Fafnir gains 4 bonus gold from all minions, structures, kills and assists. Fafnir also gains bonus Protections based on the amount of gold he is currently holding.
Cursed Strength
Fafnir hurls his hammer forward, dealing damage (100/140/180/220/260 +50% of your Magical Power) to enemies in its path. If Fafnir hits a god the hammer stops short and Stuns them for 1s. The Stunned god also radiates out a cursed pulse, Slowing (20/25/30/35/40%) them and nearby enemies for 3s. Cost: 60/65/70/75/80. Cooldown: 15s.
In dragon form, this ability deals increased damage (50/70/90/110/130 +25% of your Magical Power) that ticks every second for 3s. Also, the cursed pulse shreds Protections (20/25/30/35/40%) in addition to Slowing.
Coerce
Fafnir coerces his allies into fighting harder, boosting Attack Speed (10/20/30/40/50%) for 5s and healing himself (50/80/110/140/170 +40% of your Magical Power). While Coerce is active Fafnir does additional bonus Magic Damage (5/10/15/20/25% of the target’s power.) whenever the affected ally damages an enemy. Cost: 50s. Cooldown: 13s.
In dragon form, This ability has a larger area of effect and can buff multiple allies.
Underhanded Tactics
Fafnir leaps to a target location and executes a despicable strike, dealing damage (80/120/160/200/240 + 60% of your Magical Power) and disarming enemies in front of him for 2s. Cost: 70s. Cooldown: 18s.
In dragon form, Fafnir can leap much further. Also, this ability deals increased damage (40/60/80/100/120 + 30% of your Magical Power) that ticks every second for 3s and Fafnir Stuns the enemy closest to him for 2s in addition to Disarming.
dragonic corruption
Ultimate: Dragonic Corruption
Fafnir transforms into a terrifying dragon and is untargetable during the process. When he emerges in dragon form, nearby enemies are poisoned, taking damage (80/100/120/140/160 + 40% of your Magical Power) every second for 3s. He remains in this form for a duration or until the ability is activated again. As a dragon, his abilities have additional effects and his basic attack changes to a Dragon Breath that deals damage (10/15/20/25/30 + 10% of your Magical Power) 3 times per second. Dragon Breath can not proc item hit effects. Cost: 100. Cooldown: 90s.
Covetous Fafnir
New God Skins
Aphra Cadabra Aphrodite
Ski Patrol Skadi
Demon King Ravana
Nile Stalker Sobek
Wyrm Slayer Ullr
Jing Wei Mastery Skins
Misc
Fixed an issue with TP Gains/Losses when teams that were expected to win were on a certain side of the map.
“Due to this change, we will be doing a “Soft” reset of everyone about 100 TP in Diamond 1 and Grandmasters. This reset will be a flat % reduction that varies by the platform and the queue type. This is meant to reduce players who gained a large amount of points they should not have earned while still maintaining the current ranking. As an example, someone with 2,000 TP in Conquest Ranked on PC will be reduced by 82.5%, reducing that player to 350 TP.”
PC
Conquest Ranked: -82.5%
Joust Ranked: -92.5%
Duel Ranked: – 80%
Console (To be applied in 3.10 for Console)
Conquest Ranked: -75%
Joust Ranked: -50%
Duel Ranked: -75%
Increase the weighting from +- 5 to +-8 for TP gains when teams are unevenly matched.
“To explain this change we want to give clarity to how TP as a whole works. Every game the amount of TP earned or lost is modified based on the expected outcome of a match was as well as how far a player’s MMR is from the division they “should” be in. All players begin at 11 TP and then lose or gain points based off these metrics and are then adjust up to +-5 based on how fair the match was (+-0 if 50/50) and +-6 if you are not in the division your MMR would suggested. In previous patches players could earn +- 5 points based on whether or not they were favored for a given match, and this has been increased to +- 8. ”
Fixed whispers after every game
Fixed Sol’s achievement “Disparate” having an incorrect description on Steam.
Achievements
Aphrodite
My Lovely Lady Birds
As Aphrodite get the killing blow with the damage from your birds.
Kiss Me!
As Aphrodite apply your kiss to every God in the match. This includes allies and enemies.
Nox
Where Did I Go?
As Nox remain inside an ally for 8 Seconds
Embrace the Darkness
As Nox use Siphon Dark and Shadowlock to deliver the killing blow to at least 3 enemies in one match.
Ratatoskr
Got Nuts?
As Ratatoskr stun three or more opponents at once with Acorn Blast.
Look Out Below!
As Ratatoskr knock up three or more enemy gods at once with Through the Cosmos.
Item Changes
Gauntlet of Thebes
“These items aren’t seeing as much play as expected, so they are all receiving a small bonus to their primary stat: Health. Health items have high power potential, so adjustments to this tree will be small and careful.”
Increased Health from 350 → 400.
Mail of Revewal
Increased Health from 350 → 400.
Stone of Gaia
Increased Health from 350 → 400.
God Changes
Ah Muzen Cab
“AMC players have a lot of flexibility on when and where to place Hives, and this reduction should make that process more convenient.”
Hive
Cooldown Reduced from 16s → 14s.
Artemis
General
Fixed an issue where Calydonian Boar would be untextured on the Recon Artemis Skin.
He Bo
"HeBo’s low cooldowns define him as a mage. Waterspout’s reduced mana costs will allow him to better fit this specialty. ”
Waterspout
Mana cost reduce from 70/80/90/100/110 → 65/70/75/80/85.
Kukulkan
“Kukulkan excels when he is able to maintain proper spacing between himself and enemies, especially towards the late game. By reducing Slipstreams cooldown per rank Kukulkan will more often have one of his spacing tools available to him.”
Slipstream
Reduced Cooldown from 15s → 15/14/13/12/11s.
Ratatoskr
“Ratatoskr has had a fairly powerful release, so we are looking to take away some of his power throughout the game. In addition to his hotfix adjustment Dart is seeing a base damage decreased while Flurry is seeing adjustments in its cooldown and protection shred. We will continue to monitor the new Ratatoskr closely to ensure he is in a healthy balance spot.”
Dart
Base damage reduced from 100/140/180/220/260 → 80/120/160/200/240.
Flurry
Cooldown increased from 12s → 14s.
Protection Debuff Reduced from 2/3/4/5/6 → 2/2/3/3/4.
Raijin
“Raijin is a character who has a lot of potential to disrupt and poke out enemies, and when choosing to use his escape ability offensively with Raiju he can have some hefty burst as well. With this change we want to limit the amount of burst that comes from the easiest to confirm combo.”
Thunder Crash
Lightning Damage reduced from 20/30/40/50/60 → 20/25/30/35/40.
Thunder Damage reduced from 40/60/80/100/120 → 40/50/60/70/80.
Susano
“Storm Kata when combined with Bluestone Pendant was allowing Susano to control the pace of the early game. By removing some of the edge on Storm Kata and removing its ability to proc Bluestone Pendant (and other item effects) twice, players should find more room to play against this mobile assassin.
Storm Kata
Scaling reduced from 90% → 80% on both hits.
No longer procs multiple item affects (like Bluestone Pendant) more than once.
Fixed an issue with this ability when ranked up mid use.
In terms of god balancing, I think this might be the best patch ever! I don't like Fafnir, though. Nothing wrong with him, I'm just disappointed it isn't Set or Horus.
****ING NO! OMFG THEY CAN'T EVEN BALANCE Susano RIGHT! The **** is that from 90 to 80 which is ********! It should be 50 or 60! As for the rest of them I can't give a ****.
****ING NO! OMFG THEY CAN'T EVEN BALANCE Susano RIGHT! The **** is that from 90 to 80 which is ********! It should be 50 or 60! As for the rest of them I can't give a ****.
50 to 60 is a bit too much xD i'd say 75 to 80 is about right.
Stop me if I'm wrong here, because I don't know the first thing about ability balancing, but there should be considerations going on with regard to what each ability brings, right?
What's the theme here? He's an early game destroyer with late-game utility from his mobility and CC, right?
So, looking at everything, here's a breakdown of Storm Kata:
Cost: 60 mana
Damage @ level 1: 70 (+80% phys power, first attack in a cone), 70 (+80% phys power, second attack in a circle), 0 (dash).
Cooldown: 16s (down to 12s @ level 5)
Utility: Dash
Drawbacks: requires time and close proximity to get off both hits, before he can dash away
So with that 60 mana, he's got the potential to do theoretical 140 damage +160% phys power at ability level 1 to any one target, but because it's an AOE of a type, it can do even more if multiple targets are close.
Understanding that he sort of "falls off" late, wouldn't you say that the scaling is probably okay? But maybe the issue is that he gets way too much out of it early. But it's not just this ability, it's the fact that he has a dash, a pull, a teleport, and his ult draws enemies to the center like Whirlpool AND knocks up if he sends it out.
So, if they don't do anything to decrease all of his other utility in his kit, let's just look at this ability. What if this was adjusted to 50/85/120/155/190, keeping the original 90% scaling, or even considering boosting to 100?
Cost: 60
Damage @ level 1: 100 (+100% phys power, total tick damage over 4 seconds)
Cooldown: 15s
Utility: Bleed, only needs 1 hit to get the full effect over 4 seconds, applies Open Wound for up to 15% additional damage, allows Bastet to direct Cat Call at specific enemies.
Drawbacks: not really any that I can think of...
Am I on to something, or should I just crawl back into my hole?
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