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The Great Dreamer | 7.6 Update Notes (w/ 7.5 Bonus Balance)

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Forum » News » The Great Dreamer | 7.6 Update Notes (w/ 7.5 Bonus Balance) 8 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » May 27, 2020 3:12pm | Report


The Great Dreamer | 7.6 Update Notes

By: TitanIsiah | 2020/5/27



Source (7.5 Bonus Balance): https://www.smitegame.com/news/7-5-bonus-update-notes-live-june-2/
Source (7.6 Main Patch): https://www.smitegame.com/news/7-6-update-notes-the-great-dreamer/
Bonus Balance Patch scheduled to go live: June 2
Patch scheduled to go live: June 16

*NOTE* For full patch notes, please visit the source. Only Update Schedule, Item and God Balance will be listed here.






PASSIVE - PREY ON FEAR

Cthulhu breaks down the mental fortitude of enemy gods, applying stacks of Torment with abilities and the final hit of his basic attack chain. On reaching 4 stacks of Torment, enemies are afflicted by Insanity. Additionally, Cthulhu gains Magical Power per nearby enemy god with Insanity
  • Insanity Duration: 20s
  • Magical Power: 25 per stack



ABILITY 1 - SANITY BREAK

Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed. Enemies hit by this ability also do reduced damage to Cthulhu for 6s. This ability applies 1 stack of Torment, 2 if the enemy hit is facing Cthulhu or Fears them instead if they are afflicted with Insanity. Successfully consuming Insanity permanently increases the base mitigation of this ability.
  • Damage: 90/135/180/225/270 (+40% of your magical power)
  • Attack Speed Slow: 10/15/20/25/30%
  • Fear Duration: 1.5s
  • Damage Mitigation: 20%
  • Cooldown: 10
  • Cost: 60



ABILITY 2 - THE MIRE

Cthulhu summons a portal creating a slowing field of eldritch mire at the target location. While Cthulhu channels, The Mire continues to grow as the portal fires out two masses of corruption that hit and damage all enemies in the field. The first shot also Slows enemies while the second Roots them, both hits applying 1 stack of Torment. Cancelling the ability early stops The Mire from growing or the portal from firing additional shots.
  • Damage per shot:: 50/95/140/185/230 (+30% of your magical power)
  • Slow: 10%
  • Corruption Slow: 35%
  • Corruption Slow/Root Duration: 1s
  • Mire Duration: 3s after ability cancel/end
  • Cooldown: 18/17/16/15/14
  • Cost: 50/55/60/65/70




ABILITY 3 - RUSHING TERROR

Cthulhu creates two twisting projectiles at his sides as he unfurls his wings and charges forwards, damaging, stunning and knocking away enemies hit. The projectiles follow at a slightly slower pace but travel further, damaging enemies as well. Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.
  • Damage: 80/120/160/200/240 (+40% of your magical power)
  • Stun Duration: 0.4s
  • Projectile Damage: 50/80/110/140/170 (+20% of your magical power)
  • Cooldown: 16
  • Cost: 60/65/70/75/80




ULTIMATE - DESCEND INTO MADNESS

Cthulhu reveals his true form as he plunges the battlefield into R’lyeh while any enemies caught nearby are damaged. In this form Cthulhu gains access to new abilities. Enemies near Cthulhu gain stacks of Torment, increasing in pace if they are facing him. Enemies also suffer the debuff effects of Sanity Break, causing them to deal less damage to Cthulhu.
  • Damage: 160/205/250/295/340 (+50% of your magical power)
  • Max Health: 30%
  • Duration: 12/13/14/15/16s
  • Debuff Radius: 50
  • Damage Mitigation during Intro: 80%
  • Cooldown: 100
  • Cost: 100




ABILITY 1 (ULTIMATE FORM) - SEVER

Cthulhu swipes down at the ground beneath him, creating 3 large projectiles. These projectiles damage enemies and apply a stacking Protection Reduction debuff. This ability does not proc item effects.
  • Damage: 130/185/240/295/350 (+30% of your magical power)
  • Protection Reduction: 3% stacking up to 5 times
  • Debuff Duration: 5s
  • Cooldown: 1s
  • Cost: 0




ABILITY 2 (ULTIMATE FORM) - DEVASTATE

Cthulhu fires a devastating blast of psychic energy that damages and knocks up enemies.
  • Damage: 140/175/210/245/280 (+20% of your magical power)
  • Cooldown: 5s
  • Cost: 60/65/70/75/80




ABILITY 3 (ULTIMATE FORM) - TRANSFUSE

Cthulhu transfuses his own life force into the area around him giving Allies Health, Movement Speed and Power. Enemies are also hit, taking more damage the closer they are to Cthulhu. This ability damages Cthulhu for 6% of his Maximum Health. If Cthulhu is below 20% Health, this ability does not damage Cthulhu but all Ally effects are reduced by 50%.
  • Damage: 120/140/160/180/200 (+20% of your magical power)
  • Ally Healing: 10/11/12/13/14% Max Health
  • Power: 20/25/30/35/40
  • Movement Speed: 20%
  • Duration: 3s
  • Cooldown: 6s
  • Cost: 70




UPDATE RELEASE SCHEDULE


JUNE 2
  • Final Boss Bonus Update – Get the details on Balance and new content here!
JUNE 16
  • Cthulhu
  • Grim Omens Chapter 4
  • 1,000 Fathoms Chest
  • New Independence Chest Skins
JUNE 30
    7.6 Bonus Update Content – More info coming soon!

Please note that these dates are tentative and subject to change.


BONUS BALANCE LIVE JUNE 2


GODS



APHRODITE

"Aphrodite is turning heads at every level of play. Since her recent buffs she has quickly risen to the top of the charts in pick, ban, and win rates. She seems to be just as strong in casual Arena as she is in high ranked Conquest. Aphrodite’s balance point brings about a surprisingly controversial discussion about healers in SMITE. We still see comments every day about how Healing Reduction items are too strong and prevent gods like this from really entering the meta. We have been closely monitoring the situation and have found this to be objectively false. Healers like Aphrodite are extremely powerful even in the face of some of the toughest anti-healing items. Aphrodite is seeing a decrease to her healing numbers specifically, as well as some damage tuning. Now that she can clear waves more effectively she has become a much better Mid Laner, which we want to preserve. However, her clear domination of the stats and feedback has led us to these nerfs."



LOVE BIRDS
  • Decreased Magical Power Scaling per tick on Heal only from 12.5% to 10%. (Total decreased from 75% to 60%.)



BACK OFF!
  • Decreased Magical Power Scaling from 80% to 70%



PERSEPHONE

"Persephone continues to be a top ban in ranked Conquest. Her win rate stats tend to skew toward the lower end, generally because of her unique game mechanics that can be inconsistent or difficult to master. In cases like these we try to aim for nerfs toward specific frustration points or high level strategies. We hope to decrease the feeling of needing her on a team, without taking her already low performance stats to unplayable levels. This nerf focuses on her life-after-death passive, which has extremely strong applications in specific scenarios."



POMEGRANATE SEEDS
  • Decreased the amount of Damage Persephone Does while in her Undead State from 50% to 40%
  • (In 7.6) Persphone is now slowed by 20% for the duration of this effect
    - This specific change will occur when the full Cthulhu Patch (7.6) goes live. It requires additional support that cannot be done through normal Bonus Balance.



RAIJIN

"The drums of war are sounding in the Mid Lane. Raijin’s lane clear on his first 2 abilities has been a highly impactful balance point on him in the past. The recent buffs have brought him to a good spot, but the team has seen a specific point in the game where he tends to overperform. His level 5 base Damage on his Ultimate is causing Raijin to secure kills even when the fight is seemingly going against his favor. We are tuning down this damage with the hope of keeping him relevant while opening up the God pool to more mage choices."



TAIKO DRUMS
  • Decreased Base Damage per shot from 120/150/180/210/240 to 100/135/170/205/240



XBALANQUE

"No stun no problem. Xbalanque has maintained some of the consistently highest win rates and pick rates since his Branching Bolas buff earlier this year. Even without a stun, his Ultimate is one of the strongest in the game. That ability feels well-tuned, so instead we are looking to make smaller adjustments to Branching Bolas. We are partially reverting the damage increase to a safer place in between, as well as increasing the mana costs. Bolas mana management used to be a huge part of the kit, and is now nearly ignored. This middle area should take a toll on Xbal players without being overly oppressive."



BRANCHING BOLA
  • Decreased Damage on Branched Bolas from 40% to 35%
  • Increased Mana Cost per Shot from 3/6/9/12/15 to 5/8/11/14/17


BALANCE LIVE WITH THE GREAT DREAMER UPDATE JUNE 16


ITEMS



WARRIOR’S BLESSING

“The Solo Lane has received quite a bit of feedback lately. The main thing we hear from players is that there are not enough ways to leverage advantages over your opponents. This lane is defined by one on one combat, but in a world where no one really wins, the lane feels stale. We are starting to address this through shifts to Warrior’s blessing, heavily decreasing its sustain and mitigation features, and replacing that with god-only bonus damage. We have significantly more changes planned for Solo Lane in future updates, but we felt no need to hold this one back when players so clearly crave it. We will be watching the impacts of this change closely and intend to use lessons learned to guide future decisions regarding this role.”
  • No longer provides 3 flat damage reduction.
  • Now provides +10 Magical and Physical Protections
  • Decreased Health and Mana heal from 40 to 25.
  • When the health and mana heal trigger, the target hit will take 25 true damage.
  • This damage occurs only one per ability.
  • Evolved Warrior’s Blessing: Has been adjusted to match the changes made to Warrior’s Blessing.



BARON’S BREW

“Health and Mana Chalices underwent a change allowing their duration to stack, with some fail safes built into the fountain to prevent abuse. Baron’s Brew functions similarly to these items but works on the old system. Baron’s Brew will now match Health and Mana Chalices.”
  • Baron’s Brew now stacks in duration, but is cleansed upon entering the fountain. (This behavior matches Health and Mana Chalices.)



KATANA

“Junglers often come in two varieties. Those focused on rushing early penetration and power while the others want to rush Basic Attack focused items. We want to make sure there is a 650 cost choice for both. Katana builds into core Basic Attack focused items like Hastened Katana and the next item below, Golden Blade.”
  • Decreased from 700 to 650 (Tier 2 and Tier 3 item costs are unchanged.)



GOLDEN BLADE

“Golden Blade serves as a way to give cleaving damage to Basic Attack gods. While it has a long history the limitation to Melee only with our past balance has left it underwhelming. A lower cost and a small boost to Attack Speed should make it more attractive and allow for some creativity for gods that can use it.”
  • Decreased Cost from 2200 to 2000
  • Increased Attack Speed from 15% to 20%

ITEMS - MOVEMENT SPEED

“Movement Speed can be a fun but very powerful stat. When it becomes too easy to stack and build it can disrupt the pacing of not only rotating around the map but combat pacing. We began seeing a rise in builds utilizing these items together, pushing the boundary on what an always on movement speed boost should be. We are taking the edge off a select few items to keep these builds from falling into the “meme” or “frustration” stages.”



TRAVELER’S SHOES
  • Decreased Movement Speed from 25% to 22%



TALARIA BOOTS
  • Decreased Movement Speed from 25% to 22%



WINGED BLADE
  • Decreased Movement Speed from 10% to 7%



RELIC DAGGER
  • Decreased Movement Speed from 10% to 7%



TOXIC BLADE
  • Decreased Movement Speed from 10% to 7%



WITCHBLADE
  • Decreased Movement Speed from 10% to 7%



ADVENTURER’S BLADE
  • Decreased Movement Speed from 10% to 7%

GODS



AH MUZEN CAB

“Ah Muzen Cab often buzzes around meta consideration, flying into the spotlight off small shifts. Since his last round of nerfs however he has struggled to find that type of opportunity. Hive placement is key to a lot of his strength. In highly mobile fights he can often find himself outside his network. A reduced cooldown on Hive and a boost to Swarms overall scaling will give him a stronger sting while teamfighting.

NOTE: Bees! was nerfed to 5 base damage a few patches ago, but upon closer inspection it seems like that nerf was not implemented. Rather than implementing the change and nerfing him now, we plan to fix the text”



BEES!
  • Fixed a text issue that listed Bees as doing 5 base damage. It is actually doing 9.



HIVE
  • Decreased Cooldown from 14s to 12s



SWARM
  • Increase Scaling from 70% to 80%



BABA YAGA

“This chaotic witch has been stirring up some trouble since her last round of buffs. While still underperforming she is much closer and we expect as players are able explore her kit without as many bugs we will see her rise some more. We do however want to further improve her usability to aid in this process.

Home Sweet Home has a minimum range to prevent throwing a witchfire bolt directly underneath her. We are decreasing this so players who are directly on Baba Yaga can still be threatened. She can also now move at full speed in all directions which can make her an equal threat while retreating as she is chasing. Finally, Blast Off could be interrupted and go on cooldown before providing any effect. It is being updated to provide benefits immediately, providing more reaction for Baba Yaga and preventing it from going on cooldown before it has done something.”



CREEPING CABIN
  • Fixed an issue where players were not colliding with the Cabin. (This is intent. Player movement should be blocked to prevent “hiding” in the Cabin at all times, but projectiles should pass right through.)



HOME SWEET HOME
  • Decreased minimum firing range from 10 to 4.
  • Baba Yaga is now immune to backpedal and strafe penalties while inside her cabin



BLAST OFF!
  • Now has knockback immunity and damage reduction during pre fire animation.



CHRONOS

“When Olorun was released his basic attack projectile speed was set to 110, matching Hunters. We are making the same change now to Chronos, Sol, and Freya. This should help their Basic Attacks feel more hunter like and create a consistent playstyle across the roll. Chronos has separately been underperforming, seeing a drop at a variety of skill levels. We wanted to highlight a strength of his, in-lane boxing. Accelerates immediate burst of speed gives Chronos flexibility when it comes to boxing, and with a small buff with become a stronger and more defining strength.”



GENERAL
  • Increased basic attack projectile speed from 100 to 110



ACCELERATE
  • Increased initial Movement Speed from 15% to 20%



FENRIR

“Through a few different metas, maps, and item changes we have not seen Fenrir really grab hold. It feels like this god really never will be released. Last time we really did see him was when he was played in the Support role! It was awesome, but not really his intent and not something he excels at anymore. To boost his presence as a jungler, we are decreasing the cooldown on Fenrir’s primary jungle clear ability. Ragnarok might be approaching yet again…”



BRUTALIZE
  • Decreased Cooldown from 14s to 12s



FREYA

“Freya is only receiving the Basic Attack projectile speed change and is not receiving an additional buff like Chronos or Sol. Since her full revert she has occupied a healthy spot. Strong in the right hands while not creating meta balance problems…for now at least. We expect this change to be minor overall and simply help with creating a consistent feel across ADC gods.”



GENERAL
  • Increased basic attack projectile speed from 100 to 110



GANESHA

“Ganesha focuses on removing barriers and uplifting his team. Turn of Fate provides a strong damage stim to his allies but is difficult to really apply without minions nearby to stack its effect. Turn of Fate will now provide 2 stacks when hitting a god which is a more common target when the teamfighting phase begins.”



TURN OF FATE
  • Hitting a god with Turn of Fate provides 2 stacks of the damage buff.



GUAN YU

“Guan Yu’s Passive encourages constant fighting once it has become active, but doesn’t convey the information needed to make smart combat decisions. Guan Yu will now slightly flash as this passive is going to fade to let Guan Yu players know if they are about to lose this effect.”



PAINLESS
  • When this passive is about to fade an additional FX will play.
  • Fixed an issue where some skins were missing the passive effect entirely.



ISIS

“Isis’ update during last year’s Mid Season pushed her to the top. For some time afterwards we repeatedly nerfed her and today she struggles to have a strength that allows her to stand out among other mages. We are reverting a nerf to Wind Gust with the focus of her early pressure being her stand out strength.”



WING GUST
  • Increased Damage from 30/50/70/90/110 to 35/55/75/95/115



NEMESIS

“Nemesis has certainly had the scales stacked against her lately. Even after recent buffs we failed to see much movement in her metrics, and player feedback was clearly unsatisfied with the changes. We are adding quite a bit of potency to her passive, making each single stack significantly more impactful.”



SCALES OF FATE
  • Increased Power Gained and Power Lost from 5% to 7%
  • Decreased Max Stacks from 4 to 3 (used to gain 20% in 4 hits, now gains 21% in 3 hits.)



NU WA

“The Clay Soldiers have taken notes from Artemis’ Tusky and are coming to the battleground with some smarter tactics. The increased Range is the only direct buff, allowing the soldiers to more reliably charge when Nu Wa marks someone at max range. Outside of this they will be more responsive to enemies entering combat range, won’t get stuck trying to attack, and can more quickly face and charge their enemies. Sticking closer to targets will also assist lining up the Shining Metal combo.”



CLAY SOLDIERS
  • Increased charge range from 25 to 30.
  • Fixed an issue where Clay Soldiers wouldn’t recognize players entering their line of sight for a significant amount of time.
  • Fixed an issue where Clay Soldiers would attempt to Basic Attack rather than charge.
  • Fixed an issue where Clay Soldiers could be stuck attempting to Basic Attack when they should be charging.
  • Clay Soldiers now rotate much more quickly, allowing them to charge to their targets faster.
  • Clay Soldiers will now try to stay closer to their targets.



SOL

“Sol is the final ADC mage receiving the basic attack projectile speed change. Similar to Chronos, she also needed an adjustment focused on bringing out her strengths. Unstable Manifestation will now more Magical Power, augments her mixed in-hand and ability damage playstyle.”



GENERAL
  • Increased basic attack projectile speed from 100 to 110



UNSTABLE MANIFESTATION
  • Increased Magical Power bonus from 0.8% to 1% (20% to 25%)



TERRA

“Terra has a large windup for her first Basic Attack which made utilizing her passive difficult. We want to make it a stronger option for players who are skilled at utilizing this passive to weave it into combat.”



GENERAL
  • Decreased prefire time for the first Basic Attack in her chain from 0.5s to 0.3s. Postfire has been increased from 0.5s to 0.7s to ensure the Basic Attack is still 1s.



ZHONG KUI

“Zhong had a short period of complete meta dominance, which resulted in a rather heavy nerf to his passive and his tankiness. This has harmed Zhong Kui’s identity as a battlemage, and meta shifts since then have pushed his metrics even further down. We feel comfortable at this point to completely revert this change, hoping that this Mage can be more than just a ghost of the past.”



DEMON BAG
  • Decreased Max Souls from 60 to 40.
  • Increased Magical and Physical Protection per stack from 0.5 to 1. (Total protections increased from 30 to 40.)
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Permalink | Quote | +Rep by silentshell » May 27, 2020 7:47pm | Report
really hyped about C'thulhu..like the attention to Nu Wa and Ah Muzen Cab..I may give Chronos another go when the changes hit.

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Permalink | Quote | +Rep by Devampi » May 28, 2020 12:13am | Report
I am mostly curious what more changes will come towards solo lane. they start of small with the blessing shift.
Also another movement speed nerf. Curious how this is gonna impact full movementspeed tyr for 1
Also curious if junglers like Kali will go for a katana start or if crusher is still the way to go

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Permalink | Quote | +Rep by Branmuffin17 » May 28, 2020 12:51pm | Report
Quick update, and then some general thoughts.

Firstly, Cthulhu is now in the database and available to reference and build. Keep in mind that these values are (likely) subject to change before actual release on June 16. I've put in the base info for now, and will update damage numbers etc. if/when they are changed (I expect some nerfs to his damage). I also had to make a guess on ability type since it wasn't published in the notes or found in the Wiki as of yet.

I've lumped the abilities into a single reference for regular and ult forms, e.g. Sanity Break / Sever, but you can also reference the individual abilities ( Sanity Break).

As for my thoughts...
  • I think Cthulhu is going to be a lot of fun. I'm very happy with the design. I can already tell he needs some major nerfs, though.

  • Bonus Balance: Prism and I are in agreement... Aphrodite likely needs more nerfs. I'm guessing a minor nerf to her base heal numbers at this point would be enough, but not sure. Persephone didn't need that nerf though...I think her running flowers need a damage nerf. Maybe an adjusted nerf...first hit does full damage, subsequent hits within 2 seconds deal 80% damage.

  • I think the Warrior's Blessing nerf is really interesting. Prioritizes minion clear a bit more since they'll likely deal more damage early, which makes it slightly rougher for the bully gods. I don't think it's enough to make people avoid the item, but I'm curious if we start seeing some builds starting with a T2 item and no blessing.

  • Happy about the nerfs to the MS on all of those items. That said, I don't know how appealing Traveler's Shoes and Talaria Boots will be anymore. 4% higher MS base compared to the other normal options isn't much at all.

  • I haven't really played Baba Yaga, but I already like the change making her immune to the backpedal penalty when inside her cabin. Makes sense too...her cabin can walk in whatever direction...she's throwing the potions so shouldn't be subject to that penalty.

  • Is it just me, or did Eset not need that damage buff? Granted, it's minor so whatever.
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Permalink | Quote | +Rep by Devampi » May 29, 2020 1:01am | Report
Branmuffin17 wrote:

Quick update, and then some general thoughts.

Firstly, Cthulhu is now in the database and available to reference and build. Keep in mind that these values are (likely) subject to change before actual release on June 16. I've put in the base info for now, and will update damage numbers etc. if/when they are changed (I expect some nerfs to his damage). I also had to make a guess on ability type since it wasn't published in the notes or found in the Wiki as of yet.

I've lumped the abilities into a single reference for regular and ult forms, e.g. Sanity Break / Sever, but you can also reference the individual abilities ( Sanity Break).

As for my thoughts...
  • I think Cthulhu is going to be a lot of fun. I'm very happy with the design. I can already tell he needs some major nerfs, though.

  • Bonus Balance: Prism and I are in agreement... Aphrodite likely needs more nerfs. I'm guessing a minor nerf to her base heal numbers at this point would be enough, but not sure. Persephone didn't need that nerf though...I think her running flowers need a damage nerf. Maybe an adjusted nerf...first hit does full damage, subsequent hits within 2 seconds deal 80% damage.

  • I think the Warrior's Blessing nerf is really interesting. Prioritizes minion clear a bit more since they'll likely deal more damage early, which makes it slightly rougher for the bully gods. I don't think it's enough to make people avoid the item, but I'm curious if we start seeing some builds starting with a T2 item and no blessing.

  • Happy about the nerfs to the MS on all of those items. That said, I don't know how appealing Traveler's Shoes and Talaria Boots will be anymore. 4% higher MS base compared to the other normal options isn't much at all.

  • I haven't really played Baba Yaga, but I already like the change making her immune to the backpedal penalty when inside her cabin. Makes sense too...her cabin can walk in whatever direction...she's throwing the potions so shouldn't be subject to that penalty.

  • Is it just me, or did Eset not need that damage buff? Granted, it's minor so whatever.

My thought on chtulu line up pretty well, he looks fun has a fafniresc ulti, although his numbers especially on his ult probably still need changes.

Don't think I consider warrior's a nerf more a shift. instead of focusing sustain it focuses a bit more on early damage. So now if you hit each other instead of reducing/negating/healing the damage from each other basic attack you will actually hurt each other and only gain mana.
Curious which other things they are gonna bring to the solo lane, although I do fear solo lane will see more bully gods (which were already favored)

Think the boots will see less play for guardian's, warrior's usually use the mana sustain from it a lot better.

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Permalink | Quote | +Rep by Branmuffin17 » June 16, 2020 10:02am | Report
FYI, the Great Dreamer patch with new god Cthulhu is now live.

As predicted, he has already seen some nerfs to his damage. The numbers in the database should reflect the in-game values, rather than the original patch notes numbers.

Working on the rest of the database updates now.
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Permalink | Quote | +Rep by silentshell » June 16, 2020 12:29pm | Report
Well, since there are no theory craft guides for Cthulhu out yet here I will post this here. I have played 5 matches in arena with him so far and I really don't get the sense that he is overpowered at all. He does seem pretty balanced. He can dish out damage but he can get whittled down pretty quick as well. I am 2 of 5 so far with him and both my positive matches/wins have come with this build(not saying the reason we won just that what i used both times i was positive).

Shoes of Focus Breastplate of Valor Pestilence Midgardian Mail Void Stone Divine Ruin

I am still getting used to aiming his secondary abilities after ulting and you really have to time his 2 right, even if you place it dead center, opponents can get out pretty quick. If anything i feel his two should get a slight buff to how fast it places, if they change anything.

He is kind of clunky to use, but i love the fact that even at his full movement he looks like he is just slowly and deliberately lumbering wherever he goes. I feel that aspect fits in perfectly.

I have a lot of work to do with him but he is already fun.

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Permalink | Quote | +Rep by Branmuffin17 » June 16, 2020 2:08pm | Report
The biggest concern will always be balance in Conquest. Certain gods like Ares are basically S-Tier in Arena, but significantly lower in Conquest. So I think it's also interesting to see his capabilities with regard to laning phase, and effectiveness in a larger map...though Arena is a great way to evaluate later-game teamfights.

Some of this may depend on how the effects of his Torment mess up his enemies. But the fact that he's got a dash in his regular kit, is CC immune in his ult, gets new abilities when he ults with no CD from previous use, his 3rd basic is an AOE, and has multiple abilities with strong base damage, 20-30% damage mitigation and attack speed slow so is a great counter to ADCs...he's got a ton in his kit.
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