Warrior's Blessing (buff): Increased health and mana restored per trigger from 30 to 40. Evolved form will give 15 protections instead of 10. Minor but helpful. Should make it more worthwhile. I can't stand the Guardian's Blessing use in Solo. This hopefully helps.
Relics
Only the one relic is being changed.
Horrific Emblem (nerf): Decrease MS slow from 40% to 30%, decrease AS slow from 25% to 15%. Upgraded version has increased AS slow at 25%, but the damage debuff is decreased from 20% to 15%. Somewhat significant nerf. Still is a solid relic, but probably sees less use.
Elixir
New elixir!
Elixir of Speed (NEW): Costs 2,000 gold. Increases MS by 18% PERMANENTLY. Doesn't stack with MS from boots or shoes. Only available in Conquest. This will be a great late-game replacement for Boots/Shoes, allowing for a full 6 items that don't include the standard MS item. Neat! But...also, burst might be crazy this way, as adding another damage item for offensive gods will make them super powerful. Hmmm...also, Ratatoskr loses out on this, as he cannot replace his acorn and it doesn't stack MS.
THIS DOESN'T MEAN DON'T BUY BOOTS. Remember that boots/shoes also come with other stats that are really beneficial for the early game. This item ONLY provides speed.
Not going to cover T2 items unless they're significant changes.
Magical Items
Cursed Orb (NEW): T2 version of the changing Doom Orb, which will now be a T3 item. 1,600 gold, 55 magical power, 75 mana, +15 MP5, +3% MS. Passive: killing or assisting provides stacks (max 5). Each stack provides 1% MS and 3 magical power, max Minion kills provide 1 stack, god kills provide 5 stacks. Stacks last 10 seconds.
Doom Orb (buff): Now a true T3 item. 3,000 gold, 135 magical power, 200 mana, +25 MP5, 6% MS. Passive stacks (max 5) provide 1% MS and 6 magical power per stack. Stacks last 15 seconds. This is a pretty nice buff for gods that want to rotate or have MS issues. Total 11% MS at full stacks. The power is really nice, with 165 at max stacks.
BoT gets a cost decrease from 2,800 to 2,650 gold. Passive now only converts mana gained from items. Increased amount of mana converted to magical power from 3% to 6%, increased bonus mana conversion when evolved from 2% to 3%. The word of the day is...J. O. B. Synergy. This is now going to force players to build more items with mana in order to get the most out of the item. Prior to this, BoT was inherently strong even if that was the only item to have mana. You'll need to build ~2 other items with good mana in order to get roughly the same stats as the S5 version. This is an interesting change, and a good one overall, as BoT was a super powerful item that was basically thoughtless to get.
Soul Reaver (nerf): Enemies hit by SR's passive bonus damage take 50% less damage from this effect on subsequent hits. Lasts 3 seconds and refreshes upon hit. This is great for tanky gods. They had it a bit rough. Also helps balance magical gods that had a bit less damage ability spamming than others. Good adjustment.
Obsidian Shard (shift): Increased cost from 2,150 to 2,300 gold. Increased magical power from 60 to 70. Cost was definitely too low. This is a decent adjustment.
Typhon's Fang (buff): Increased magical lifesteal from 10% to 15%. Another with that "Synergy" concept tacked onto it. Due to how the passive works, this also equates to ~10 extra power, and 7.5% lifesteal increase. That's good, but considering LS for magical gods is almost always for AOE abilities, the LS change is really only like 2.5%.
Dynasty Plate Helm (buff): Slight power buff from 45 to 55 magical power. Still not really worth it.
Stone of Binding (shift): Magical power increased from 20 to 30. Passive is shifted...instead of buffing teammates with 15 pen, it's now DEBUFFING enemies hit by 15 magical/physical protection. This is a significant shift, and I think it's actually a good functional change. Before, you'd need teammates to be close when you hit the enemy with CC in order to give them the buff. Now, they don't have to be right next to you, and if they attack the enemy, they'll get the benefit of the debuff. I like it.
Physical Items
Malice (shift): New passive (again). Successfully hitting an enemy with a critical strike subtracts 2s from all of your abilities on CD, except your ultimate. Can only happen once every 5 seconds. Not sure what to think about this. Remains more of an ability-based crit item. Obviously functional for Ne Zha, but could be really nice for Serqet, etc.
Poisoned Star (nerfs): Increased cost from 2,400 to 2,500 gold. Decreased crit chance from 20% to 15%. Good nerf. The decrease really pushes it to be more of a late-game item that you get once you have more crit chance from other items.
Wind Demon (buff): Cost decrease from 2,700 to 2,600 gold. Okay I guess. The MS/AS buff it has makes it still seem very strong overall. I didn't like Ajax's explanation about the reasons for the change, which to me sounded like "oh well we nerfed one of these items, so we just felt like decreasing the cost on this." LOL.
Odysseus' Bow (buff): Scaling on passive increased from 50% to 60%. Better scaling for end-game. Thought here...replace Ninja Tabi's late-game with the Elixir of Speed and this item.
Silverbranch Bow (buff): Increased physical power from 20 to 30. Minor buff, but with that new Elixir allowing for more power / AS items late-game, could be functional.
ALSO...HAHAHA...for anyone not watching the stream, they've got Artemis as an example showing a full build (WITHOUT BOOTS). That build they're showing is Atalanta's Bow, Odysseus' Bow, Silverbranch Bow, The Executioner, Qin's Sais, and Asi. With the Elixir and buff to O-Bow, I can see this type of thing working, but there's a point at which the AS is overkill, even with the Silver passive function. Asi should not be in there...it should be an item with power...either Bloodforge or Devourer's Gauntlet. Ugh.
Runic Shield (buff): Health increase from 100 to 150. I still honestly hate this item. Okay, maybe hate is a strong word. I don't like it. Maybe I should give it a shot though. No...no I won't.
Ancile (nerf): Cost incresed from 2,000 to 2,150 gold. Actual pronunciation from Ajax: on-kee-lay. Remember it, you dirty, grammatically-challenged masses. Good nerf. It was way too cheap. Still pretty cheap.
Blackthorn Hammer (buffs): Increased physical power from 25 to 35. Passive transitions from CDR to mana regen at 25% mana instead of 50%. That passive shift makes a LOT more sense, and makes this a much more functional item. Still to be seen how much this item will be used, but in all, this is a great buff. Still probably never gonna run out of mana (at least not for long), which is super nice. Mana buff will still help.
Runeforged Hammer (shift): Increased physical power from 40 to 55. Decreased health from 250 to 200. Clear shift to more offense, which is good for this item. Technically a buff.
Universal Items
[*] Gauntlet of Thebes (buff): Health increased from 200 to 275 health. The item has fallen off, this will be helpful, though a bit minor. Initial tankiness (when you first get the item, before stacking) will be a bit better, which is good for people that build into this early.
[*] Stone of Gaia (buff): Increased the speed at which the heal occurs from 10 s to 5s, and decreased internal CD from 60s to 45s. Nice buff without being too much.
[*]Shield of Regrowth (buffs): Decreased cost from 2,100 to 2,000 gold. Increased HP5 and MP5 from +10 to +15. Decent buffs.
[*] Spectral Armor (buffs): Increased physical protection from 60 to 70. Decreased damage dealt to you from critical strikes from 60% to 50%. Decent protection buff. Hahaha, they reversed the previous nerf on damage dealt. They can't figure this one out. In essence, this is a good set of buffs, but still extremely situational.
Masks
Lono's Mask (shift): Increased your damage dealt from -20% to -25%. Decreased your healing from -20% to -25%. Increased ability damage from +15% to +20%. Interesting, and more of a risk.
Rangda's Mask (buff): Increased ability damage dealt from +15% to +20%. Trying to make this a more popular item.
Bumba's Mask (buff): Increased physical power from 20 to 30. Increased magical power from 50 to 65. This is okay.
God Changes:
God Balance
Warrior class - Base stats: increased base HP of all warriors by 10 +3 per level. (Minor)
Ah Muzen Cab (buffs): Decreased Swarm CD from 16/15/14/13/12 to 15/14/13/12/11. 1 second less per rank. Decreased Honey mana cost from 75/80/85/90/95 to 60 at all ranks. These are really nice buffs for him. His mana use early-game was high.
Anubis (buff): Mummify stun increased from 1.2-2s to 1.6-2s. Just increased the early ranks, which is nice.
Ao Kuang (shift): Dragon King's Sword is a new passive. Every 20 seconds AK gets a stack. His next non-ultimate ability that deals damage to an enemy god will consume a stack (max 3 stacks). Consuming a stack will reduce that ability's CD by 2s and heals AK for 5% of his max health. Successfully executing an enemy god will give full stacks. This is an interesting new passive that allows him to flow a bit more with his abilities and ult.
Bacchus (buff): Chug is now available at level 1 and has a rank 0. Rank 0 does not provide protections, and costs 35 mana, but provides 40% on his Drunk-O-Meter at all ranks. Wow. SO NICE. Thank you thank you thank you.
Bastet (buffs): Razor Whip scaling increased from 20% to 25% (actual total scaling from 80% to 100%). Declaw mana cost decreased from 70-90 to 60 at all ranks. Nice buffs. Don't think it makes her meta, but nice and she needed something.
Baron Samedi (nerfs): Consign Spirits bonus healing based on missing health decreased from 12.5% to 10%. Life of the Party decreased total health damage from 15% to 10%. Okay. This is helpful. Is it enough?
Bellona (buff): Increased Eagle's Rally's base damage from 10-500 to 140-500. A minor early game buff to her ult.
Cabrakan (buff): Tectonic Shift expanded the hit area to damage all gods in the entire rectangle. Nice QoL buff and easier to cause damage.
Camazotz (buff): Increased Vampire Bats buff duration from 210s to 300s, and persists through death. Really nice for his sustain. Should push him up the meta.
Hera (nerf): Argus, the Defender gets a CD increase from 70s to 90s. That was much needed. That CD was stupid.
Hercules (buff): Excavate CD decreased from 90s at all ranks to 90-70s. That's good for him.
Eset (buff): Dispel Magic range increased from 40 to 55. Circle of Protection range increased from 35 to 40. Range was honestly too short before. Still needs more buffs, perhaps.
Loki (nerfs): Decreased basic attack damage progression (base stat) from 1/0.5/0.5/0.5/1.5x to 0.75/0.5/0.5/0.5/1.5x. Removed damage mitigation from Vanish. This will nerf his initial damage that gets huge effect from attack canceling, which is huge. I'm okay with this.
Osiris (buffs): Sickle Strike increased base damage from 60-260 to 70-270. Spirit Flail increased base damage from 75-290 to 80-295. Minor buffs. Good.
Pele (nerf): Everlasting Flame duration decreased from 6 to 4s. Decreased power from 2 per level to 1 per level. Good nerf.
Poseidon (buffs): Increased physical protection per level (base stat) from 2.2 to 2.6. Put him back in line with others.
Thoth (buffs): Heiroglyphic Assault increased damage from 40-120 to 45-125. Evade and Punish no longer stuns but pierces through enemies and roots the first god hit and slows every other god hit. Root and slows last 1.5s at all ranks. Slow is 30%. Final Judgement increased scaling from 100% to 120%. Ouch on that ult damage. Weird shift on the stun change to root, but seems like it could be good.
Zeus (shifts): Aegis Assault CD increased from 10s to 12s. Detonate increased damage from 55-135 to 60-180, with scaling from 18% to 25%. Reduced multiplication for each charge from 1/2/3 to 1/1.7/2.4. Lightning Storm base damage changed from 120-200 to 100-220, with increased scaling from 50% to 55%. The explanation for this is that late-game he'll be a stronger god as long as he builds more power, with less early game damage, which also more specifically helps in non-Conquest / teamfight modes, where he's typically very strong. Good reasoning.
Conquest Balance
Kill bounty adjustments (all game modes): kill bounties (gold and XP) will increase for god kills, based on being a lower level than the god you killed. "Anti-snowball mechanic."
Game start time: 1 minute before game start instead of 1:30. Fountains will now boost MS of players leaving the fountain during the game start countdown, to get people to different places more quickly, and persist until 15 seconds after the game starts.
New Objective - Totem of Ku: Behind the FG, near the Solo lane. Neutral structure that doesn't deal damage. 300 (probably) base health (+250 each time the totem is taken), 15 phys/10 magical protections, spawns at 1:00, respawns 1 minute after it's taken. Despawns at 15 minutes. The team that deals enough damage to the totem will have all of their tower areas empowered and each team member gains 25 gold. No kill stealing, each team has to deal full damage. Any allied god in the area receives a buff of 5% MS and some MP5. Helps for early snowball prevention, and allows Solo laners or Junglers to help carry other lanes.
Entrance/exit to Solo lane changed: 3 instead of 4, with the addition of Totem.
Gold Fury: 2 additional forms...Oni and Primal. Rotating. Start is base GF, and each new spawn will be something different.
Oni provides: On the next round of minion spawns in all 3 lanes, they will receive damage/protection buffs, and bonus health. Strength-wise, in between a regular minion and fire minion wave. Used for lane pressure.
Primal provides: all gods on the killing team gain 5% increased damage to jungle camps and bosses. Stacks permanently up to 3 times. Used for jungle pressure.
Fire Giant: Enhanced FG will now use the magma pools ability. Some other adjustments / buffs to the FG as well. Also, used a funny but incorrect quote from Hinduman on the movie Dodgeball XD
Jungle Balance: camps have more health/protections per level so they're not easy to clear later-game.
Towers/Phoenixes: the structures have visual effects on them if backdoor protections are currently active.
Whew. That's it for today. Some other updates tomorrow, including going over visual updates, and a Q & A. In all, I really like all of these changes. Continued nerfs to stronger gods in general, with buffs to the weaker gods, and some good balance reasoning overall.
That speed potion is sick (things looking good for tanks and Chronos ADC). Welp. Rip burst mages (and rip poly) that rely on power scaling. Mages can also sell boots now for the potion, so mantle is gonna pop up more.
I still can't believe they haven't changed guardian's blessing to require assist ranges.
Blackthorn hammer.
So far looks like Warriors and Chronos (pen boots, bancrofts, warlocks, demonic, telkhines, tahuti, sell pen boots for doom orb or deso) lategame holy ****) season 6.
I'm pretty excited. These changes look awesome so far. There's so much to experiment/test with.
Looks like games might go on for longer though, gods getting tankier, crit nerfed, qins more relevant. Burst mages/anyone using thoth/reaver/poly/botd = nerf (rip kuku you will be missed).
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