Introduction
In the latest update, 9.4, the team has been hard at work addressing online connectivity and server issues resulting from recent attacks. The first performance fix is now live, with ongoing improvements planned for future updates. Additionally, players can now strive to master 120 gods and earn new achievements and avatars. In Jungle Practice, the God Bots, Fire Giant, Gold Fury, and Buff Camp areas have been reclassified as Jungles, allowing for more realistic item interactions. And for those looking for a challenge, a button spawner for a Titan has been added in the Tower & Phoenix area. Plus, HUD health bars have been introduced for the Fire Giant and Gold Fury, making battles even more intense. In terms of bug fixes, the team has been hard at work. Issues with players' audio settings being automatically lowered at unintended times have been resolved, as well as the inability for PC players to copy/cut/paste text within the game UI. Ranked matches are now being properly counted for god leaderboard progress, and the Welcome Pass now displays the correct end date for all players. Localization has also been improved, with various text issues in the Spanish language being fixed, along with spacing, spelling, and grammar issues on multiple items and gods. And for those who love custom games, All Pick and Enemy Pick Options will now work as intended. The God Builder has also received some attention, with fixes for god abilities showing up as undefined/blank text and the consumable amount variable not working. Ratatoskr can now build his acorns through the god builder without any issues. In general gameplay, "Account Boosters" now provide the proper bonuses, ensuring a fair and balanced experience for all players. Several gods have also undergone adjustments. Hera's Polymorph no longer turns enemies invisible on Conquest, and Olorun's Overflowing Divinity now deals 20% less damage each time it hits the same enemy, capped at 90% reduction. Tiamat's Primordial Onslaught has also been adjusted, dealing 15% less damage each time it hits the same enemy, capped at 70% reduction. Other gods, such as Chang'e, Achilles, Shiva, Ne Zha, Charybdis, Atlas, and Mercury, have had various issues fixed to improve their gameplay experience. Lastly, several items have received attention. Berserkers Shield now auto-activates at low HP when it comes off cooldown, providing a more consistent experience. Aegis of Judgment no longer deals damage to structures, and Seer of the Jungle now properly targets invisible gods with its passive activated. Magic Shell Relics have also been adjusted to provide the intended basic attack damage buff duration. With these updates and fixes, players can expect a smoother and more enjoyable gaming experience. So get ready to dive back into the action and conquer the battlegrounds like never before!QUALITY OF LIFE
Online Connectivity and Server Issues
- The team is working to mitigate the issues resulting from last week’s attacks, and the first performance fix is going live with this update, 9.4. We expect to continue working on this throughout 9.4’s live dates and release additional improvements in future updates.
General
- Introduced the Achievement and Avatar for mastering 120 gods
Jungle Practice
- The God Bots, Fire Giant, Gold Fury, and Buff Camp areas are now classified as Jungles so that some item interactions (e.g. Protector of the Jungle) behave as they would in Conquest’s Jungle
- Added a button spawner for a Titan in the Tower & Phoenix area
- Added HUD health bars for the Fire Giant and Gold Fury
BUG FIXES
UI
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- Fixed an issue where players audio settings would be automatically lowered at unintended times
- Fixed an issue where PC players were unable to copy/cut/paste text within the game UI
- Fixed an issue where some players ranked matches were not being properly counted specifically only for god leaderboard progress
- Fixed an issue where the Welcome Pass would display the incorrect end date for some players
- Fixed an issue where all 6 Conquest Role Icons looked like the “Fill” Icon
- Localization
- Fixed a variety of text issues across the game for the Spanish Language
- Fixed spacing, spelling, and grammar issues on multiple items
- Infused Sigil, Warlock’s Staff, Heartseeker, Emperor’s Armor, Staff of Myrddin, Charon’s Coin, Spirit Robe
- Fixed spacing, spelling, and grammar issues on multiple Gods
- Serqet, Pele, Bacchus, Ravana, Set, Odin
- Fixed an issue where Zeus’ Detonate ability would remain in English
- Fixed spacing, spelling, and grammar issues on multiple items
- Fixed a variety of text issues across the game for the Spanish Language
- Custom Games
- All Pick and Enemy Pick Options will now work as intended
- God Builder
- Fixed an issue where god abilities would show up as undefined/blank text
- Fixed an issue where the consumable amount variable was not working
- Fixed an issue where Ratatoskr could not build his acorns through the god builder
General Gameplay
- Fixed an issue with “Account Boosters” not providing the proper bonuses
Gods
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- Hera
- Fixed an issue on Conquest where Hera’s Polymorph would sometimes turn enemies invisible
- Olorun
- Overflowing Divinity
- Updated text to state: Hitting the same Enemy deals 20% less damage each time, capped at 90% reduction.
- Overflowing Divinity
- Tiamat
- Primordial Onslaught
- Hera
- Updated text to state: Hitting the same Enemy deals 15% less damage each time, capped at 70% reduction.
- Chang’e
- Fixed an issue where activating a vision shard at level 12 would open the item store
- Achilles
- Fixed an issue where his passive meter would display incorrect self buff stats
- Shiva
- Fixed an issue where Shiva could dash inside of structures then fall through the map
- Ne Zha
- Fixed an issue where the petals on his passive meter were not being displayed
- Charybdis
- Fixed an issue where Charybdis would be invisible if she transformed into her whirlpool form at specific distances from her opponents
- Atlas
- Fixed an issue where he could pull Tsukuyomi to him at unintended times
- Mercury
- Fixed an issue where his ultimate could trigger some item effects from activating and canceling the charge-up
Items
- Berserkers Shield
- This item will now auto-activate at low hp when it comes off cooldown, to be more consistent with similar items like Asi
- Aegis of Judgment
- This Relic will no longer deal damage to structures
- Seer of the Jungle
- Fixed an issue where Towers and Phoenixes would not target an invisible God with Seer of the Jungle passive activated
- Magic Shell Relics
- Fixed an issue where Shell Relics were providing reduced basic attack damage buff for longer than intended
BALANCE LIVE WITH THE 9.4 UPDATE – APRIL19
Game Modes
- Conquest
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These first two Conquest changes are subtle, but have a lot of potential to create change. The goal of these changes are to make Duo Lane less volatile, and to slow down the Gold and XP gain of Mid and Jungle. We think that shifting XP away from Mid/Jungle and into the hands of Carry/Support at an earlier time in the match will help move us toward both goals simultaneously. We are also decreasing the total team XP awarded by the Obelisk. This will slow down the pace of the game and decrease the snowball factor. Conquest will also be seeing more significant changes in future updates.
- Support Buff Camp
- Increased Base XP Reward of Support Buff Holder from 45 to 90
- Increased Base Gold Reward of Support Buff Holder from 24 to 44
- Back Harpy Camp (Duo Side)
- Removed an Elder Harpy from Back Left Harpy camp
- This camp will no longer be Marked by the Obelisk
- Obelisk
- Decreased Team XP gained per offering from 25 to 15
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The Nerf Update
- We hinted at this type of update in the previous update notes as well as in some extra communications from Design Director Ajax, and now the moment has arrived! This update will be a Nerf Update – meaning that the entirety of the God and Item balance sections will be focusing only on nerfs!
- The SMITE community has been vocal about damage being too powerful and too present in SMITE and this update will be taking a major step to address that. In the previous update we looked at the two most specific meta sources of burst damage – Mage Penetration and Berserker’s Shield. Those changes were just the beginning though. This update features a multitude of nerfs across many of the top Gods and Items to continue this effort.
- The damage topic is often described as a “game wide” issue – but changes have to be implemented specifically across various gods and items, so the process inevitably requires us to work through one god or item at a time. When going through that process it made the most sense to start by nerfing the most powerful and highly prioritized gods and items in the game. Applying this many changes all at once could have far reaching and unpredictable results, but we saw the clear community desire for it. We think we have formulated a cautious and consistent plan to execute this large amount of nerfs in a single update.
- We are eager to hear feedback and to monitor game data from this update, and we are open to doing more nerf passes like this in the future if necessary.
- Goals
- Nerf a large amount of top performing gods and items
- Achieve a net decrease of damage in SMITE through these nerfs
- Make changes that will be felt in all game modes
- Do not buff. Even though we felt like there were some good options, buffs will be saved for future updates
- God and Item Selection
- Evaluate the highest pick/ban rate, purchase rate
- Compare that with the highest damage output, win%, and community sentiment
- Consider Conquest data as highest priority but compare with non conquest modes too
- Nerf God damage output wherever possible or things that contribute directly to damage like self buffs and cooldowns
- Nerf Item Physical or Magical Power whenever possible or things that contribute to damage like attack speed or bonus damage
- Exceptions
- Do not nerf gods or items who are already perceived as weak (low pick/ban rate or low win%) even if they have high damage or high power
- There are a few defensive nerfs to gods as we felt that the god needed nerfs but damage wasn’t as much of a factor for them
- There are a few item protection nerfs to make sure we don’t shift the game too much in favor of tanks
- 2 Reworks
- These do not tie directly into the goals of the nerf patch, but were already in progress from multiple departments when balance work on this patch began.
- Both of these changes felt like meaningful quality of life improvements that people would be excited to play with, so we kept them in the update. Both are shifts with considerable nerfs and buffs combined in order to achieve specific gameplay goals.
- Erlang Shen
- Erlang is losing an entire form of CC but gaining some new features to help him better perform in the solo lane or duo lane.
- Archmage’s Gem
- The item is getting a long quested buff to make it feel better to use, but also seeing a damage nerf at the same time.
- Erlang Shen
- Final Counts
- 29 Gods Nerfed (including bonus)
- 37 Items Nerfed
- 8 Relics Nerfed (2 Relics, 4 Upgrade States Each)
- 2 Reworks
General
Diminishing Returns
- Another common point of discussion is Crowd Control. There is a game wide rule that impacts the strength of CC chains in SMITE, so we can effectively nerf CC game wide with a single set of adjustments.
- Diminishing Returns (DR) is a concept applied in many multiplayer games, and it is always active and present in SMITE. DR causes gods to be CC’d for a shorter duration than the ability specifies if and only if they have been affected by another CC effect within the last 15 seconds.
- This weakens the overall effect of “CC chains” in which multiple gods or abilities can work together to keep a single opponent locked down for a long period of time. If you get stunned, then stunned again, the 2nd one will be affected by DR and thus be shorter. There are some exceptions like Knock-ups and Channeled effects like Grabs – these are not reduced but do apply DR to reduce the duration of subsequent CC effects.
- We are open to addressing CC further by nerfing the duration of the effects on specific god kits in the future. We are also open to revisiting the CC and DR rules in general to make this system more clearly communicated and consistent. Those possibilities will be decided upon at a later date depending on the data and feedback from this update.
- Increased CC duration reduction from 33% to 40% per stack
- Max 2 stacks (unchanged)
- Decreased the CC duration minimum from 0.5s to 0.4s
- CC duration cannot be reduced to lower than 0.4s through DR’s effect
Items
This is a long list of item nerfs and we aren’t sure if it’s worth it to individually explain why each one was changed. In general, all of these item changes follow the logic defined above. These items are the most popular or most powerful within their archetypes, and thus will be nerfed. Almost all class/role archetypes were nerfed in some way, this might create new imbalances based on which class/role is affected more heavily by these nerfs, and it will be a big priority in the next update to adjust more items and gods with the primary goal of making sure all roles continue to feel equally flexible and powerful.
BELT OF FRENZY
- Decreased Damage Buff from 15% to 10%
GREATER BELT OF FRENZY
- Decreased Damage Buff from 15% to 10%
BELT OF INSATIABLE HUNGER
- Decreased Damage Buff from 15% to 10%
BELT OF THE BERSERKER
- Decreased Damage Buff from 25% to 20%
BRACER OF RADIANCE
- Decreased Power Buff from 15% to 10%
GREATER BRACER OF RADIANCE
- Decreased Power Buff from 15% to 10%
BRACER OF BRILLIANCE
- Decreased Power Buff from 20% to 15%
BRACER OF ILLUMINATION
- Decreased Power Buff from 15% to 10%
CHRONOS PENDANT
- Decreased Magical Power from 100 to 90
ROD OF TAHUTI
- Decreased Magical Power from 140 to 120
CALAMITOUS ROD OF TAHUTI
- Decreased Magical Power from 140 to 120
NIMBLE ROD OF TAHUTI
- Decreased Magical Power from 140 to 120
DIVINE RUIN
- Decreased Magical Power from 110 to 100
SPEAR OF DESOLATION
- Decreased Magical Power from 120 to 110
TELKHINES RING
- Decreased Attack Speed from 25% to 20%
- Decreased passive bonus damage from 15% to 10%
RING OF HECATE
- Decreased Magical Power from 90 to 80
- Decreased Attack Speed from 25% to 20%
CADUCEUS SHIELD
- Decreased Physical Power from 30 to 25
BREASTPLATE OF VALOR
- Decreased Physical Protection from 65 to 55
BREASTPLATE OF DETERMINATION
- Decreased Physical Protection from 65 to 55
BREASTPLATE OF VIGILANCE
- Decreased Physical Protection from 65 to 55
ANCILE
- Decreased Physical Power from 50 to 40
MYSTICAL MAIL
- Decreased Passive Base damage from 25 to 20
BULWARK OF HOPE
- Decreased Magical Protection from 80 to 70
HIDE OF THE NEMEAN LION
- Nemean Block stacks now prevent 50% of basic attack damage instead of the full 100%
THE CRUSHER
- Decreased Attack Speed from 15% to 10%
HYDRA’S LAMENT
- Decreased Bonus damage scaling from 40% to 35%
JOTUNN’S WRATH
- Decreased Physical Power from 45 to 40
JOTUNN’S FEROCITY
- Decreased Physical Power from 45 to 40
JOTUNN’S VIGOR
- Decreased Physical Power from 45 to 40
SERRATED EDGE
- Decreased Physical Power from 35 to 30
- Decreased passive Physical Power from 10 to 8 per stack
ASI
- Decreased Physical Lifesteal from 20% to 15%
ATALANTA’S BOW
- Decreased Attack Speed from 25% to 20%
WIND DEMON
- Decreased passive duration from 5s to 4s
DEATHBRINGER
- Decreased Physical Power from 55 to 50
ENVENOMED DEATHBRINGER
- Decreased Physical Power from 55 to 50
MALICIOUS DEATHBRINGER
- Decreased Physical Power from 55 to 50
GAUNTLET OF THEBES
- Decreased base Health provided from 300 to 250
- Affects Evolved item as well
PRIDWEN
- Decreased Shield health scaling earned Protections from items from 100% to 90%
SOVEREIGNTY
- Decreased Physical Protection from 45 to 40
HEARTWARD AMULET
- Decreased Magical Protections provided from passive aura from 20 to 15
AMULET OF SILENCE
- Decreased Magical Protections provided from passive aura from 20 to 15
AMULET OF THE STRONGHOLD
- Decreased Magical Protections provided from passive aura from 20 to 15
CELESTIAL LEGION HELM
- Decreased Magical Power from 80 to 70
- Increased time taken to gain stacks from 2s to 3s
- Increased time after being hit by Physical Damage to gain a stack from 2s to 3s
VAMPIRIC SHROUD
- Decreased Magical Power from 30 to 20
MANTLE OF DISCORD
- Decreased Physical Protection from 60 to 55
- Decreased Magical Protections from 60 to 55
- Increased Cooldown of the Passive Effect from 90s to 110s
REWORK: ARCHMAGE’S GEM
- This item no longer procs and consume the stacks unless a god is successfully damaged
- Decreased Scaling per stack from 1.5% to 1% (decreased total scaling from 30% to 20%)
Gods
It is easier to identify the top performers for gods, and god changes have much less ripple effect on the rest of the game than item changes do. With these changes we expect that some nerfed gods will continue to remain at the top of the meta, and then more nerfs will be planned for future updates for them. We also expect some number of new gods to find new room for viability, and those gods will be individually evaluated to determine their nerf status.
TIAMAT
- Decreased Base Damage per shot from 80/90/90/100/100 to 80/85/85/90/90
AGNI
- Decreased Magical Power Scaling from 10% to 8%
- Decreased Base Damage from 140/180/220/260/300 To 120/160/200/240/280
- Decreased Magical Power Scaling from 70% to 65%
PERSEPHONE
- Decreased Explosion damage
- Decreased Magical Power Scaling from 80% to 70%
- Decreased Bite damage
- Decreased Magical Power Scaling from 35% to 30%
- This ability no longer applies any attack speed reduction to the caged target
SOL
- Decreased base damage from 40/70/100/130/160 to 40/65/90/115/140
- Decreased Magical Power Scaling from 50% to 45% per hit
THOTH
- Decreased damage increase on successfully hitting a god from 20% to 15% per shot
- Decreased the cooldown reduction on successfully hitting a god from 1s to 0.5s per shot
- Decreased Magical Power Scaling from 120% to 115%
ZEUS
- Decreased Base Damage from 40/70/100/130/160 to 30/60/90/120/150
- Decreased Slow from 30% to 20%
- Decreased Base Damage from 50/80/110/140/170 to 40/70/100/130/160
ACHILLES
- Decreased Protection bonus per level from 2 to 1.5
- Decreased Physical Power bonus per level from 2 to 1.5
- Decreased long range damage from 75% to 70%
- This affects base and scaling damage
CHAAC
- Decreased his self healing Physical Power scaling from 15% to 10% per tick
- Increased Cooldown from 75s to 90s
GILGAMESH
- Decreased base buff duration from 4s to 3s
- Decreased maximum buff duration from 7s to 6s
- (Which decreases the total possible duration of this effect from 11s to 9s)
- Decreased bonus damage from 3% to 2.5% of his max health per hit
- Decreased Binding Damage Physical Power scaling from 60% to 50%
- Decreased Wind Wall Slow from 50% to 40%
MULAN
- Decreased Physical Power scaling from 35% to 30% per hit
- Decreased Bonus Damage when hitting the same target with both hits from Spear Thrust from 20/35/50/65/80 to 20/30/40/50/60
- Decreased Physical Power scaling when hitting the same target with both hits from Spear Thrust from 15% to 10%
SHIVA
- This ability is now immune to all CC except stuns, as opposed to being entirely CC immune. Stuns will interrupt Shiva out of this ability if he is hit at any time during its 3 phases.
BELLONA
- Decreased Slow from 15/20/25/30/35% to 10/12.5/15/17.5/20%
- Decreased Spin Base Damage from 45/75/105/135/165 to 35/65/95/125/155
CAMAZOTZ
- Decreased Base Damage from 100/140/180/220/260 to 100/135/170/205/240 per hit
ARACHNE
- Decreased Arachne’s Basic Attack Damage Increase from 1.5% to 1.25% for every 5% of a target’s missing Health.
- Decreased Physical Power Scaling from 10% to 8% per tick
CLIODHNA
- Decreased Final Hit Physical Power Scaling from 70% to 60%
- Decreased Claw Damage Physical Power Scaling from 85% to 80%
- Decreased Opening Damage Physical Power Scaling from 70% to 60%
LOKI
- Decreased Bonus Damage from 20% to 15% on basic attacks that hit from behind
- Decreased Physical Power Scaling from 25% to 20% per tick
TSUKUYOMI
- Increased Cooldown from 10s to 12s
- Decreased Bonus Damage Physical Power Scaling from 40% to 30% on the ranged follow-up attack
AH MUZEN CAB
- Decreased Physical Power Scaling from 80% to 75%
- Decreased Physical Power Scaling from 110% to 100%
- Decreased Slow from 20/22.5/25/27.5/30% to 20% at all ranks
APOLLO
- Decreased Physical Power Scaling from 30% to 25% per tick
HOU YI
- Decreased Damage Increase provided from 3/4/5/6/7% to 2/3/4/5/6%
IZANAMI
- Decreased Attack Speed from 55/60/65/70/75% to 45/50/55/60/65%
MEDUSA
- Decreased Attack Speed from 40/50/60/70/80% to 40/45/50/55/60%
- Decreased Base Damage from 15/20/25/30/35 to 10/15/20/25/30
- Prev Total 180/240/300/360/420 (3 ticks * 4 shots)
- New Total 120/180/240/300/360 (3 ticks * 4 shots)
- Decreased Physical Power Scaling from 80% to 70%
ARTIO
- Decreased Base Damage on Druid Stance from 80/110/140/170/200 to 60/95/130/165/200
- Decreased Base Damage on Bear Stance from 70/120/170/220/270 to 65/110/155/200/245
ATLAS
- Decreased Base Damage from 80/135/190/245/300 to 80/130/180/230/280
- Decreased Magical Power Scaling from 45% to 40%
ARES
- Decreased God Damage from 25/45/65/85/105 to 20/40/60/80/100 per tick
BACCHUS
- Decreased Base Damage from 250/325/400/475/550 to 230/300/370/440/510
- Decreased Magical Power Scaling from 70% to 60%
CABRAKAN
- Decreased Base Damage from 100/145/190/235/280 to 80/125/170/215/260
- Decreased Magical Power Scaling from 70% to 60%
CERBERUS
- Decreased Base Damage from 50/80/110/140/170 to 40/70/100/130/160
- Decreased by 28 damage if hit by all 4 hits on all ranks
Reworks
This update’s rework is Erlang Shen. We hear the player feedback that wants us to keep the flex capability of these gods as good as possible while still accomplishing our goals. We prioritized that feedback heavily with Erlang Shen’s design. With these changes we are trying to not just bring down the god’s performance in the role where they are overperforming, but also noticeably and clearly buffing the role where they haven’t been as successful. This is a potentially complex topic, as most reworks are, so we will break this out into more clear sections.
- Why would we want to rework Erlang Shen? What are his problems? Does he meet our criteria for rework?
- Erlang Shen is one of the top pick/banned gods in SPL, being the #3 most banned god at the S9 Kickoff Tournament, and #5 most banned god at SWC Season 8. Although he is clearly a top priority, his Normal Conquest play count is toward the bottom of the pack, coming in at #77 out of 119 gods. So even with his powerful performance in SPL he is not a god that many people are interested in playing.
- Erlang Shen also overperforms in his flex role. In Ranked Conquest his Jungle is played significantly more than Solo and boasts a nearly 4% boost in win% over his Solo, which is huge. In SPL his gameplay is nearly 100% in the Jungle. This makes him quite clearly one of top Junglers, if not the actual #1 Jungler.
- We are happy to support gods that can flex roles, but Erlang Shen is an outlier who takes this flex too far. His jungle performance pushes out many other gods who we would like to see in the role, and he sets a standard for tankier Junglers because of his Warrior stats.
- What are the goals of the changes and how do we accomplish them?
- Make Erlang Shen a stronger Solo Laner
- Incentivize players to max Spot Weakness. If this is Erlang’s best ability to max first it will make him more appealing as a solo laner than a jungler, since it’s about extended trading instead of burst damage.
- This also means that Erlang shouldn’t need to use 72 Transformations to clear the wave as much, which will keep him from exposing himself to easy ganks.
- Increase his in-lane sustain
- Make Erlang Shen a weaker Jungler, but still a viable Jungler
- Erlang Shen’s effectiveness as a Jungler comes from a few factors. His CC, his burst damage inside his CC chain, and his clear speed.
- We are removing the knock up from the Turtle form in 72 Transformations. We recognize that this is a massive nerf, but we felt like this ability had the most opportunity to still feel relevant after some buffs to its other facets.
- A major factor in his camp clear speed is his passive, especially in conjunction with Manakin’s Scepter. We are toning down the basic attack power contribution to his passive, while making the late game portion of his passive stronger.
- Get more people interested in playing Erlang Shen in general
- keep his core gameplay themes in place, and keep as much of his current kit as possible
- Make Erlang Shen a stronger Solo Laner
- It’s a lot of changes, but each buff or nerf has its purpose. We hope that players will enjoy these changes to Erlang Shen that continue to keep him as a strong flex god but with more appeal and viability in his core role, and less frustration from his opponents.
ERLANG SHEN
- Reduced damage from 15% to 7.5% of Erlang Shen’s basic attack damage
- Increased damage from 1% to 1.75% of target’s max health
- Decreased Bonus Damage per hit from 15/27/39/51/63 (+10% of your Physical Power) To 12/22/32/42/52 (+5% of your Physical Power)
- Erlang Shen now gains 4/8/12/16/20% Physical lifesteal while this ability is active
- Erlang Shen now applies a stacking debuff to enemy gods hit by this ability which reduces their damage output by 3/4/5/6/7% per stack, stacking up to 3 times. Stacks last 3s.
- 9/12/15/18/21% damage reduction max
- Erlang Shen is now knock up and slow immune while he is transformed into either animal
- Mink form
- Erlang Shen now gains 15% Movement Speed for 4s after the dash completes
- Turtle form
- This ability no longer knocks enemies up
- Shield health changed from 70/110/150/190/230 to 50/100/150/200/250 (+75% total protections from items and abilities)
- Increased Damage Mitigation from 10/11.25/12.5/13.75/15% to 10/12.5/15/17.5/20%
NEW SKIN VOICE ACTORS
- Yu Huang: Cory Yee
- Bionic Demon Gilgamesh: Kyle Chapple
- Shadow Bloom Persephone: Bryarly Bishop
- Crocfather Sobek: Dave Fennoy
- Honorable Machina Tyr: Arthur Romeo Atlas
- Almighty Archon Zeus: Jeffrey Hunt
- The Magic Dragon Tiamat: Tamara Ryan
- Haunted Nightmare Chernobog: Blythe Melin
- Demon Puncher Mercury: Chase Kloza
- Abyssal Slayer Anhur: John Doyle
9.4 BONUS BALANCE
General
- The 9.4 Jade Emperor Update was a unique update with a large variety of nerfs across many gods and items in all classes and roles. It also included changes to Diminishing Returns (DR)
- As a prologue to this bonus update and the next full update we would like to review the Goal: Nerf top Gods and Items to decrease creep/bloat and buff lower performers indirectly
- We have seen a significant shift in god win rate data.
- Gods who were not nerfed in 9.4 saw significant increases in win rate with gods like Nu Wa, Mercury, Rama, Terra, and King Arthur seeing the largest increases in Conquest win rate for each class.
- Most of the gods who were directly nerfed did drop heavily. Most importantly: Bastet from her bonus balance change, who had the single biggest drop in Conquest win rate in the entire update.
- Item data often lags well behind god data, as players will take much more time to optimize new builds and wait for pros and influencers to drive the meta. We haven’t seen any game-wide trends in item data yet, but with the first SPL rounds in 9.4 we expect to see some new builds that will then ripple out further into the game causing even more shifts that are not reflected in the data at this time. Even some of the most obvious changes, like pro hunters building Devourer’s Gauntlets now, are not widespread enough to make significant impacts on data from all players.
- We have seen the various comments about individual gods being more affected than others by the change to DR. So far in the win rate data we have not seen anything too concerning. Horus and Eset actually increased in win rate from 9.3 to 9.4. Thor is down and was struggling heavily even before this change. The god single most affected by DR nerfs instead of direct nerfs seems to be Serqet, with Hades not far behind. Bacchus and Hou Yi received direct nerfs but were also potentially hurt by DR changes due to the magnitude of their decreases. It’s possible that it was itemization that also affected these gods but DR changes look to be a likely culprit. At the moment we are happy with the nerf to CC across the game and it likely will have a lot of long term benefits. We will most likely be planning buffs for Thor and Serqet in 9.5 as initial test cases for this issue because they are the gods who statistically need buffs the most after 9.4.
- Goal: Decrease average damage
- We are seeing changes to, but in very small amounts.
- Non-Conquest modes saw average total damage go down, with every class individually seeing a decrease in damage. However, this damage decrease was generally quite small – in the range of about 2%.
- On Conquest we saw damage in total come down, but even less so than in Non-Conquest modes, and we also saw it mostly only apply to Mages, Guardians, and Assassins. Warriors and Hunters went slightly up.
- Historically we have not seen this data change drastically. The biggest peaks and lowest valleys in damage from multiple years tend to be within about 10% of each other, and that usually occurs over longer periods of time as metas shift. So a 2% change in a single update is something players certainly could feel, and we have seen comments from players claiming that things do feel slightly different.
- Damage per class as a stat is also heavily affected by new god launches. With so many people playing that one god – that gods individual performance becomes the biggest part of the equation. So, by this logic, the fact that Yu Huang launched underpowered could be the main driving factor in damage stats decreasing. When removing Yu Huang from the equation we still saw general damage decreases in the same situations as described above, but in even smaller amounts for mage damage, and thus totals (that include mage damage).
- General Comments on 9.4 Bonus balance
- The God and Item balance shifting was quite successful. We saw win rate increases in many gods who were untouched by 9.4 and previously considered weak. These gods might have not broken into the ranked or SPL meta yet, but they are now certainly closer to do that than they were before.
- As mentioned above we haven’t been able to clearly identify any big changes in build patterns yet, but we have seen a lot of chatter and intrigue about what new builds will look like.
- We will extend similar logic into 9.4 Bonus to continue nerfing some top performing gods and items with universal goals, not just damage focused. See the dev notes below for the thought process and action items related to this bullet point.
- General Comments on 9.5 balance and beyond
- As part of this bonus update we want to convey some previews looking forward to 9.5. The Bonus update will further target early game time to kill, general damage, and top performers, but based on the feedback and data from 9.4 we feel like more action is indeed required.
- We designed 9.4 with a lot of caution in mind. We wanted to make our first move at game-wide balance a safe one. “The Nerfening” was always designed as a multi-step plan, and it seems we could have done better to clearly communicate that on the 9.4 patch show. Many people felt like we oversold the changes in 9.4, and under communicated our future intentions. We wanted to see what magnitude of results we would get from these safer changes in order to better prepare the dev team and the players for the concept of even more intense change.
- We also saw a lot of confusion about nerfing protection items and a few god’s protective abilities, which would have made much more sense if we had communicated more clearly that the 9.4 update was more about bringing down top performing “bloat” cases, with a smaller goal of experimenting with damage changes.
- 9.5 Preview
- We plan to deliver another game-wide change in 9.5 that will have a more powerful and targeted effect on time to kill, especially in the early game. We want to be careful here to not oversell or undersell this planned change, nor reveal it fully yet, but we have discussed the specific details with Pros and Olympians and everyone is very excited about it. It should be significantly more intense compared to 9.4 and it’s going to affect all gods as equally as possible. We still want SMITE to feel like SMITE though, and some calls for change are simply unrealistic. We want to find a solid shift to get our toughest critics excited to re-engage with SMITE without scaring off the many players who still love and play the game in Season 9.
- 9.5 Will also be the first Conquest update of Season 9, with new environment art, mechanical changes, and heavy balance adjustments across the map. We have seen significant decreases in the snowball factor on the Conquest map since 9.1, but we have some lofty goals for pacing and game-feel changes that require a significant balance pass. These changes will compound with the above point, leading to a shift in all modes, but an even larger one within the Conquest mode.
Items
In this bonus update we are nerfing the starting power on many early game items including starters, Tier 1 DPS items, and Tier 2 Penetration items. This was the single most clearly identified aspect that was missing from 9.4. Starter items were originally not nerfed because they had such a delicate balance with each other that had been worked on across the entire last year, but the data and feedback has provided the proper information to make us feel more confident about this change. This should provide some more subtle changes in game feel, especially in the early game, and will contribute to more subtle damage decreases and shifts in build paths.
There are also clearly items that aren’t nerf here. We generally avoided nerfing the starter items that are the less popular ones already, have low power, or are for Supports.
(STARTER) DEATH’S TOLL
- Decreased Physical Power from 20 to 15
(STARTER) GILDED ARROW
- Decreased Basic Attack Damage from 25 to 20
(STARTER) LEATHER COWL
- Decreased Physical Power from 20 to 15
- Increased Attack Speed from 5% to 7%
(STARTER) BLUESTONE PENDANT
- Decreased Passive Bonus Damage from 25 to 20
(STARTER) VAMPIRIC SHROUD
- Decreased Health from 100 to 75
(STARTER) SAND OF TIME
- Decreased Magical Power from 30 to 25
(STARTER) CONDUIT GEM
- Decreased Magical Power from 30 to 25
(STARTER) EYE OF THE JUNGLE
- Decreased Magical Power from 25 to 20
- Decreased Attack Speed from 10% to 7%
(TIER 1) MACE
- Decreased Physical Power from 15 to 10
(TIER 2) HEAVY MACE
- Removed the 5 Flat Penetration from this item
(TIER 2) WARRIOR’S BANE
- Removed the 10% Penetration from this item
(TIER 1) MAGIC FOCUS
- Decreased Magical Power from 25 to 20
(TIER 2) ENCHANTED SPEAR
- Removed the 5 Flat Penetration from this item
(TIER 2) SPELL FOCUS
- Removed the 10% Penetration from this item
(TIER 1) EMERALD RING
- Decreased Magical Power from 25 to 20
(TIER 1) KATANA
- Decreased Physical Power from 10 to 7
(TIER 1) SHURIKEN
- Decreased Physical Power from 10 to 7
(TIER 1) ROUND SHIELD
- Decreased Physical Power from 10 to 7
(TIER 1) ENCHANTED BUCKLER
- Decreased Physical Power from 10 to 7
A few powerful Warrior items (and sometimes support) were at the top of everyone’s lists for things that dodged nerfs in 9.4. This might not contribute directly to game wide damage, but Warriors are still going strong in 9.4 and these items affect multiple classes and roles with their effects, while also feeling specifically strong individually.
BERSERKER’S SHIELD
- Decreased Physical Power from 30 to 25
- Decreased Physical Protection from 60 to 50
SHOGUN’S KUSARI
- Decreased Magical Protection from 60 to 50
CADUCEUS SHIELD
- Decreased Physical Protection from 35 to 30
- Decreased Magical Protection from 35 to 30
Gods
YU HUANG
New gods are always an interesting situation. It appears that in this case the data and feedback are clearly aligned: Yu Huang needs some buffs. The god definitely has a learning curve and a unique feel that takes some time to adjust to, which is why we usually wait longer before we apply buffs. Atlas was in a similar situation and was buffed in PTS, so it feels appropriate that Yu Huang could be buffed in his first bonus update. These buffs specifically aim toward increasing his total damage as a mage, which is definitely on the low end for the class, and it includes one important change to his feel that allows him to refire his Ability 2 more quickly without a damage penalty.
- Increased Cinder Damage from 15/25/35/45/55 to 25/35/45/55/65
- Increased Magical Power Scaling from 15% to 25%
- This ability now deals 100% damage regardless of how quickly it is fired
- Decreased Cooldown from 100s to 90s
- Increased Magical Power Scaling from 50% to 60% on the Push Damage
- Increased Magical Power Scaling from 45% to 50% on the Explosion Damage
- Total increase from 95% to 110%
SHIVA
The Season Launch god has come down with his past nerfs, but we are looking at one more that we think will be the last for a while. Shiva’s Ultimate provides a long duration of CC Immunity and Damage Mitigation that makes it an especially powerful engage or escape tool. Shiva’s recent over-performance has continued to be attributed to his mobility and evasion, so we are removing the damage mitigation from this ability to make sure Shiva’s enemies can properly punish and counter the ability.
- Removed the 20% Damage Mitigation Shiva gains while channeling
CLIODHNA
Players are wailing like banshees about Cliodhna’s power level. This god saw heavy damage scaling nerfs to multiple abilities in 9.4, but she has held onto a top spot in the meta. For this update we are taking a different path by removing the Ability Lifesteal she gets while inside a wall. Managing your health and creating a strong risk/reward situation is important to this gods design, and allowing Cliodhna to heal up while in a wall felt contrary to that goal, especially as players got better at handling her. She will no longer have this ability, but she will still gain this bonus after exiting, encouraging her to leap into battle and deal damage to heal herself back up.
- Removed the 10% Physical Ability Lifesteal she gains While inside a wall only (she still gets it for 5s upon exiting)
CTHULHU
Despite his massive stature, this god was still able to hide from the nerfs in 9.4. He was recently buffed and we did aim to avoid nerfing gods in that situation, but Cthulhu has clearly shown that he is now a meta staple, not just a flavor of the month. He is mostly valued for his Ultimate, which is going to get nerfed in both its tanky features as well as its damage ability. Although Cthulhu’s Ultimate thematically is driving players to abandon all hope and spiral into madness, we do want players to actually be able to fight against it.
- Decreased Max Health from 25% to 20%
- Decreased Base Damage from 100/150/200/255/300 to 100/140/180/220/260
DA JI
This goddess has recently risen to power in the SPL as a specific counter pick against a few top gods. She is mostly a counter-pick and also has not been in the meta much recently so we are starting off very light with her nerfs. Her Ultimate is powerful and tough to counter, so a small increase in cooldown here could make a big difference, especially at the pro level.
- Increased Cooldown from 100s to 110s
HE BO
We really opened the floodgates on He Bo when we removed that self root. After discussing with the team, analyzing the data, and reviewing the feedback, we still feel like this was the right call. We would rather make the god feel much better to use, then nerf him in other ways. He Bo plays best when maneuvering between enemies, and that self root really hurts his flow. However, to balance that out he will definitely need some damage nerfs.
- Decreased Magical Power Buff per stack from 5% to 4%
- (Decreased Total Magical Power % buff from 15% to 12%)
- Decreased Base Damage from 370/450/530/610/690 to 350/430/510/590/670
- Decreased Magical Power Scaling from 115% to 105%
Bug Fixes
- Hotfixed Friday 4/22
- Fixed an issue where Conquest had incorrect jungle spawn timers
- Ymir
- Fixed an issue where his Freezy Bot skin would fail to spawn walls
- Yu Huang
- Fixed an issue where charging up and canceling his second ability could trigger some item effects
- Fixed an issue where he would get locked out of auto attacking
- Fixed an issue where he couldn’t pass through player-made walls with his third ability
- Hide of the Nemean Lion
- Fixed an issue where this item’s passive would lose stacks from Minions, Jungle Camps, Jungle Bosses, and Towers
- Chiron
- Fixed an issue with his Shining Chivalry skin missing ability SFX audio
- Kuzenbo
- Fixed visibility issues with the Nene Kappa on his base skin
- Yu Huang
- Fixed an issue that caused clients to crash when he died during his ultimate
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