Bees! (PASSIVE)
"Enemies afflicted by Bees! take 10 (+15% of your physical power) physical damage every .5s for 3s and are revealed on the minimap. The Bees! will also attack any nearby enemies that aren't already affected by Bees!, continuing to spread to nearby enemies over time."
Hive
"Ah Muzen Cab creates a new hive at his ground target location, providing him with 20/25/30/35/40% movement speed and 10/20/30/40/50% attack speed while also healing him for a 4/6/8/10/12 (+3% of your physical power) every second that he remains near the hives. The hives can only be destroyed by basic attacks (maximum 8 hives). Cost - 35/40/45/50/55. Cooldown - 8s."
Swarm
"Ah Muzen Cab summons a large swarm of bees that fly forward in a path in front of him, dealing 60/115/170/225/280 (+80% of your physical power) physical damage to all enemies hit and applying Bees! to them. Cost - 65/70/75/80/85. Cooldown - 16/15/14/13/12s."
Honey
"Ah Muzen Cab sprays honey at a moveable ground target location, slowing all enemies in the area by 10/15/20/25/30%. Bees from nearby Hives and Swarm will fly over to protect the honey, dealing 20/30/40/50/60 (+20% of your physical power) physical damage every .5 second and applying Bees! to all enemies as they leave the honey. Cost - 65/70/75/80/85. Cooldown - 10s."
Stinger
"Ah Muzen Cab fires off an enormous stinger that deals 275/355/435/515/595 (+100% of your physical power) physical damage to all enemies in a line, sticking into the first god that is hit, applying Bees! and crippling them for 3 seconds. If the target dies, gets cleansed of Cripple or after 3 seconds, the stinger falls onto the ground for 4 seconds. If Ah Muzen Cab picks up his stinger, he gains an 80% reduction to Stinger's cooldown. Cost - 100. Cooldown - 90s." Re-arted Assault Map (Asgard)
The Mythology (Simplified):
Heimdall sounds the horn, letting all of Valhalla know that the Ragnarok was finally upon them. Hel and her horde of dishonorable dead have reached the shores to fight one last time on the battleground of Vigrid.
It is foretold that Odin would be killed by Fenrir, Thor would kill the Midgard serpent but would also die of his wounds, and Loki would fight Heimdall, killing both of them in the process. Tyr and Garm, a watchdog of Hel, would also kill each other. Finally, the sun and the moon would be swallowed by the wolves Skoll and Hati.
Odin stands tall among his enormous army made up of only the bravest of humans. This would be the battle to end all battles. Odin, along with many other Norse gods, knew they would perish this day. The only comfort that was to be had was knowing that this battle would not be the end of the world, but only because of their actions.
The Map:
Asgard is our all random all mid map that fills this popular niche in MOBAs. The map is set in Asgard on the battlefield of Vigrid. It takes place during the Ragnarok, a foretold "end of times" battle that would wipe the world clean and it would start again.
On one side of the map there is the architecture in the style of Valhalla and a boat landing area where Odin's army lands more troops by the minute. The world tree can be seen in the sky made up of a giant nebula. It is also important to note that this map does not depict Valhalla itself, only a small area of the battlefield of Vigrid.
On the opposing side Hel's presence alone has started to disrupt and destroy Asgard. Giant stones lift from the icy soil and begin to float. Two monstrously huge Hel-hounds have been brought to remind all that oppose Hel's army that they are not to be taken lightly and have great power. Behind the spawn fountain is the ship "Naglfar". This is the ship that Hel brought her army from Helheim.
NEW EPIC SOUNDTRACK ADDED TO THE MAP!!! New Skins:
The Assault Queue is again available for players Level 1 to 5 (previously unlocked at Level 6).
Made adjustments to the platform in Assault to address sometimes no longer being considered at the store when close to the edge.
The God Overview screen in the game lobby and the in game Skill Screen have been updated to more consistently illustrate basic attack damage, growth per level, hit progressions and any special properties they may have.
Gods that deal magical damage with their basic attacks have been modified. The scaling of their basic attacks has undergone some changes to help them scale better throughout the game similar to physical damage dealing gods. Your basic attack damage is now broken out in the bottom left pane on the hud separate from your magical and physical power from items.
OLD - 35 (+25% of your magical power)
Example
- He Bo level 1 with 0 magical power = 35
- He Bo level 10 with 200 magical power = 85
- He Bo level 20 with 600 magical power = 185
NEW - Base damage (+Growth per level) (+20% of your magical power) Base damage = 34, Growth per level = 1.45
Example
- He Bo level 1 with 0 magical power = 35.45
- He Bo level 10 with 200 magical power = 88.5
- He Bo level 20 with 600 magical power = 183
Several optimizations for performance when running in Low settings have been implemented.
Fixed an issue with some gods still being crippled in their crowd control immune ultimates, like Odin.
Fixed issues surrounding targets not highlighting from ability ground targets, and sometimes having the highlighting persists after canceling the ground target.
Fixed an issue with chat messages turning into system events.
The new tiers of the stacking items have been removed from availability in Assault.
Fixed an issue where if a player saw a deployable, such as an enemy ward, moved far away, then moved back to the deployable, it would not show a health bar.
Added audio warning to match lobby timer @ < 10 seconds.
Spectator:
Fixed an issue where the minotaur camera would not work correctly if the match ended in Assisted or Directed mode.
Refined the relevant distance for selecting a team fight in Assist mode.
When in Assisted or Directed mode, towers fade when the camera gets near them for better visibility of the battleground.
Fixed an issue where players would continue to move in their current direction when stasis was reached in a replay. (Stasis means there was a networking problem where the replay has been automatically paused and will resume when the network resolves downloading).
A stasis HUD notification has been added.
League:
Leaderboard has been modified to allow browsing of tiers that you are not currently participating in.
Moved "League Seasons" which are the seasons that you have completed to the League area (from the player profile).
My Standings now has games remaining to qualify countdown. It is now sorted by matches with the most points.
Added new tab called Tier Summary. It has information about number of players that have qualified. What rank is required for promotion. What rank and below will get demoted. Points needed for promotion. Item Changes
The scoring of all items should be updated and reflected correctly on the scoreboard during your match.
Magi's Blessing
Fixed an issue where Thor basic attack was removing shield.
Added new icon for Magi's Cowl.
This item now shows an icon and tooltip when the passive ability is now available.
Fixed an issue with the passive not working after the first death. God Changes:
Ne Zha]'s immortal spirit cannot be suppressed. All successful basic attack hits increase his HP5 (0.5 per stack, up to 50 stacks). All stacks are lost on death.
General
Fixed an issue where the Sun Wukong defeat screen was not properly showing the decoy with the chosen skin. Undefeated Body
Passive protections reduced from 20 + 1 per level to 10 + 1 per level. 72 Transformations
Changed the cooldown from 15s to 18/17/16/15/14 per rank. Somersault Cloud
The Decoy will now be destroyed immediately if hit by a stun, taunt, fear, mez, or disorient.
Fixed an issue where Sun Wukong would sometimes be immune to crowd control for the rest of the match.
Fixed an issue where Sun Wukong's Decoy now inherits the chosen skin choice.
Fixed an issue where the decoy name plate would fly around on the map.
General
His body will now properly disappear after dying in Assault stance.
Aww yeah he looks pretty strong :P
That ult just looks ridiculously OP on paper (would have to see some gameplay to be sure though).
Ne Zha buff looks sick for solo laning :P
His ult is super strong if you land it. Other whise it is a waste of mana. Its kinda like anhurs impale every veriaty of worth it if landed but incredibly dificult to hit.
never forget dawngate and never forgive EA. Freia will hunt them for eternity.
Seems kind of underwhelming for a two week split between patches. Bug fixes and a few very tiny nerfs. Healing 15 less damage isn't going to stop Zhong from being first pick/banned, and Wukong's passive needs nerfed a lot harder than that if he's going to be the hardest god to kill in the game already.
The gist I'm getting from AMC is that his steroid is going to make Art even more irrelevant than she already is... but it's always hard to tell how broken a god is going to be before he's released. I'll hold out hope that he's only 'really overpowered' instead of 'insta-ban.'
His ult is roughly 600 damage + 100% Physical (which can easily be around 500 if built accordingly, or with buffs), so around a 1-1.2k damage ult, that hits everyone, guarantees another 10+15% (total 115% Physical Power) dot on them, and can be on an 18 second CD, not even counting CDR. He also has an AS steroid, a MS steroid, a heal, a slow (that applies a dot), and a linear nuke that applies the same dot.
I'm really scared of the power creeping on this one.
I thought Ah-Muzen was an early game carry( DoT), but seems I was not so correct. He seems like a freaking carry. I smell incoming nerfs to him soon. And seems that he'll be able to jungle.
I thought Ah-Muzen was an early game carry( DoT), but seems I was not so correct. He seems like a freaking carry. I smell incoming nerfs to him soon. And seems that he'll be able to jungle.
Also, obligatory GOLDEN NOODLE comment.
I don't know why you would expect any kind of nerf 'soon'. Who was the last god to get a serious immediate nerf? I've heard stories of release Guan, but short of that. It took them a few patches to reduce Tyr's damage from its insane original level (and he's still stronger than he should be,) Merc got buffed first and not nerfed like he should've been in this patch, Zhong is still avoiding the nerf hammer, though Wukong is about to take his place as first ban in ranked.
HiRez seems like they prefer to have their more recent gods to be a step above everyone else, so I'm not expecting any kind of nerf until a couple other gods have been released at the earliest.
This of course is assuming that he's overpowered in the first place, but that seems like a pretty safe assumption :P
2.) AMC is very interesting. He's going to be an annoying little **** in teamfights, and has surprising sustain, especially /w lifesteal. I can also see him having jungling potential.
3.) Ne Zha's old passive was better... 25 HP5 for sucessfully hitting 50 basic attacks isn't much, and you're already only recalling for mana anyway... plus, his teamfight presence is lowered.
Ne Zha before this: 1, 3 ADC, 2, 4 adc if not dead, otherwise APC, 1, die for passive.
Ne Zha after this: 1, 3 ADC, 2, 4 ADC if not dead, otherwise APC, 1, keep attacking until you die.
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