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Fire Giant Update | 10.1 Update Notes

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Forum » News » Fire Giant Update | 10.1 Update Notes 3 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » January 19, 2023 1:10pm | Report

By: TitanDandy | 2023/1/18



Source (10.1 Main Patch): https://www.smitegame.com/news/fire-giant-update-10-1-update-notes/
Main Patch scheduled to go live: January 24

*NOTE* For full patch notes, please visit the source. Only new God info, Update Schedule, and a summary of Year 10 changes will be listed here.

*Bran's Note: This patch is enormous, with a multitude of changes and adjustments. Instead of transcribing all item and god adjustments, I will instead offer something the official patch notes don't: a bullet point list of the new features so you can get a high level view for quick reference.*









PASSIVE - OBSIDIAN FLESH

Surtr’s flesh cracks into fragments after he loses enough health. On picking these up Surtr gains a percentage of his Max. Health over time and Protections for 3s. Enemies can destroy these fragments by walking over them.
  • Heal per tick: 1%
  • Protections: 10 + 1 Per level
  • Health Threshold: 15%



ABILITY 1 - FLAMES OF MUSPELL

Surtr sets his sword ablaze gaining Haste while this buff is active. Surtr’s next successful Basic Attack will deal bonus magical damage, ignite the target causing them to take damage over time as well as spawning a Fiery Imp. This ability’s bonus damage increases per stack (max. of 200) when an enemy dies while the burning effect is active.
  • Damage per tick: 10/25/40/55/70 (+10% of your Physical Power) every second for 3s.
  • Bonus Damage: 30 + 3 per stack Magical Damage
  • Imp Damage: 10/15/20/25/30 (+10% of your Physical Power)
  • Imp Health: 50 + 50 per rank
  • Imp Lifetime: 10s
  • Cost: 50
  • Cooldown: 14/13/12/11/10s



ABILITY 2 - GIANT'S GRASP

Surtr pulls the closest target to him, either an enemy lane minion, a Fiery Imp or a magma rock if neither are in range. Surtr then hurls the object forwards, dealing damage and stunning enemies ahead.
  • Damage: 90/145/200/255/310 (+70% of your Physical Power)
  • AoE Damage: 30/60/90/120/150 (+30% of your Physical Power)
  • Stun Duration: 1.2s
  • Cost: 60/65/70/75/80
  • Cooldown: 13s



ABILITY 3 - EMBERWALK

Surtr’s fury creates a ring of embers around him providing a Movement Speed buff that increases for hitting enemies, while the ability is active. The ring deals damage and slows enemies once as it expands or when fully formed and again when it contracts. While formed, the outer ring deals continuous damage to enemies inside. The ring also picks up Obsidian Flesh fragments.
  • Damage: 45/65/85/105/125 (+20% of your Physical Power)
  • Bonus Damage: 10/15/20/25/30 (+5% of your Physical Power)
  • Movement Speed: 10% + 5% per enemy hit (max. 4 stacks)
  • MS Debuff: 20% for 2s
  • Duration: 4s
  • Cost: 65/70/75/80/85
  • Cooldown: 15s



ULTIMATE - END OF DAYS

After a short buildup, Surtr surges into the air infusing into a large Meteor. While in the air, Surtr is immune to damage and can choose where to come crashing down. Before landing, Meteorites split off, targeting enemies on the ground, dealing damage and spawning Fiery Imps. Surtr’s Meteor deals increased damage and knocks up enemies hit.
  • Damage: 210/285/360/435/510 (+60% of your Physical Power)
  • Meteorite Damage: 50/75/100/125/150 (+15% of your Physical Power)
  • Cost: 100
  • Cooldown: 100s



UPDATE RELEASE SCHEDULE


January 24 - The Fire Giant Update
  • New God: Surtr – The Fire Giant
  • New Crossover Event: Magic the Gathering
  • New Battlepass: Boss Monsters
  • Year 10 Balance Changes
  • More!
February 7 - Bonus Update
  • More info soon!

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


SUMMARY OF THE 10.1 UPDATE - JANUARY 24

CROSSOVER EVENT: MAGIC THE GATHERING
  • 10 skins and 4 cosmetic bundles that you can roll from the chest. Also available for direct purchase.
  • The first 5 skins will be released in the first update, and the rest will be released on the second update. Buy all items from this event and receive a player title and avatar.
  • For each of the characters there will be a series of free quests. Completing them will grant you themed rewards as well as other in-game boosters.

SMITE | YEAR 10 PASS
  • This is the new name for the Season Pass. If you purchase, you get all gods released in 2023 along with their voice pack, an unlimited ascended skin, additional T1 skin, and emotes.
  • Exclusive to this pass are the Calamity Cat Sol Skin, Loading Screen, and the Miraculous title.
  • You'll receive 1,000 gems.

NEW BATTLE PASS: BOSS MONSTERS
  • Battle Pass: Boss Monsters (600 gems)
  • Battle Pass: Boss Monsters Plus (1,200 gems)
  • Either paid track provides a multitude of god skins and other cosmetics (ward skins, level up skins, emotes, jump stamps, recall skins, loading screens and frames, announcer pack).
  • Free track provides one god skin and other cosmetics.

QUALITY OF LIFE
  • New Season Structure: Renamed Year 10 instead of Season 10. Year 10 will have 4 seasons with major gameplay updates to the conquest map per season.
  • Player Progression: Player level cap has been increased from 160 to 200 (Bran's note: the official patch says 160 to 2,000 but I think that's a typo)
  • Viewer Points: No changes made to viewer points in Patch 10.1, and the store will rotate rewards weekly throughout 10.1. There will be a partial reset of points in 10.2, so be sure to spend your points in 10.1.
  • Commendation Skin: All players who qualify for commendation rewards receive an exclusive skin, loading frame, avatar, jump stamp and emote.

GAME MODES - YEAR 10 CONQUEST
  • Map: Entirely new Conquest map, inspired by Closed Beta and Season 2, featuring a Greco-Roman art set. Each new season within Year 10 will bring big changes to pathing and layout, map-wide environment art, and new game mechanics.
  • Goals: create meaningful change in layout and pathing, new lane shapes, new jungle paths leading to new combat scenarios. Focus on the core of Conquest and make those the best they can be. Remove some mechanics from S8 and S9 to allow for this new focus. Create more early game contestable objectives, giving players more ways to gain leads without just snowballing from player kills.
  • Boss Objectives (Fire Giant): New Fire Giant Character, has same attacks as previous FG, with an all-new arena that allows players to fight it from 360 degrees. Makes a massive entrance display in the area outside Solo Lane as it spawns.
  • Boss Objectives (Pyromancer): new drops a new reward (Runic Bomb). This drop can be picked up like a jungle buff, but fills a consumable slot until used. The bomb can be placed by selecting a ground target, and applies damage to gods (w/ knockback), and can also be used against minions and structures.
  • Removed features: Obelisks, Naga camps, enhanced buffs, trebuchets.
  • Lane Objectives (Tower Bastions): All Tier 1 towers will now have 2 shield-shaped Tower Bastion objectives in the tower radius. While alive, they provide the tower with 15% damage mitigation each. They can be destroyed by either basic attacks or abilities, and spawn at the end of the setup phase. When destroyed they provide 50 gold to allies in the area.
  • Lane Objectives (The Totem): Name changed from Totem of Ku to just "The Totem." Now located on the outer side of the Solo Lane. While active, has an aura around it that grants gods 10% increased damage to minions and other gods. No longer applies an instant global stack of its buff to all allies, instead applying to teammates near the Totem when it is claimed, as well as remaining under all allied towers and phoenixes for 60 seconds.
  • Unleashed Jungle Camps: Jungle camps can now be damaged outside their leash radius as long as you have line-of-sight to one of the monsters. They can be pulled out of leash radius and chase gods for a set period of time before looking to flee. Lane minions will ignore these camps and vice versa. Towers can attack the camps and will apply the gold loss penalty.
  • Jungle Camp Buffs: Buffs will drop at the location the monster was killed and remain
    in that location for 30 seconds before being relocated to the camp's spawn point. The buff can be picked up for a total of 120 seconds after it drops.
  • Neutral Scorpion Camps and Stacking Buffs: Duo and Solo sides now have Scorpion camps, each with their own unique buffs. They cannot be unleashed, but their buff will stack with any other Jungle buff.

    Duo Side – Scorpion Camp
    - Gold Buff – Grants a Shield equal to 50 Health plus 20 per level and Grants 5 of both Protections plus 1 per level
    - Has a duration of 60s

    Solo Side – Scorpion Camp
    - Silver Buff – Grants 5% Cooldown Reduction plus 0.75% per level
    - Has a duration of 60s
  • Roaming Harpy Camps: They will spawn every 60 seconds from dead Back Harpy camps, up to a max of 2 roaming harpies can be alive at one time, roaming in set paths.
  • Cyclops Rogues: At the start of a match, a Rogue's Stash will spawn near a random Jungle camp. Locations are symmetrical for both teams. Opening a stash awards 25 gold, but they are also trapped and will spawn a Cyclops Rogue. Awards 25 gold when slain and drops an Aspect of the Rogue buff area, increasing movement speed by 20%, lasting for 60 seconds, and refreshable to the team that opened the stash. (Other details can be found in the official notes.)
  • Other Camp / Buff Changes: Mid Harpy camps have been removed, with a new camp spawning in the Oracle and Pyro areas until those objectives spawn at 10 minutes. Buff camps have been situationally relocated with some buffs being reworked. Jungle Spawn Timers have been adjusted.
  • Player Respawn Timers: Decreased XP level respawn time multiplier from 3 to 2.5. Reduced time threshold before match length respawn time penalty is activated from 30 min to 20 min.
  • Other adjustments:Increased time during the Setup phase from 80 to 110 seconds. Hand of the Gods has been removed. Base Doors no longer apply Invader's Curse to enemies. Fountain speed buff duration has been increased from 5 to 10 seconds.

RANKED
  • Hard reset for 10.1.
  • All ranked modes will now be full crossplay between all platforms.
  • God leaderboards have been adjusted to award god frames based on position in the leaderboard.
  • Ranked Quests: win X number of games to unlock rewards.

NORMAL MODES
  • All Normal Modes (Unranked Modes) will have their queue system changed to Non-Timed queues (Ranked will remain Timed).
  • These queues will no longer have a specific duration shown to players, they will take as much time as they need to find a good match.
  • Players will now receive a deserter penalty if they fail to accept a queue pop for Normal Modes
  • Multi Queue will be enabled on all Normal Queues. Use the Multiqueue button from the play screen to queue for as many modes as you like at one time
  • The Matchmaking parameters for these modes have been updated to meet SMITEs current goals and player feedback. These parameters will be continually adjusted throughout Year 10 with the goal of providing the best matchmaking as possible to our players.

ITEMS
  • Shard Relics: Now not just limited to the Vision Shard, you can choose one of 5 free shards at the start of a match that provide unique, activated bonuses.
  • Removed Item Trees: The following trees have been removed: Imperial Helmet, Enchanted Buckler, Shuriken.
  • Item Trees (Better definition of stats within trees): In General, Item trees in 10.1 will aim to have more specific stats related to their tree definition. Items can have stats from other trees, but usually in lesser amounts, and we will aim for less items to have different stats. Some of these trees have had their definitions changed to meet specific goals.
  • Removed Items: huge list of items have been removed from the game.
  • Hybrid Items Reworked: Items with both Power AND Protections are commonly referred to as “Hybrid Items” and they have shown to ultimately not align with what players or designers want for SMITE’s Item system. Multiple years of balance iterations have led to this decision. When Hybrid Items are “balanced” from a stat efficiency perspective, they tend to be perceived as underpowered. They were often hard to make attractive to most roles who wanted to specifically focus on only damage or only tanky stats. Therefore, Hybrid Items needed to be overstatted in order to be perceived as even slightly too strong, which caused them to quickly take over multiple builds in multiple roles and warp the game entirely. Hybrid Items also tend to contribute to more frustrating and unpopular strategies like tanky Junglers, or Solo Laners that are too strong on all fronts. With all these lessons learned from previous years of balance, we are making the decision to eliminate all Hybrid Items. Since Power won’t be a part of the equation anymore, this means all gods will be able to build many of these reworked items. Warriors building Stone of Binding, and Guardians building Gladiator’s Shield are just a few of the notable examples of this. In 10.1 SMITE there will no longer be any T3 Items that provide Power and Protections, and therefore some items will see significant reworks, and the rest were removed.
  • Healing Items Reworked: Healing Reduction Items (Anti-Heal) are often a necessity in SMITE. The passive effect is powerful and applicable in more situations than most players expect. It has always been a challenge getting people to buy them, sometimes even at the pro level. This year we are giving all of these items new and unique passives to make them more interesting to build, but also balancing that with a variety of nerfs to not push these items over the top. All Anti-Heal Items will now have an additional Passive.
  • Additional Items Reworked: A few items had interesting yet flawed passive effects. These were often too selfish or persistent and did not leave much room for balancing. We are adjusting these items to have more impactful passives, either by making them more intense or by making them apply in more situations.
  • Stat-Only Reworked Items: As we reworked Hybrid Items we needed to stop and take a look at all of the items in game. Such a core change to the stat spread of items creating a ripple effect that needed to be addressed. The Item Tree goals section described above is what led to these changes in this section.
  • New Items: Looking to fill in gaps since some items were moved / reworked / deleted, there are some new items being introduced.
  • Starter Items: Some adjustments are being made to some of the starter items to better balance and provide a variety of gameplay styles.

GODS
  • Class Changes (Unique Stats): Each class will now have their own unique set of bonuses that increase per level.
    - Warriors: gain CDR
    - Assassins: gain physical penetration
    - Mages: gain magical power
    - Guardians: gain CCR
    - Hunters: gain increased damage on basic attacks
  • Class Changes (Magical Protections): Decreased from 38.4 on all classes to:
    - 30 on Mages, Hunters, Assassins
    - 32 on Warriors
    - 35 on Guardians
    - Increased Magical Protections per level from 1.2 to 1.6 on all classes
  • Class Changes (Hunter Basic Attack Power): Decreased by 5 on all hunters.
  • God Balance: Standard set of god ability balance.
Branmuffin17
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Permalink | Quote | +Rep by Branmuffin17 » January 23, 2023 8:42pm | Report
Surtr and the database (new items, item adjustments, god adjustments) are all updated for 10.1, which hits in a few hours. Start experimenting and building!
Branmuffin17
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Permalink | Quote | +Rep by xmysterionz » January 24, 2023 3:13am | Report
Branmuffin17 wrote:

Surtr and the database (new items, item adjustments, god adjustments) are all updated for 10.1, which hits in a few hours. Start experimenting and building!

Yay

xmysterionz
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