Item sellback has been rewritten to fix bugs that allowed sellback of items at full price when they had not been purchased during the last set of purchases.
Removed the 10 second rule.
Removed the constraint of only the last item.
You can now sell back all items that have been purchased while at the store.
Removed english hardcoded queue names.
Fixed a bug where you couldn't use ALT + number row keys for key binding.
Store item filters have been rearranged.
Starter Items now have their own filter.
To be considered in combat, you must now have either taken damage or dealt damage within the last 5 seconds.
The free god rotation has been changed to Apollo, Freya, Guan Yu, Odin and Sobek.
3v3 Joust Queue:
New casual queue
Party's up to 3
Added new first win of the day
Conquest Map:
Map Changes:
The side lane towers on the Gold Fury side of the map have been stationed further apart than those on the Fire Giant side lane.
Corrected an issue in the Fire Giant lair where players could hit the Fire Giant outside the range of lava flow ability.
The middle Fury XP camps now have two large furies, rather than one large and two small, making them worth significantly more xp and gold.
Cooldown and Mana camps have design changes (see below).
You no longer get gold from minions that have taken damage from your tower.
Buff camps
The mana and cooldown camps have been combined and then multiplied, like a virus. The new camp provides:
Buff consolidation:
Old camps:
Mana = +7 mana per second
Cooldown = 15% cooldown reduction
New camps:
Mana = +5 mana per second and 10% cooldown reduction
There is now a combined mana/cooldown camp in each of the 4 corners of the map.
Items:
Aura items
The radius of the aura items have been increased and now fall into 3 categories:
+60 Magical Protection
+20 Physical Power
+15 HP5
PASSIVE - When you are damaged by an ability, your magical protection is increased by 30 for 8 seconds. Can only occur once every 30 seconds.
Shield of Regrowth
+60 Magical Protection
+20 Physical Power
+15 HP5
PASSIVE - When you are damaged by an ability, your HP5 is doubled for 8 seconds. Can only occur once every 30 seconds.
Using this item gives you a heal equal to 3% of your maximum health, plus an additional 3% per charge. Charges are gained when an enemy god uses an ability within 80 feet. Max. 9 charges. Cooldown - 180s.
Tier 2
Using this item gives you a heal equal to 3% of your maximum health, plus an additional 3% per charge. Charges are gained when an enemy god uses an ability within 80 feet. Max. 9 charges. Cooldown - 120s.
Using this item gives you a health and mana heal equal to 4% of your maximum health and mana, plus an additional 4% per charge. Charges are gained when an enemy god uses an ability within 80 feet. Max. 9 charges. Cooldown - 120s.
Using this item gives yourself a shield that reflects 2% of damage done to you back to the attacker, plus an additional 2% per charge for 6 seconds. Charges are gained when an enemy god uses an ability within 80 feet. Max. 9 charges. Cooldown - 120s.
Shell
Tier 1
Using this item gives the owner and his allies a +15 protections buff for 5 seconds. Cooldown - 90s.
Tier 2
Using this item gives the owner and his allies a +30 protections buff for 5 seconds. Cooldown - 90s.
Using this item gives the owner and his allies a +45 protections buff for 5 seconds. Also, 10% of the damage taken is reflected back to the damaging god. Cooldown - 90s.
Gods
Fixed an issue where her basic attack emotes from anywhere on the map could be heard in mid-lane.
This ability now marks the first god that is hit for 4 seconds, causing the Inferno Cannon to prioritize that target and giving the turrets 10% increased damage to that target.
omg, I totally lost it. What is smite even trying to be right now? They keep making all these changes for what? A totally different game? I am not sure what these changes will effect and all that kind of stuff, but smite is very unstable right now. Why combining buffs and add extra exp to the harpies? Is that to make jungling more or less viable? Smite needs to find its place (where it was before Ne Zha) and STICK to it like glue and not this.
Anyways, smite has troubles starting up, so I can only play it on my lesser computer (which is way less enjoyable) so I either need to fix that or just quit
omg, I totally lost it. What is smite even trying to be right now? They keep making all these changes for what? A totally different game? I am not sure what these changes will effect and all that kind of stuff, but smite is very unstable right now. Why combining buffs and add extra exp to the harpies? Is that to make jungling more or less viable? Smite needs to find its place (where it was before Ne Zha) and STICK to it like glue and not this.
Anyways, smite has troubles starting up, so I can only play it on my lesser computer (which is way less enjoyable) so I either need to fix that or just quit
Its beta things will change until it is 100% good for competitive and casual
FINALLY! Eset gots nerfed. I was waiting for that for a long time.
Good buff on Vulcan. When he was released, I was hyper interested to play him. But then, for some reason, I never played. Perhaps that's the right time to give him a shot!
Runic Shield sounds AWESOME. Now I'll play bruisers even more.
Focused Void Stone and Void Blades are going to be great on single target assassins( FVS on Anubis and FVB on Loki, as an example).
I saw this earlier, but Bulldog apparently beat me to the punch.
Anyways, here's how I'm looking at it.
-3v3 Joust sounds fun. I always wanted to try playing a 3v3 trilane brawl.
-Teleport fix! No more cheesy backdoor ****!
-By the looks of it, that Bumba's Mask change will be a big nerf to jungling, we'll see how it pans out. Though I find the change to have two mana camps on each side questionable.
- Watcher's Gift is viable now, but I'm curious as to whether it stacks with Midas Boots passive?
-Only losing 1/2 stacks on Heartseeker and Doom Orb seems too generous in my opinion, especially with the new jungle. Get ready to see tryhards toting these around like mouseketeers once again. Should be increased to 2/3rds or 3/4ths stacks lost on death.
-The new Runic Shield/Shield of Regrowth is something I've waited a long time for, a magical protection item that gives physical power. Though the stats could probably use some toning down; getting 90 magic protection for 8 seconds, every 30 seconds, seems really excessive. Cut those numbers down 50+20 and it would probably be more balanced.
I also hear a lot of folks over at official complaining how items that give damage and resistance are broken on physical ranged and shouldn't exist, but I'd say that an easy way to fix this would be to lower the resistance bases on all physical ranged gods down to 30 with no per-level increases (like Arachne already has).
-The new Gem of Binding looks too strong in my opinion. Ranged gods that use Frostbound Hammer are penalized with a weaker slow, yet basic-attacking mages like Zeus and Chronos are getting something very similar with absolutely no repercussions?
-Shard looks to be a great new alternative to Meditation for earlygame healing. Shell will be a very important ability to have around for teamfights, much like a reverse-Girdle.
- Eset should be balanced now. Vulcan needed that buff, though he could still use a bit more in my opinion.
Overall, this patch looks like it will bring about some very interesting changes.
I'm definitely happy about the combination of cooldown and mana regen buffs. Cooldown and mana regen are things that everyone can use, so morphing them together was a pretty good move.
Changing up the middle harpy camps is definitely a good change as well.
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