- This will occur on the day that the Bonus Balance goes live
- All Masters/GM players will be set to Diamond 1 with 0 TP and 2750 MMR
- Win/Loss count for the split will also be reset
- These resets will not affect god leaderboard position or quest progress
Bug Fixes
- UI
- Fixed an issue where players were redirected to the wrong queues when clicking the “Play Again” button in the end of match lobby (Fixed in Live 5/20/22)
- Fixed an issue with the Ranked leaderboards missing data and background elements
- Gods
- Hera
- Fixed an issue where she could knockback Slash Juggernauts with Royal Assault
- Bakasura
- Fixed an issue where he could eat the weaker Buff Camp holders in Conquest without doing any damage to them at the beginning of matches
- Hera
Game Modes
This is the first balance update after the 9.5 “Time to Kill” changes! A lot has changed in the game and things feel very different. There are of course a few specific balance outliers we plan to adjust immediately, but our general philosophy is to take it slow on balance and give people time to experiment, learn, and enjoy this new meta.
Some stats about 9.5:
- Conquest matches that end before 15 minutes have been decreased from around 14% of all games to around 10% of all games – a nearly 30% reduction. This shows that the worst case snowball matches have significantly decreased.
- Conquest matches average length has increased on average by about 3 minutes, from 26m to 29m, about a 15% increase. This shows that the matches are longer, but not painfully long.
- Kills per Conquest game have decreased, but not by very much. The average kills per match (both teams added together) was around 52 total kills, and that has decreased to about 49 kills – only a 6% drop. This shows that most matches still involve a lot of action.
- When factoring the match length increase and kills total – we see a decrease of about 2 kills per minute to 1.7 kills per minute – a 15% decrease. This further supports that the action still very much exists in SMITE games.
- All of these numbers look great from our side, and we did see noticeable increases in player counts in 9.5 over 9.4 (but this surely was affected by SMITE Night and the Slipknot Event as well)
- Overall we are very happy with how 9.5 went and at the moment we do not plan to do any partial reverting of the core TTK base stats, we will be looking to solve and pacing or outlier issues through map balance, or individual god and item balance.
- The two key balance outliers we quickly identified were: Hunters gained too much strength, and Warriors lost too much strength. We plan to adjust both of those in this update, but then slow down on balance a little and watch the meta develop naturally.
- A new season usually takes people weeks or months to learn and solve. The 9.5 changes are bigger than a new season, and bigger than ever, so we expect people to take even longer to find optimal strategies.
- Conquest
-
Conquest underwent some equally heavy changes as the gods in this update. Overall the pacing changes have done a good job of preventing games from feeling over before 10 minutes, but there are a few things we want to adjust. We found that red buff was just too punishing for most Mages to clear, and that a similar effect was happening from gold furies against whole teams. We are bringing down the damage on both of those to make them safer objectives to take.
-
We are also doing some adjustments to towers, the 30% penetration felt like a bit too much, especially in the late game when trying to siege bases. We are decreasing that penetration and base damage of Tier 2 and Phoenixes, while buffing the base damage of the Tier 1 towers only to make sure that early game tower diving is still risky.
- Manticore Camp (red buff)
- Decreased Base Magical Power from 24 to 18
- Decreased Scaling Magical Power from 6 per 3 minutes to 4 per 3 minutes
- Increased Magical Power provided by Red Buff from 10 to 15
- Gold Fury
- Decreased Base Magical Power from 60 to 40
- Decreased Scaling Magical Power from 4 per minute to 2 per minute
- Oni Fury
- Decreased Base Magical Power from 70 to 40
- Decreased Scaling Magical Power from 4 per minute to 2 per minute
- Primal Fury
- Decreased Base Magical Power from 70 to 40
- Decreased Scaling Magical Power from 4 per minute to 2 per minute
- Towers
- Tier 1
- Increase Gold Reward from 75 per person to 125 per person
- Decreased Penetration from 30% to 20%
- Increased base power from 215 to 230
- Tier 2
- Decreased Penetration from 30% to 20%
- Decreased base power from 290 to 270
- Phoenix
- Decreased Penetration from 30% to 20%
- Decreased Base Power from 320 to 290
- Tier 1
- Manticore Camp (red buff)
We are also making the same penetration nerf on all non-conquest game modes to bring the power of tower camping back down a bit. It is very clearly more dangerous than previous updates, but this felt like taking it just a little too far and could cause matches to feel like a stalemate in the late game.
- Assault / Slash / Joust / Duel
- Decreased Penetration from 30% to 20% on all towers
Items
- Warrior mains comprised most of the negative feedback for the 9.5 update, and we saw their discomfort reflected in the data as well. Warriors clearly dropped in win%, and Hunters clearly rose. These 2 classes tend to offset each other, so every Warrior buff is a Hunter nerf and vis versa, so we tried to focus on only the most specific things to adjust for each class to bring them back closer to the average balance point, which Guardians, Assassins, and Mages are still sitting within.
- For Warriors, we looked to buff their early to mid game damage, to both help them clear and to better pressure their opponents in pvp. The Gladiator’s shield buff will help that damage scale through the late game. We also are buffing their items that can counter Hunters (and basic attack Assassin’s who are quickly rising) to give them extra options to build more effectively against comps with multiple gods reliant on basic attacking.
GLADIATOR’S SHIELD
- Passive bonus damage now applies to gods at all HP percentages, not just under 60%
- Increase bonus damage scaled from Protections from 25% to 35%
BREASTPLATE OF VALOR
- Increased Physical Protections from 55 to 65
BREASTPLATE OF DETERMINATION
- Increased Physical Protections from 55 to 65
BREASTPLATE OF VIGILANCE
- Increased Physical Protections from 55 to 65
SPECTRAL ARMOR
- Increased Damage mitigation on Critical Strikes from 30% to 40%
HIDE OF THE NEMEAN LION
- Increased Damage mitigation on a Blocked attack from 50% to 65%
For Hunters, we are nerfing the strongest items in 3 specific aspects: Gold, Lifesteal, and Crit. Gilded Arrow nerfs their gold gain. On a slow map they can use this item to gain a huge advantage, and it needs to come down to keep their power spikes closer to the other classes. Devourer’s Gauntlets provides a huge amount of survivability with the added HP and Protections, so we are bringing down the lifesteal amount to make Hunters more gankable. Finally, we have seen Crit builds become the number one option, partially fueled by the extra gold from their starter item. We wanted to make sure we nerfed this build in its damage and utility.
GILDED ARROW
- Decreased gold gain from 7 to 3 per trigger
SPIKED GAUNTLET
- Decreased Lifesteal from 7% to 5%
CURSED GAUNTLET
- Decreased Lifesteal from 10% to 7%
DEVOURER’S GAUNTLET
- Decreased Lifesteal from 15% to 10%
- Decreased Lifesteal per stack from 0.3% to 0.2% (decreased from 15% to 10% at max stacks) (deceased total item lifesteal from 30% to 20%)
DEATHBRINGER
- Decreased Critical Damage Increase from 30% to 25%
MALICIOUS DEATHBRINGER
- Decreased Critical Damage Increase from 30% to 25%
ENVENOMED DEATHBRINGER
- Decreased Critical Damage Increase from 30% to 25%
- Decreased the damage output debuff from 15% to 10%
Gods
We only have one bonus nerf today, but there will very likely be more nerfs in the main update for 9.6. Cliodhna was the top performer in the early days of 9.5 and competitive SMITE, so we drew up some base damage nerfs for her in multiple places.
CLIODHNA
- Decreased Base Damage on first two hits from 35/50/65/80/95 to 30/45/60/75/90
- Decreased Base Damage on final hit from 70/110/150/190/230 to 60/100/140/180/220
- (Decreases Total Damage from 140/210/280/350/420 to 120/190/260/330/400)
- Decreased Base Damage from 90/145/200/255/310 to 70/125/180/235/290
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