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King of Uruk | 8.4 Update Notes (w/ 8.3 Bonus Update)

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Forum » News » King of Uruk | 8.4 Update Notes (w/ 8.3 Bonus Update) 5 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » March 31, 2021 1:48pm | Report

By: TitanCupcake | 2021/3/31



Source (8.3 Bonus Update): https://www.smitegame.com/news/8-3-bonus-update-notes-live-april-6/
Source (8.4 Main Patch): https://www.smitegame.com/news/king-of-uruk-8-4-update-notes/
Bonus Balance Patch scheduled to go live: April 6
Main Patch scheduled to go live: April 20

*NOTE* For full patch notes, please visit the source. Only Update Schedule, Item and God Balance will be listed here.



UPDATE RELEASE SCHEDULE


APRIL 6
  • 8.3 Bonus Update
APRIL 20
  • Gilgamesh
  • Talons of Tyranny
  • Groovy Chest
MAY 4
  • 8.4 Bonus Update – Coming Soon!

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








PASSIVE - EPIC OF GILGAMESH


Gilgamesh Embarks! At level 5 and 10 Gilgamesh gains a quest. The first quest is to visit a specific location on the map. The second quest is to defeat half of the enemy team (rounded up) in a single fight. Each time Gilgamesh completes a quest he is awarded a Tier 1 item or 500 gold if he has a full inventory.




ABILITY 1 - SUN-FORGED SCIMITAR


Gilgamesh ignites his sword with the ferocity of the Sun for 4s. Enemies around the ignition take damage and are slowed for 2.5s. Gilgamesh’s Basic Attack deals bonus damage equal to 3.5% of his Maximum Health to enemies hit. When Gilgamesh successfully hits an enemy with his Basic Attack the duration of this effect is extended for 0.8s, up to a maximum of 12s.
  • Ability : Stim
  • Damage: 65/100/135/170/205 (+60% of your Physical Power)
  • Slow: 15/17.5/20/22.5/25%
  • Radius: 20
  • Cost: 60
  • Cooldown: 14/13/12/11/10s




ABILITY 2 - DROP KICK


Gilgamesh drop kicks an area in front of him. Enemies in the area are damaged while the closest enemy is launched through these enemies. The launched enemy takes bonus damage when hitting a minion or takes burst damage and is stunned if hitting a God or a Wall. If the launched enemy hits the Winds of Shamash they are thrown toward the center of the ring. Minions hit by the launched enemy take bonus damage. Gods hit by the launched enemy take burst damage and are stunned.
  • Ability: Line
  • Kick Damage: 70/100/130/160/190 (+50% of your Physical Power)
  • Bonus Damage: 25/40/55/70/85 (+25% of your Physical Power)
  • Burst Damage: 70/115/160/205/250 (+65% of your Physical Power)
  • Stun Duration: 1.1/1.2/1.3/1.4/1.5s
  • Range: 25
  • Cost: 60/65/70/75/80
  • Cooldown: 14s




ABILITY 3 - HERO'S ADVANCE


Gilgamesh leaps into the air, crashing down at a target location. Enemies around the impact take damage. Gilgamesh infuses the ground with energy, causing a beacon to appear for 5s. Allies who run towards the beacon will gain Movement Speed, halving once they enter the beacon. Allies who enter the beacon will gain bonus Lifesteal, boosted by 15% of Gilgamesh’s highest Protection.
  • Ability: Leap
  • Damage: 80/120/160/200/240 (+65% of your Physical Power)
  • Movement Speed: 25/27.5/30/32.5/35%
  • Lifesteal: 10%
  • Range: 50
  • Cost: 70
  • Cooldown: 15s




ULTIMATE - WINDS OF SHAMASH


Gilgamesh calls upon Shamash to create a ring of wind at a target location for 6s. Enemies inside this ring when it starts take damage and are slowed for 2s. Enemies inside the ring take wind damage every .5s. Enemies who try to escape the ring are heavily slowed. If Gilgamesh damages an enemy trying to flee they are thrown back towards the center of the ring. The wind turns into thread over 6s; damaging, Rooting, and Crippling enemies who are still inside the ring.
  • Ability: Ground Target
  • Initial Damage: 90/150/210/270/330 (+50% of your Physical Power)
  • Initial Slow: 20/22.5/25/27.5/30%
  • Wind Damage: 12/16/20/24/28 (+5% of your Physical Power)
  • Wind Wall Slow: 50/55/60/65/70%
  • Binding Damage: 150/225/300/375/450 (+60% of your Physical Power)
  • Range: 35
  • Cost: 80/85/90/95/100
  • Cooldown: 90s


BONUS UPDATE LIVE APRIL 6


GODS



JANUS

"This god is zoomin’ across the battleground. A new, larger map means new opportunities for Janus’ crazy mobility. This god has skyrocketed in pick priority since his rework arrived with Season 8 Conquest. He is still struggling to make an impact on the win% charts, but we are applying a nerf here to specifically handle his frustration features. Janus should be a little easier to run down in the future."



THRESHOLD
  • Decreased Movement Speed Bonus from passive that triggers on portals and threshold from 10/15/20/25/30% to 10/12.5%/15%/17.5%/20%



TSUKUYOMI

"After a strong launch, then some hefty nerfs, the newest Moon God fell into a state of uncertainty. Tsukuyomi brings high damage and control, but lacks the mobility of most assassins, often causing players to struggle to fulfill the needs of the role, especially in the late game. After some time and practice, he has emerged as a top performer yet again. We are taking down the base damage on two of his primary damage abilities to offset this."



DARK MOON SHURIKEN
  • Decreased Base Damage from the projectile Shuriken from 85/135/185/235/285 to 75/125/175/225/275



KUSARIGAMA
  • Decreased Base Damage from the Final hit from 60/115/170/225/280 to 50/105/160/215/270



GUAN YU

"Is this closed beta?! Nerfing Guan Yu is rather rare, but through his buffs last year as well as the rise of healers as a whole, the god has been dominating the solo lane. Guan Yu now finally has the damage he needs to contest the early lane phases, and we aim to keep that where it is. However, even through the healing nerfs of recent updates, he has held strong by providing huge amounts of utility to his team. His heal and dash are being increased in cooldown to take this down. He can still decrease his own cooldowns through hitting abilities, a unique feature that we want to preserve, but lowering this top end should still have a noticeable impact on him."



CONVICTION
  • Increased Cooldowns from 12s to 14s



WARRIOR’S WILL
  • Increased Cooldowns from 12s to 14s



APHRODITE

"The honeymoon is over, duo queuers. Aphrodite has become a top pick even in competitively ranked conquest over the past season. Healing nerfs have helped but not quite done enough, so we are looking to nerf the goddess of love directly. Love Birds is a huge swing of the fight in a single ability, able to heal up to 2 targets for a large amount while dealing considerable damage. We are looking to slow down the uptime on this ability to provide more windows to take down this goddess in team fights."



LOVE BIRDS
  • Increased Cooldown 12s to 14s



APOLLO

"This hotshot just won’t let up. Recently Apollo was nerfed directly while a few of his top items were also nerfed. Apollo was even more resilient to the nerfs than other hunters though, so its time to nerf again. Apollo’s lane clear is finally in a good spot, so now we are looking to take down his utility. Serenade is a surprisingly strong CC and self peel ability for a hunter, so its protections and duration are being decreased."



SERENADE
  • (revert) Decreased Physical Protections from15/20/25/30/35 to 10/15/20/25/30
  • Decreased Mesmerize duration from 1.5/1.7/1.9/2.1/2.3 to 1.2/1.4/1.6/1.8/2.0s



NEMESIS

"Often thought of as on a counter-pick, Nemesis is currently providing a lot to teams in any situation. This goddess is putting up some crazy high pick/ban and win% numbers – even though a lot of her usual targets are out of the meta. Nemesis can turn a fight with a single shield, especially in a 1v1 situation, so we are looking to nerf this instead of affecting her dps or clear speed."



RETRIBUTION
  • Decreased Shield from 100/200/300/400/500 to 100/180/260/340/420

BALANCE LIVE WITH THE UPDATE APRIL 20


ITEMS



ORNATE ARROW

"Ornate Arrow struggled to compete against other late game Hunter choices. It was often only efficient at its maximum stack count which was difficult to obtain and pushed your late game out even later. We are lowering the stack count and giving it some extra upfront power to smooth out this power curve. You will still need to make a smart investment but the risk will feel worth the reward."
  • This item now provides 10% Attack Speed.
  • This item now provides 5% Critical Strike Chance.
  • Passive:
  • Decreased Maximum stack count from 25 to 20.
  • Increased Attack Speed from 1% per stack to 1.25% per stack. (25% at max stacks.)
  • Increased Critical Strike Chance from 0.8% per stack to 1% per stack. (20% at max stacks)




LEADER'S COWL

"Leader’s Cowl was difficult to really build toward. Few gods could really go for Leather Cowl at the start of the game to provide their team with a strong late game aura. We are adjusting its base stats and giving the passive aura a baseline Power buff that can never be brought below 5% Power. The extra Attack Speed helps more gods itemize towards this strategy and that base Power Aura makes it useful even in direct 5v5 teamfights."
  • This item now provides 15% Attack Speed.
  • New Passive: AURA – You provide 5% increased Power to all nearby allied gods. This aura gains a bonus stack for each ally god within X units causing it to provide an additional 3% increased Power. For each enemy god within X units a stack is removed.



SENTINEL'S EMBRACE

"Sentinel’s Embrace is the go to upgrade path for Supports and no wonder! It brings incredible survivability and utility making it difficult to explore other options. We are shifting strength away from the Aura, ensuring it still feels tanky enough to the Support who builds it but lowering the teamwide utility it provides."
  • Increased Passive Aura Range from 30 to 55 units.
  • Increased Physical Protection from 20 to 30.
  • Increased Magical Protection from 20 to 30.
  • Decreased Protections split among all nearby allies from 100 to 80.
  • Decreased Protections gains while alone from 50 to 40.



COMPASSION

"Compassion is definitely a candidate for an item being pushed out by Sentinel’s Embrace but it had its own problems. The aura range made it difficult to stay relevant to targets you wanted to protect while the mitigation this item provided from this extra incoming damage was lacking. With the changes below it might be time to show a little Compassion to your allies."
  • Increased Passive Aura Range from 40 to 70 units.
  • Increased Magical Protection from 40 to 60.
  • Increased HP5 from 30 to 45.



SUNDERING AXE

"Sundering Axe’s Passive is high impact. Opening fights with a strong amount of burst and restoring health quickly made this item not only attractive to Warriors but Mages as well. We love the idea that gods can be flexible with starters but Mages were able to really benefit from the upfront burst and defensive stats in a way that was more frustrating than a Warrior utilizing the same benefits. We are shifting Sundering Axe to consider your own Protections, making this just as strong for Warriors who currently build this but asking more from Mages who want to benefit from this items strength."
  • Decreased bonus damage from 10% of the enemy’s current health to 5% of the enemy’s current health + 2% of your total protections from items.
  • Maximum Bonus Damage is 14% of the enemy’s current health
  • Requires 400 total protections to reach cap



BLUESTONE PENDANT
  • Increased Physical Power from 10 to 15



BLUESTONE BROOCH
  • Increase Base damage of the passive from 25 to 75



THE ALTERNATE TIMELINE
  • Decreased Cooldown from 10m to 6m

GODS



ACHILLES

"He’s bold, he’s beautiful, he’s… not doing so hot right now. Achilles has dropped to some of his lowest numbers in both player perception as well as win% lately. This god can become very dominant in the solo lane with small changes, so we are playing it a bit safe here. He is seeing a small cooldown buff to his Shield of Achilles, which should help him without breaking him. We are also decreasing the amount he is punished for successfully executing an enemy. This effect is a powerful debuff that he should still feel, though."



SHIELD OF ACHILLES
  • Decreased cooldown from 15 to 14s.



FATAL STRIKE
  • Decreased bonus damage taken from 10% to 5%.



BACCHUS

"Season 8 is a heck of a party but no one invited the god of wine?! Bacchus has shown some brief signs of strength in Conquest over the years, but he generally struggles there compared to other modes. This set of changes aims to make his competitive impact stronger. Chug will be even easier to maintain, and Belch, his primary lane clear ability, is seeing a damage increase."



CHUG
  • Decreased Mana cost from 40 to 20 at all ranks
  • Decreased Cooldown from 10s from 8s
  • Fixed Protections description to clarify the ability provides 0 protections at rank 0



BELCH OF THE GODS
  • Increase Base Damage from 25/40/55/70/85 to 30/45/60/75/90 per tick



JORMUNGANDR

"The World Serpent is a fantastically unique god in SMITE, and after a powerful launch he was brought down by his rival gods in both the story and the game balance. We have been looking to bring Jorm back up since the start of Season 8, and we are still working toward that goal. These changes bolster his laning phase as well as his team fights. Consuming Bellow will let him basic attack in lane at full speed for longer after bellowing and Submerge will be on a lower cooldown helping him to engage or escape more often."



CONSUMING BELLOW
  • Increased duration of Empowered Attack Speed buff from 1s to 1.5s per stack



SUBMERGE
  • Reduced cooldown from 16s to 16/15/14/13/12s



MERLIN

"The time has come for Merlin buffs. This god has dropped off heavily over the years while getting a variety of nerfs. Recently we have been focusing on bringing up his fire stance, often regarded as the weakest one. The protection shred has been pivoted to only work on gods now, but its generally very hard to stack, which heavily limits its impact. This is going to be much stronger on the first tick now, leveling out to about the same amount when hitting all ticks in the late game. Fire stance should now be more attractive to switch into, especially when trying to focus down and enemy tank."



DRAGONFIRE
  • Increased Protections Reduced per stack from .5/1/1.5/2/2.5% per tick to 4% at all ranks
  • Decreased max stacks from 6 to 4 (results in increased God-only protections reduced from 3/6/9/12/15% to 16% at max stacks)



NEITH

"The Weaver of Fate saw some impactful buffs last year, and we have been watching closely since then. Even with those changes, Neith has struggled in the current meta. Her abilities are powerful, but tend to be on much longer cooldowns than other hunters. To even the playing field we are decreasing the cooldown on her top priority ability."



SPIRIT ARROW
  • Decreased Cooldown from from 15s to 15/14.5/14/13.5/13s



OLORUN

"New season, new map, new olympus, but Olorun feels like he was left behind in Season 7. Recently Sol and Chronos received buffs which made a solid impact on their stats, and now it’s Olorun’s turn. He will be getting two buffs that affect his basic attack damage, helping him match up better against other ADCs."



GENERAL
  • Increased Base Power from 38 to 40



TOUCH OF FATE
  • Increased the Critical Strike Damage from 50% to 55%



SERQET

"The premier single target Assassin has been struggling to get kills lately. Serqet was seeing more play as a support, which was addressed through some previous changes. The final result seems to be that she’s being played less in both positions, we are applying two buffs to her both to push her back toward an aggressive jungler. The first change protects her passive from being wasted against effects like the Aegis Relic or block stacks, and the second adds a good bit of Physical Power scaling to her Ultimate. Serqet is a very all-in goddess, and those risky plays should pay off more frequently with these changes."



CATALYST
  • Stacks will only be consumed and extra damage dealt if Serqet successfully damages the god (as opposed to just “hit”)



LAST BREATH
  • Increased Power Scaling from 55% to 70%



SYLVANUS

"This Guardian is certainly undervalued right now. Sylvanus brings a lot of control and Utility to the team, while also having some of the best lane clear because of his unique basic attacks. His passive is often a topic of discussion, and that is something we are working toward on a future update. For now, he is getting a few small damage buffs to help him lane more effectively. This should compliment his CC and healing well, resulting in a support that any ADC would be happy to have by their side."



GENERAL
  • Increase Basic Attack Damage from 35 to 38



VERDANT GROWTH
  • Increased Magical Power Scaling from 35% to 50%



TIAMAT

"The Mother of Monsters has created quite an interesting start to the season. This goddess clearly has a learning curve, as we have seen her win% steadily grow since launch day. The kit is complex and provides many decisions to the player, a few of which are now showing themselves to be clearly the strongest option. Building Tiamat as a tank has created some frustrating interactions with her passive mitigations, so these will now require Magical Power to scale. Also, her serpents are showing themselves to be the best choice for her Ultimate. We are nerfing their split push potential in both damage and health, while also buffing the Storm to make this a more meaningful decision."



DEATH BEGETS LIFE
  • Decreased the Damage Mitigation from 60% to 30% + 5% of Tiamat’s Magical Power, Capping at a total 60% Mitigation at 600 Magical Power



SUMMON SERPENTS
  • Decrease number of hits it takes for minions to damage a serpent health pip from 3 to 2
  • Decreased Power Scaling from 8% to 5% of Tiamat’s Magical Power



SUMMON STORM
  • Adjusted description text to clarify that the initial damage is on first hit of each target, not on the deploy of the ability
  • Increased Initial Hit damage Scaling from 30% of your Magical Power to 40%
  • Increased tick damage Scaling from 10% of your Magical Power to 12% per tick



ZHONG KUI

"Season 8 dev testing made it feel like Zhong Kui was back! His favorite old item, Vampiric Shroud, and some other meta changes made it look like he would be a major factor. That has not been the case. We are giving Zhong Kui a significant power scaling buff to his primary ranged damage and lane clear ability. This should give him a fighting chance against other mages in the meta."



EXPOSE EVIL
  • Increased Magical Power Scaling per tick from 15% to 20% (from 75% to 100% total)
Branmuffin17
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Permalink | Quote | +Rep by xZeroStrike » March 31, 2021 2:52pm | Report
There's a mistake with the notes on Achilles. It lists Shield Bash as the ability being buffed, but that's a Bellona ability. Confused the flip out of me for a minute. It should be Shield of Achilles instead. Another error is that Zhong Kui's ability isn't coded in properly. (It simply says "Expose" rather than showing the Expose Evil icon.

Some much needed nerfs for some gods with the 8.3 bonus. Only thing I don't really get is Nemesis' shield nerf, I've never felt it to be a problem as CC or just waiting it out are perfectly valid counters to this shield and every god released or reworked nowadays has some form of hard CC in their kit that can break the shield instantly.

For the 8.4 updates:
  • Leader's Cowl might actually be a decent pick now over Hunter's Cowl, though not sure how effective that 5% power might be. Your mage might benefit from it. Warrior if they're building bruiser. Guardian / tank won't see too much use out of this and it's safe to assume the assassin is diving the backline and may not even be in range anymore to benefit unless you're pushing up really far. Also of note is that enemies noticing you have this item might make you an even bigger target than you really want to be.

  • Sentinel's Embrace nerf was needed, shared protections is really strong, especially when combined with a Thebes/Sov/HW. Let's see where it's at after these nerfs however I still think this'll be the item of choice.

  • Compassion is just... I mean, it's a selfless item which in theory has "Support" written all over it, but honestly, you'll already be soaking up abilities and AAs and all kinds of damage just by being in the midst of the fight, applying CC and pressure and.. well, being "the tank", of course. I feel like these are the moments where you don't want to take more damage than you already do. This is especially true in a teamfight where you're potentially soaking up damage for 4 allies. I suppose it can see some use, but it's still such a niche pick regardless of how they tweak it that one would only really consider this if they are going for a true "selfless" build.

  • Sundering Axe has never felt that "high impact" for me personally, but I can see how it might on mages, most likely bruiser mages like Zhong Kui or Hades who can really make that % health taken count, but also on some heavy burst mages.

  • Achilles buffs seem good. They're right in that he can quickly get out of control though, so good to see that the buffs are there but limited. He needs some help but too much might make him too overwhelming again.

  • Bacchus' Chug costing less mana is good. The reduced CD is also pretty good. Not sure how I feel about Belch of the Gods being buffed though. He can already do some serious damage for a guardian and is already incredibly "in your face"-y.

  • Maybe it's just me, but I feel that Jormungandr is actually in a decent spot right now. Will see how these buffs do for him, though, let's hope he doesn't become too oppressive again.

  • Merlin buffs are okay. I hate playing against this guy but having played him myself a couple times, his early game is pretty bad unless you can get an early snowball somehow.

  • Olorun is another Jormungandr case for me. His early game is terrible but his late-game is devastating for his enemies. Not sure how I feel about these buffs on him, we'll see.

  • Serqet could definitely use some buffs, as could probably most burst-y assassins. I feel like they're in a less than stellar position right now.

  • Sylvanus getting some more base AA damage is good. Clearing a wave with this guy felt like a chore despite him having an AoE basic attack. This should help improve that. The power scaling on his 1 is nice, too.

  • Tiamat definitely needed some nerfs on those dmg mitigation numbers. Countless times where she'd have more damage mitigated building full power than the dedicated tank would have for more than half the game. Her puppets being nerfed a bit should make her less obnoxious to lane against. Summon Storm being buffed seems fine, it's easy to get away from except when CC'd, of course.

  • Zhong Kui's 1 being buffed is... it was needed, but that's a large increase in one go. It should be fine, but will need to see how he does after the buffs go live.
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Permalink | Quote | +Rep by Branmuffin17 » March 31, 2021 3:22pm | Report
Ahhh thanks for spotting those xZ.
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Permalink | Quote | +Rep by Kriega1 » March 31, 2021 3:31pm | Report
Sentinels Embrace change is overall a buff not a nerf. Tiamat mitigation nerf doesen't really do anything for her mid (where she was best) anyway cause she's still getting that power (and therefore same mits as before) by mid to late. Olorun is just not great mainly cause of how many good counter matchups he has - he's a god that has to be drafted late into a team comp.
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Permalink | Quote | +Rep by Devampi » April 3, 2021 4:46am | Report
Kriega1 wrote:

Sentinels Embrace change is overall a buff not a nerf.


Which is kinda funny, but not to be unexpected from HR. They want to keep the item a 'safe' pick. for supports themselves it is actually better now while the team loses 6 prot). I honestly expect to see Gauntlet of Thebes becoming a more regular pickup again before this item losing its go to status.

Even with the Compassion buff I don't expect to see Compassion a lot still. mostly because of the starter not being as good for early laning. The thing it does is that it will create the best gold and exp gain after early game (or if you spend most of your time dead) but during the most impactful early game minutes the regen prot/power from the other starters are a lot more impactful.

Either that or they actually did overbuff it, but I think qin's builds excel currently or will quickly knock it down for late game.
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