Updated all mentions of Out-Of-Combat triggers to be specific about their timing. The following have all been updated:
Glossary Description
Game Pause Message
Guan Yu Passive (Painless)
Awilix Passive (Initiative)
Khepri Passive (Fortitude)
Bellona's Shield Bash
Bellona's Scourge
Bellona's Bludgeon
Blink Rune
Upgraded Blink Rune
Rod of Asclepius
Rod of Healing
Fixed an issue where the UI would replay the "lock in " animation for all locked in players each time a player locked in a God.
Soul Reaver will now correctly cost 2750 gold.
Fixed an issue where the minimap could be pushed to the top right of the screen behind other UI elements.
Fixed an issue where Chernobog had an incorrect pantheon icon.
Hydra's Lament no longer applies bonus damage to abilities that are treated as Basic Attacks. (Chernobog's Vicious Barrage and Mercury's Made You Look).
Fixed an issue where players wouldn't see their proper active booster time displayed.
Fixed an issue Lock in Sound FX repeating for every god selection
Fixed an issue with Usernames not appearing on God Leaderboards
Fixed an issue with Remaining Booster time not being shown on Profile section of the HUD
Fixed an issue where Chernobog could use his Ultimate and hit collision that sent him up into the sky
Fixed an issue with New Player Level Up Rewards
Fixed an issue where using a Skin Booster during a match would show that you owned the skins on subsequent matches
Fixed an issue on where players can show a god as Undefined on the Right Panel in the God Select Lobby
Fixed an issue where purchased skins do not always show as owned until another skin is purchased
Fixed an issue where Bots would not always spawn in practice queues
Fixed an issue where opening multiple chests too quickly would prevent acquisition notifications to be shown for all opened chests
Fixed an issue where purchasing a skin late on the pre-game lobby causes the skin card to appear over your UI
Fixed an issue where players can get into a state where they are unable to accept match queue in some circumstances (loss of focus)
Fixed an issue where Chernobog's Pantheon Icon was not Slavic
Fixed an issue where Chernobog can proc The Crusher on enemies with his 3 twice, if he dashes into a wall and dashes out
Fixed an issue where players could get into a soft-lock when going to the chest section of the store from god skin page
MISC.
New Cosmetics
Electro Raver Global Emote
Electro Raver Level Up Skin
Awesome Chest
New Additions to the Awesome Chest
Abyssal Warrior Sun Wukong
Countess Chang'e
Pot O'Gold Fafnir
Playful Bunny Nu Wa
Godlike Chest
Godlike Chest Skins with this Update
Recon Artemis
Peacekeeper Athena
Fallen Lord Chronos
Fantasy Points Store
New Additions to the Fantasy Points Store
***bhalayan Yeti Kumbhakarna
Igneous Terra
Diva Aphrodite
ITEM BALANCE
Evolved Soul Eater
"Soul Eater provides a unique effect that allows gods to sustain themselves with the damage done from their abilities, rather than their basic attacks. While the item has a powerful stat spread, the Ability Lifesteal from the evolved form did not provide enough health return. We are increasing it make sure that players who utilize it can feel the impact of its unique sustain effect."
Increased Ability Lifesteal from 10% to 15%
Hide of the Urchin
"Hide of the Urchin has been primarily favored by gods in the Solo role, yet the stacks can be very hard to earn from that position. We are decreasing the amount of stacks required to evolve this item while bringing up the amount of protections per stack. Essentially, this item will provide nearly the same protections when fully stacked, it will just take less time to stack. The shield from the evolved form is also getting a speedup, allowing it to build up more quickly between fights."
Decreased stacks required to evolve from 10 to 7
Increased Protections per stack from 2 to 3
Decreased amount of time take to generate a shield from 3 to 2
Stone of Binding
"In 5.9 we are focusing on targeted adjustments towards Support item options. Sovereignty and Heartward Amulet have become almost mandatory for supports this season, pushing out other more offensive options. Stone of Binding is a strong offensive choice that saw early experimentation but has fallen out of favor as the meta has developed. We are increasing the reward for triggering it, while cleaning up its visual representation to be less visually distracting."
Increased Passive Penetration buff from 10 to 15
Visual FX have been changed to a persistent aura, rather than a pulsing aura.
Talisman of Energy
"Talisman of Energy is a strong utility aura that encourages teams to push with their minion waves, but was too restrictive in actual use cases. We are increasing the radius so players more reliably get the buff, increasing the duration to allow teams to utilize the buff better, and increasing the stacks to make it work fully against a wave of 6 minions."
Increased radius of the buff effect from 55 to 70
Increased buff duration from 6s to 8s
Increased max stacks from 5 to 6
Shogun's Kusari
"Shogun's Kusari is a prime example of an offensive aura item that has been overshadowed recently by more defensive options. It enables compositions that benefit heavily from bonus attack speed for killing objectives or the enemy team. While it is powerful in that regard, the amount of survivability lost for building this over a Heartward Amulet was too severe, making it really difficult to build even with the perfect team comp. We are increasing the Magical Protection to help it better compete with other defensive choices."
Increased Magical Protection from 50 to 60
Sovereignty
"Sovereignty (and by extension Heartward Amulet) are both very efficient at providing team survivability as well as personal tankiness. In some metas offensive auras were the dominant choice and in others stacking Sovereignty and Heartward Amulet are the dominant choice. We want to create a more even playing field for these items, which means Sovereignty and Heartward Amulet are seeing light nerfs while the offensive options are being bought up as a whole."
"Sovereignty is having its base defenses hit, making the tank that picks this up slightly more susceptible to physical gods"
Decreased Physical Protection from 50 to 45
Heartward Amulet
"As stated above, Heartward Amulet is seeing a light touch to ensure it is still a strong choice, but more in line with the offensive options. The Magical Protection provided by this aura is being reduced by 5, making teams as a whole more susceptible to Magical Damage."
Decreased Magical Protection provided by the aura from 20 to 15
Titan's Bane
"Titan's Bane and Obsidian Shard saw a very high amount of use rate in the recent LAN, regardless of the enemy comp being tank-heavy or not. This points to the items being too effective in all situations. Titan's Bane and Obsidian Shard are having their base penetration reduced, while still scaling to the same 40% at a higher armor threshold. This should move these items further in the direction of tank counters, rather than all purpose Penetration choices."
Decreased Base Penetration from 20% to 15%
Increased Protection Threshold for Max penetration (40%) from 175 to 200 Physical Protections.
Obsidian Shard
Decreased Base Penetration from 20% to 15%
Increased Protection Threshold for Max penetration (40%) from 175 to 200 Magical Protections
Shoes of Focus
"Magical Boots are seeing power increases this patch. When looking at overall god performances, Mages are slightly underperforming compared to the rest of the god pool. While mid as a role may be super impactful, we have seen multiple instances where other classes besides mages can succeed in that position. To help Mages better compete against other classes for the mid lane role, we are increasing the base power of two types of shoes, something core to all mage players. Shoes of Focus is getting a slightly larger buff this patch than Shoes of the Magi, which was already the overwhelmingly most popular choice."
Increased Magical Power from 40 to 55
Shoes of the Magi
Increased Magical Power from 45 to 55
GOD BALANCE
Ah Puch
"Ah Puch has strong control and AoE damage potential, but often struggles at key parts of the early game in Conquest. We are making a targeted change to Corpse Explosion, allowing it to deal more damage on its own and slightly less with each corpse available to him. This should help his early clear rely less on minions, without overdoing his already extreme late game damage potential."
Corpse Explosion
Increased Initial Damage from 60/70/80/90/100 to 90/100/110/120/130
Decreased Damage Per Corpse from 60/85/110/135/160 to 55/80/105/130/155
Chernobog
"The Lord of Darkness made a strong appearance, but aspects of his kit made him difficult to use in ways players wanted. His Mana costs are being lowered to allow him to use more abilities, especially in the early game. This will also open up more build paths for him instead of needing to rush Transcendence. Crystallized Curses is also getting a small damage bump, helping his damage output in the early game and when he lands the first part of his combo. Finally, Living Nightmare is getting some slight timing adjustments. Players will find themselves landing quicker and being able to act more quickly after landing."
General
Improved audio on is Basic Attacks to better match visuals.
Crystallized Curses
Decreased mana cost from 60/65/70/75/80 to 50/55/60/65/70
Increased initial damage from 50/80/110/140/170 to 70/100/130/160/190
Vicious Barrage
Decreased mana cost from 80/85/90/95/100 to 70/75/80/85/90
Into Darkness
Made improvements to ensure players enter the wall when they expect to and don't get auto ejected.
Fixed an issue where players would auto-eject from the wall in higher ping environments.
Fixed an issue where on-hit items like The Crusher were being procced twice.
Living Nightmare
Removed the post-fire time from this ability (from 0.2 to 0)
Decreased minimum airtime from 1.2 to 1
Decreased maximum airtime from 3 to 2.6
Fixed an issue where traveling to a shadow could result in the player colliding with a wall. This resulted in them flying into the air and being unable to move.
Fixed an issue where Chernobog could stutter on landing.
Cu Chulainn
"Cu Chulainn is a powerhouse in the early game where he can heavily pressure his opponent with his Berserk passive that provides buffs and more abilities. As a god that wants to berserk and fight often, this is expected from him, but the amount of pressure is overwhelming, especially early on. We are lowering the amount of bonus Physical Power he gets while Berserk, helping opponents trade more favorably against The Hound of Ulster."
Berserk
Decreased Passive Power bonus in Berserk form from 5+2 per level to 0+2 per level
Erlang Shen
"Erlang Shen focuses on chaining down his opponents with basic attacks, using his kit to pin them in place. Spot Weakness really enables this playstyle, but the cost on it was prohibitive, making it difficult to execute. We are reducing the cost of this ability while also making the taunt from 9 Turns Blessing consistent at all ranks. This will help Erlang Shen and his team better play around a consistent duration of CC."
Spot Weakness
Decreased Mana cost from 60/65/70/75/80 to 60 at all ranks
9 Turns Blessing
Increased Taunt Duration from .8/.9/1/1.1/1.2s to 1.2s at all ranks
Hachiman
"Hachiman brings a lot to the table as a hunter, and this has allowed him to thrive at the competitive level. We are bringing down the overall pressure that Heavenly Banner brings to the lane, while toning down the slow from Mounted Archery. These adjustments intend to bring his power more in line with other top hunters, and ensure he isn't stifling hunter pick diversity."
Heavenly Banner
Decreased Damage from 85/140/195/250/305 to 75/130/185/240/295
Mounted Archery
Decreased Slow from 25/30/35/40/45% to 20/25/30/35/40%
Neith
"Neith has struggled to make an impact, largely due to her inability to scale late into the game. While she is ability focused, she is still a hunter that relies on Basic Attacks for a good portion of her damage. We are increasing her Base Attack speed to help her better synergize with Attack Speed items and from the Attack Speed she gains per level."
Basic Attack Speed
Increased Basic Attack Speed from .95 to 1
Nox
"A few abilities have large area of effects that stop on contact with a wall or an enemy god, like Sol or Ah Puch. Recently, Hel had her targeters updated to better convey where their spells are likely to hit. Nox's Night Terror is getting the same treatment."
Night Terror
Updated Targeter
Now shows the explode radius (new FX)
Now explode radius slides along line targeter if blocked
Skadi
"Similar to Neith, while Skadi focuses on her pet management and abilities to control a fight, she is still a hunter. We are increasing her base attack speed to help her scale into the late game more consistently."
Base Attack Speed
Increased Basic Attack Speed from .9 to .95.
Xbalanque
"Xbalanque has been really stacking up against his opponents with the latest change to his passive. The consistency the change brought really helped his performance, but it came online too quickly. We are increasing the amount of damage needing to be dealt by 50%, causing his power curve to more closely match the original intent. Additionally, Poison Darts is getting an important fix. Abilities should not go on cooldown until they have provided some effect, but Poison Darts could get interrupted and consumed even if no darts were fired. With this adjustment Poison Darts will need to fire at least 1 dart before interrupting it will cause it to go on cooldown."
Dead of Night
Xbalanque now needs to deal 1500 damage to gain 1 stack of Dead of Night (Up from 1000)
Poison Darts
This ability no longer consumes mana or the cooldown if interrupted before any darts are fired
Zeus
"Zeus is bringing the Thunder in 5.9! Zeus relies on Detonate for his primary burst and poke potential. We are reducing the Mana cost at all ranks to help him stay active in a fight, especially early game. Lightning Storm will also deal more damage at all ranks, allowing Zeus to contribute to a fight even when enemies quickly flee from his storm."
Detonate Charge
Decreased Mana Cost from 90 at all ranks to 60 at all ranks
Lightning Storm
Increased Base Damage from 100/120/140/160/180 to 120/140/160/180/200
Zhong Kui
"Zhong Kui is getting some changes targeted at reducing the frustrating interactions he can sometimes have. Zhong Kui needs stacks to be effective, but his teammates can quickly remove his abilities to gain stacks. This is especially prevalent in non-conquest modes. Zhong Kui will now steal the souls of anything that dies around him, freeing up his ability to use his 1 + 2 combo as he wants. The amount of stacks, protections gained, and amount lost from using the ultimate and dying have been changed to fit this new stacking method. Finally, Book of Demons is seeing a stun increase. Early on, .5s offered very little opportunity to make plays while triggering his opponents diminishing returns."
Demon Bag
Increased Stacks from 20 to 40
Decreased Protections per stack from 2 to 1
Zhong Kui now gains stacks when witnessing any death. He no longer gains stacks from consuming marks with Exorcism.
Decreased Stacks lost on Death and after using Recall Demons from 100% to 50%
Book of Demons
Stun Duration Increased from .5/.6/.7/.8/.9s to .7/.8/.9/1/1.1s
What a wonderful skin to Scylla, I need it so much <3
Plus Achilles still OP, top ban and no nerfs? Plus buffs on Ah Puch and Zeus? Serious? and to complete my deception, no changes on my Cupid and no changes on matchmaking. I'm really disappointed Hi-Rez.
Ah Puch and Zeus needed buffs for conquest honestly. they are sitting ducks. But in assault they become so much better (op)
Cupid has been ignored for a while now. Probably wont change for a while.
But why everything to Hi-Rez can be solved just putting more damage? Smite is not only Conquest and in this game mode I still believing no one (maybe one or two in some casuals) will choose these two, but in other modes they will become even stronger.
Their weak are not damage source, but what is easier? Just put more damage to compensate the weak or think what's the problem and try to do a rework on some skill, or something similar?
Also it's funny because since the new season Cupid is just a ****py at conquest too but there is no buffs to him. In fact there is no buffs or nerfs since middle of season 4. Since season 5 started I have NEVER seen a Cupid in conquest (except mine) but he still with no buffs or nerfs or whatever. That makes me disappointed, I don't like to play with any other ADC and also I can't play with him because almost every other character is better than him, mainly on the early game.
But why everything to Hi-Rez can be solved just putting more damage? Smite is not only Conquest and in this game mode I still believing no one (maybe one or two in some casuals) will choose these two, but in other modes they will become even stronger.
Their weak are not damage source, but what is easier? Just put more damage to compensate the weak or think what's the problem and try to do a rework on some skill, or something similar?
Mobility is pretty crucial in the new season's Conquest. So low mobility gods are suffering as a byproduct. For example, Freya and Ah Muzen Cab are weaker picks at the moment as well.
Increasing damage makes some sense because if you don't have mobility, you want to discourage enemies from jumping on you. How do you do that? By being able to put out a large amount of burst damage. So in my opinion, the changes made sense.
Also it's funny because since the new season Cupid is just a ****py at conquest too but there is no buffs to him. In fact there is no buffs or nerfs since middle of season 4. Since season 5 started I have NEVER seen a Cupid in conquest (except mine) but he still with no buffs or nerfs or whatever. That makes me disappointed, I don't like to play with any other ADC and also I can't play with him because almost every other character is better than him, mainly on the early game.
I disagree with this. I think Cupid is in a much better spot than where Zeus and Ah Puch are situated at the moment.
Yes, some other gods are objectively better, but depending on how you are using him, he can still be a strong option.
But why everything to Hi-Rez can be solved just putting more damage? Smite is not only Conquest and in this game mode I still believing no one (maybe one or two in some casuals) will choose these two, but in other modes they will become even stronger.
True, but conquest is THE game mode the pros compete in, so that's what HiRez looks at. The other modes are for the casual player base (i.e. non-pro) and trying to balance them all is impossible.
To me, a god like Artio, with the kit that she has, is a perfect candidate for NOT having mobility. She's got 2 slows, a stun, 2 heals, and a long-*** AOE cripple with a protection self-buff. She really should have an extremely short dash or maybe just an MS boost rather than that longer dash the bear form has.
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