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Neo Olympia Update Notes

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Forum » News » Neo Olympia Update Notes 13 posts - page 1 of 2
Permalink | Quote | PM | +Rep by Wayne3100 » May 29, 2019 4:31pm | Report

NEW GOD SKINS

Powersurge Awilix
Warmaker Vulcan
Warmaker Cerberus
Exclusive | Neo Olympia Battle Pass
Exclusive | Neo Olympia Battle Pass
Exclusive | Neo Olympia Battle Pass

Data Dealer Da Ji
Cove Queen Nu Wa
Howler Demon Hun Batz
Exclusive | Neo Olympia Battle Pass
Standard | Battle for Olympus #3
Standard | Battle for Olympus #3

Unichrome Set
Luminous Bastet
Touchdown Vamana
Exclusive | Battle for Olympus #3
Exclusive | Extraterrestrial Chest
Exclusive | Independence Chest

Freedom Overload Poseidon
Sashimi Neko Bacchus
Pendragon King Arthur
Exclusive | Independence Chest
Standard | Battle for Olympus #4
Standard | Battle for Olympus #4

Horus
Set
Mastery Skins
Mastery Skins

UPDATE RELEASE SCHEDULE

May 29
  • Neo Olympia Battle Pass
  • Battle for Olympus #3
First Week of June
  • Extraterrestrial Chest
Second Week of June
  • Rightful Heir Chest - Battle for Olympus #4
Third Week of June
  • Independence Chest

BUG FIXES


Ratatoskr

Through the Cosmos
  • Updated ultimate audio on Curious Critter Skin.

Arachne

Web
  • Fixed Ma Cherie Arachne's Web not appearing for the enemy team.

Cupid

General
  • Fixed Dr Madlove t-posing on intro.

Fenrir

Basic Attacks
  • Fixed Basic Attack while walking animations appearing broken on most skins.

Neith

World Weaver
  • Fixed an issue where Neith's ultimate would not clearly display the marked FX and the projectile FX in some situations.

King Arthur

General
  • Fixed an issue where King Arthur could cause opponents to become untargetable for the rest of the game.

The Morrigan

General
  • Fixed an issue where this God could cause Spectator mode to crash.

Scylla

General
  • Added new audio elements and increased volume on other sound FX to improve clarity on Scylla's Ultimate Ability on her Terror of The Deep Skin.

Sylvanus

Wisps
  • Fixed an issue where Wisps' particle FX would replay and persist on Gods longer than intended.

UI
  • Fixed an issue where God Ranked Leaderboard Borders were not showing on Console.
  • Fixed multiple issues with the Profile Page where it would behave strangely when receiving private messages or interacting with the friends list.
  • Fixed an issue where your Worshipper menu would not display accurate stats.
  • Fixed an issue where players could not type in specific numbers on settings that have a slider.
  • Fixed an issue where Voice Indicators would not display when a player was speaking in a Match Lobby.
  • Fixed issues with selecting skins in the Match Lobby.
  • Fixed an issue where sometimes a recently purchased skin couldn't be selected in the Match Lobby.
  • Purchase Pop-ups will now automatically close when clicking outside of the UI element
  • Improved overall performance when making purchases and obtaining items.
  • Fixed an issue where some Chests did not properly display all of their items.
  • Fixed Ranked Leaderboards sometimes showing incorrect rank around 60th.
  • Fixed the "Highest Rank this Season" icon not accurately depicting the player's highest rank for the ranked season.
  • Fixed Coupon for Voice Pack not working if user has under 200 Gems.
  • Fixed Ranked Leaderboard displaying MMR as "NAN."
  • [Console] Fixed event quests reward showing a lightning bolt instead of battle pass points.
  • Fixed Achievements sometimes invisible at end of match lobby.
  • Fixed the Spectator respawn timer for the Gold Fury spawn sometimes starting with less than 5 minutes after a gold fury is killed.
  • Fixed recently viewed skins from showing up in other scenes.
  • Fixed Winner, Champion and Hero Chest 'Go To' buttons sending to Play screen.

PROJECT OLYMPUS

  • Godlike Chests (obtainable from Commendation Rewards)
    • Will no longer provide team boosters unless the player owns everything else
    • Now has a larger pool of possible Exclusive Skins
  • Triumphant Chests and Enigma Chests
    • Updated contents to make sure all recent God emotes were included
  • Increased duration of text chat and VGS text on screen from 3s to 10s

  • Cu Chulainn
    • Berserk
      • Fixed an issue where an ability used right before Cu Chulainn's transformation into Berserk form would delay the transformation for a prolonged period of time.
        • You should now transform immediately after the ability animation is over.
      • Fixed an issue where an ability used right before Cu Chulainn's transformation into normal form would cause the normal form ability animation to play instead of the Berserk ability animation.
        • The Berserk form ability animation should correctly play before the immediate transformation back to normal form.
      • Fixed an issue where the Passive meter would not properly drain if Cu Chulainn uses an ability to stall his transformation.
      • Fixed an issue where Cu Chulainn did not say his Berserk VO Line in online matches. Should be noted that Cu Chulainn does not say any VO lines when he exits his Berserk form. This is intended.
    • Furious Charge
      • Added a small knockback at the end of this ability to help prevent situations where Cu Chulainn would move past the enemy at the end of the charge animation
      • Fixed an issue where the stun during the charge was not applying for the correct duration
    • Related UI Changes
      • While working on fixing clarity issues with Cu Chulainn we noticed that the ability icon animation for abilities that can be leveled up versus channeling abilities were very similar.
        • This was more apparent with Cu Chulainn due to his Berserk state Vent Anger constantly channeling for the entire duration.
  • General Ability Icons
    • In order to provide additional UI clarity we have made the following changes:
      • The ability level up animation has been slowed down slightly and has a more pronounced gold hue.
        • This should help contrast versus the channeling ability animation which is a rapid pulse with a white hue.
    • The console level up animation now has a gold border around the ability icons.
      • This was already the case on PC.

GAME MODES


"As a main theme to this Update the design team wanted to explore all of our current game modes and evaluate them for balance and quality of life."

Assault

"The new Assault map is seeing more balance changes around its new "Vital Orb" objective. Previously Assault had too much tower camping, but now it continues to show that it is too snowbally. As the design team continues to look for that perfect middle ground, the snowball effects of Vital orbs is being toned down again. Orbs will now spawn later in the game, some orbs have been removed, and some orbs will be available to defenders. The tower orbs have been completely changed to be active all the time, even if the towers still stand, and have been moved to a safer location for defenders to access them."
  • There is no longer a ledge for the fountain and it now sits flush with the ground.
    • Players can now walk back onto the fountain, but regen and buying capabilities still follow the same rules.

  • Vital Orbs
    • Decreased the number of Orbs that can spawn on the map from 6 to 4, and relocated 2 of the 4 that remain.
      • Orbs spawn locations are:
        • 1x In the center of the map, near the lane
        • 1x in the center of the map, on the side path
        • 1x In between Order team's Tier 1 and Tier 2 tower
        • 1x In between Chaos team's Tier 1 and Tier 2 tower
    • All Orbs now spawn at 60s, regardless of if any towers are destroyed

  • Baron Samedi now counts as a healer for this mode.
Arena

"The Arena Objectives were updated to Minotaurs in 6.1, adding a dose of nostalgia and mythology to the map. They were also given the ability to attack, however, their attacks weren't making much impact on the battleground. We want the minotaurs to feel more like real objectives, so their health and attack power is being increased. We are pairing thus change with a very common community QoL request, in decreasing the audio volume of some environmental sounds in the mode."
  • Minotaur
    • Increased Health per Minute from 20 to 150.
    • Increased Physical Power from 50 to 125.
    • Increased Physical Power per Minute from 0 to 40.

  • Decreased Crowd Sound FX Volume
  • Decreased Volume on Minotaur's Spawn and Death Sounds
  • Decreased Portal Ambient Noise Sound FX Volume
Conquest

"The Conquest metagame has been evolving throughout Season 6. We have seen multiple change-ups to the starting positions in multiple roles as pro teams have outwitted then countered each other throughout the Season. However, one thing that has remained consistent is the difficulty in securing Enhanced Fire Giant. Especially in the SPL we have seen some surprising yet frustrating events around this fight. Generally the design team and SPL players are happy with a more difficult Jungle Boss, but a few of the objectives stats were overtuned, resulting in too many stalemating encounters. We are adjusting the spawn time and damage output of the Enhanced Fire Giant, to better improve the pacing of the game, and better allow teams to bait and fight around the objective. To complement this, we are also increasing the reward from slaying the Primal Fury. This objective is often thought of as having the weakest reward, but now it will play a much more pivotal role in which team can control the Fire Giant area."
  • Enhanced Fire Giant will now appear 30 minutes into the game, up from 25 minutes.
  • Reduced Bonus Physical and Magical power that Fire Giant gains when it becomes enhanced from 20 to 10.
  • Primal Fury
    • Primal Fury buff now provides 7% reduced damage from jungle camps and jungle bosses
    • Fixed an issue where the Primal Fury buff was not increasing damage against jungle bosses as much as intended
Conquest Ranked

"Conquest Ranked has nearly doubled in total matches played since the update that shows players MMR and brought back Duo Queue. We believe the combination of both of these features, supplemented by Role Queue which launched earlier this Season, has made Ranked play better than ever. We are going to continually focus on ways to improve this system, starting with relaxing Duo Queue requirements. We launched this system at a very safe range to ensure matchmaking did not suffer. After monitoring the last split we now feel that it is safe to increase this range."
  • Increased MMR Difference between players allowed for Duo Queue
    • From 200 to 300 for players below Diamond Rank
    • From 50 to 100 for players above Diamond Rank
  • Fixed an issue where players MMR would change too quickly in their first few matches after a soft reset.
Clash Balance

"The most common balance issue that occurs on Clash is stalling out in the end-game. The mode also has some general pacing issues in general. Buff Camps would enhance earlier in this mode than any other, and would gain more stats, which made them require more than 1 person to kill. This is being adjusted to feel much more like the rest of SMITE. Apophis' reward buff is also being adjusted to provide the heavy sustain like a Fire Giant buff, as well as the bonus damage. This should make the objective much more worthwhile."
  • General
    • The Blue Buff camps in the center of the map have been changed to Red Buff camps.
    • These camps now enhance at 10m, not 5m

  • Jungle Monster Balance

    • Enhanced Blue Buff Holder
      • This creatures Basic Attack is now Melee.
      • Decreased Base Health from 1250 to 850.
      • Decreased Physical Protection from 30 to 20.
      • Decreased Magical Protection from 30 to 10.
      • Decreased Physical Power from 65 to 42.

    • Enhanced Blue Buff Mini
      • This creatures Basic Attack is now Melee.
      • Decreased Health per Level from 65 to 55.

    • Enhanced Red Buff Holder
      • Decreased Base Health from 1250 to 850.
      • Decreased Physical Protection from 30 to 20.
      • Decreased Magical Protection from 30 to 10.
      • Decreased Physical Power from 65 to 42.

    • Enhanced Red Buff Mini
      • Decreased Health per Level from 65 to 55.

  • Apophis Balance

    • Shadow of Apophis (Normal Apophis Buff)
      • This effect now deals True Damage instead of Physical Damage.
        • Updated the visual FX of this effect
      • Now restores 0.8% of your Maximum Health every second (4% HP5)
      • Now restores 0.4% of your Maximum Mana every second (2% MP5)

    • Veil of Apophis (Enhanced Apophis Buff)
      • This effect now deals True Damage instead of Physical Damage.
        • Updated the visual FX of this effect
      • Reduced % Health Damage from 4% to 3%.
      • Now restores 0.8% of your Maximum Health every second (4% HP5)
      • Now restores 0.4% of your Maximum Mana every second (2% MP5)
Joust

"Joust is a fast paced game mode designed specifically to test your team compositions ability to skirmish. Teams fight in lane then rotate to objectives, which are seeing the primary adjustments. These adjustments are mostly Quality of Life but they also slightly reduce the snowball effect. The recently added XP camp has been described as underwhelming, so its reward is being increased. The Bull Demon King was often too easy and too safe to secure, so now he will be much better at following players and dishing out damage, preventing a team with a small lead from taking over the entire game. Finally, the ranged attack blue buff monsters are being changed to a melee attack, which should make fighting them a much more enjoyable experience."
  • Adjusted the Bull Demon King so that he continues to move and attack more smoothly. This should make him much harder to kite.
  • Increased XP gained from Small Tigers from 50 to 75 XP per Tiger (100 to 150 for the entire camp)
  • The Blue Buff Camp (Turtles) now use Melee attacks.
Duel (Joust 1v1)

"Duel is a difficult mode to balance as SMITE has an overwhelming amount of design decisions made with the assumption that it is a team game. However, we want to continue finding ways to make this mode feel better for those who play it. A common frustration in Duel is winning the early game but then stalling out on sieging the enemy Titan, possibly resulting in a loss after a single death. The changes in this update are designed to make Titan sieging easier, and to appropriately reward incremental advantages gained throughout the match."
  • Titans in Duel Only now deal 50% damage to enemy players (gods only)
    • They still deal normal damage to minions

  • Decreased Titan HP for duel only by 25%
    • % numbers are relative to normal Joust Titan stats

  • Inherits these changes from Joust:
    • Adjusted the Bull Demon King so that he continues to move and attack more smoothly. This should make him much harder to kite.
    • Increased XP gained from Small Tigers from 50 to 75 XP per Tiger
    • The Blue Buff Camp (Turtles) now use Melee attacks.
Jungle Practice

"SMITE's testing ground is getting a few more tools to help players experiment. In this update players will be able to choose duplicate gods so they can more easily compare builds and strategies, and players will move much faster while in the center of the map."
  • Players queueing together can now pick duplicate gods
  • Players now move much faster while in the fountain
Siege

"The same issue that the Bull Demon King had was also occurring on Siege. The center objective monster in this map will now require more tanking and coordination to slay."
  • Adjusted the Wild Juggernaut so that he continues to move and attack more smoothly. This should make him much harder to kite.

ITEMS


Shifter's Shield

"Shifter's Shield encourages upfront aggression before swapping to defensive harassment. We are changing the percentage this effect swaps at, highlighting both its strengths. Enemies will now want to engage at high health thresholds and a quick swap to bonus protections after the engage abilities have been used."
  • Changed Percentage threshold for its effects.
    • While over 75% (up from 50%), you gain +35 Physical Power.
    • While under 75% (up from 50%), you gain +35 Physical and Magical Protection.

Light Blade

"Light Blade and Short Bow previously shared the exact same stats. Tier 1 items are simple versions of what to expect from the rest of the tree. Short Bow worked well, denoting it at the definitive and focused Attack Speed Tree. Light Blade is focused on both Attack Speed and Physical Power. We are updating it to reflect its tree and differentiate it from Short Bow."
  • Decreased Attack Speed from 15% to 10%.
  • Now provides 5 Physical Power.

Morningstar

"The Morningstar tree is the go to for mana hungry damage dealers. In this update we are making this clear on the Tier 1 item, granting early Mana regeneration for a low cost. Gods who need mana regeneration can now start with a Starter and a Tier 1 option, which should open up starting item choices. Each item in this tree needed minor adjustments to reflect the change to Morningstar and have been listed below."
  • Now provides 5 MP5.
  • Increased cost from 550 to 600.

Charged Morningstar
  • Increased MP5 from 4 to 7.

Transcendence
  • Increased MP5 from 6 to 10.

Heartseeker
  • Increased MP5 from 7 to 10.

Hydra's Star
  • Now provides 7 MP5.

Hydra's Lament
  • Now provides 10 MP5.

Thanks to Janitsu for the signature!

Wayne3100
<Community Manager>


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Permalink | Quote | PM | +Rep by Wayne3100 » May 29, 2019 4:33pm | Report
GODS

"In this patch we are making targeted adjustments to some of the top performing gods. We are also choosing to focus on quality of life changes for Horus and Set, as their balance point is still being determined. Finally, we will be addressing a series of gods who have unusual mana problems."


Achilles

"Achilles has been showing off in the Solo lane, displaying a sharp rise in both the SPL and in Ranked Ban rates. His late game damage potential pushes him above other Warriors, resulting in substantial burst damage that is difficult to react too. Radiant Glory's raw power increase, combined with Combat Dodge's scaling make for some heavy hitting attacks. We are lowering the damage potential of these abilities, while also updating his Basic Attack range. The animation for his attack did not match the full 16 range and put him at a distinct advantage when boxing against gods with the standard 12 range."

General
  • Decreased Basic Attack range from 16 to 12.
Radiant Glory
  • Decreased Power % Buff from 10/12.5/15/17.5/20% to 10/11/12/13/14%
Combat Dodge
  • Decreased Physical Power Scaling from 50% to 45%.

Amaterasu

"While some Warriors saw a rise in Season 6, Amaterasu has lagged behind. Her late game team fights and utility are potent but she struggles in the early game to threaten enemies. We are increasing the overall damage of Dazzling Offensive, rewarding Amaterasu players for finding early openings to land her strikes."

Dazzling Offensive
  • Increased damage per strike from 75/125/175/225/275 to 95/140/185/230/275.

Aphrodite

"Many healers have found their way in and out of the Conquest Meta, yet Aphrodite has been stuck on the sideline. This Goddess has some of the highest healing potential in the game, and excels at keeping one hyper-carry alive even during the riskiest of fights. However, her laning phase was shaky at best. We are decreasing the cooldown of her primary clear tool, Love Birds, to help her reach mid game more easily. Back off is being changed to make sure the slow applies every time, fixing a visually confusing element of her kit. Kiss is also seeing significant buffs to its early ranks, making sure Aphrodite can help her team as soon as possible."

Kiss
  • Increased Movement Speed Increase from 4/8/12/16/20 to 8/11/14/17/20.
  • Increased Bonus Damage from 4/8/12/16/20 to 8/11/14/17/20.
Back Off!
  • Back Off now always applies the 25% slow.
Love Birds
  • Decreased Cooldown from 16/15/14/13/12s to 12s.

Baron Samedi

"Baron Samedi is starting up the party again. When he was initially created, his base mana was set low to limit how often he could use his more potent utility. After multiple rounds of balance, this lower pool has made his early game feel clunky and punishing, rather than fair cost. We are raising it up to give him more freedom in the laning phase."

General
  • Increased Base Mana from 250 to 300.

Bellona

"Bellona has been the SPL match to Achilles, rising in popularity. She however hasn't seen as significant of a Ban Rate increase in the way Achilles has. We are reducing her early game self sustain slightly as a slight adjustment and will continue to watch her performance to see if further adjustments are necessary."

Scourge
  • Decreased Healing from 30/35/40/45/50 to 25/30/35/40/45.

Cabrakan

"Cabrakan's Tremors are taxing on this mountain breaker's mana pool at all stages of the game. We are lowering its base to allow him to use this unique ability more freely, while ensuring his Mana Pool scales to keep up with its increasing cost. -"

General
  • Increased Base Mana per level from 34 to 38.
Tremors
  • Decreased Mana Cost from 15/20/25/30/35 to 10/15/20/25/30.

Chang'e

"Chang'e underwent some nerfs in the middle of Season 5 focused around her poke potential and her teamfight damage. Since then a lot has chang'ed and her strengths have been less pronounced. We are giving her access to more early game mana and wave clear to help her find a position in the meta."

General
  • Increased Base Mana from 290 to 310.
  • Increased Base Mana Per Level from 43 to 48.
Moonflower Dance
  • Increased damage from 65/90/115/140/165 to 85/110/135/160/185.

Hel

"Hel was particularly vulnerable in the early game and had some of the more demanding mana costs for a mage. While her squishy early game should be a point players can try to exploit, it was too punishing. We are increasing her base Health and lowering the cost on her main poking tool with the hopes of improving her overall experience at the start of the game."

General
  • Increased Base Health from 380 to 410.
Decay / Restoration
  • Decreased Mana Cost from 70/75/80/85/90 to 55/60/65/70/75.

Horus

"Horus has soared into players hearts, both in bringing a supportive playstyle and amazing wombo-combo highlights. In this patch we are focused on addressing core feels issues and bugs. We did not want to make specific balance adjustments until players better learn to play with Horus and until we see how these fixes affect him."

Updraft
  • Fixed an issue where the follow up basic attack was benefiting from Lifesteal more than intended.
  • Fixed an issue where the follow up basic attack was not slowing.
  • Fixed an issue where this ability could crit when the projectile reaches maximum range
Fracture
  • Improved audio feedback for the follow up hit.
Protector's Surge
  • This ability is now properly classified as a leap.
  • Fixed an issue where this ability would sometimes fail to heal.
To The Skies!
  • Fixed an issue where teleported allies would sometimes not receive a shield.

King Arthur

"King Arthur wields Excalibur, and he informs you of that often. In situations where King Arthur can fight continuously (Solo lane, for example) his access to energy gain is quite high. Rather than reducing it across the board, we are lowering the top end of her energy gain. Additionally, we are giving players a distinct glow on Excalibur to let players know if his ultimate is charged or not. Initially, we were hesitant to do this as we don't normally indicate to an enemy if an ultimate is ready. King Arthur is a rule breaker though, and giving players proper information to fight against him is key."

Steadfast
  • Reduced Bonus Energy Generation from 25% per stack to 20%. (80% down from 100% at Maximum Stacks.)
Sundering Strike / Excalibur's Wrath
  • The sword now glows a distinct color when at 35 and 80 energy.

Merlin

"This legendary wizard has been dominating the mage meta. Now that we have a significant amount of data and feedback about Merlin's current state, more serious changes can be applied. With both extremely high ban rate and win rate, a nerf in this patch was necessary. He is losing damage in two of his key DPS abilities, which will cause a big impact on his poke and gank potential. Dragonfire is also being limited to only debuff enemy gods. This change might seem minor but Merlin's ability to shred jungle bosses was a huge factor in his SPL performance."

Radiate
  • Decreased Damage Scaling from 35% to 30% per tick
Frostbolt
  • Decreased Base Damage from 60/100/140/180/220 to 60/95/130/165/200
Dragonfire
  • The Protection Reduction on this ability now only applies to enemy gods, and will not affect minions

Poseidon

"Poseidon is the final mage on this list receiving some mana adjustments. Tidal Surge and Whirlpool are significant mana drains once they are ranked up. We are reducing the top end giving Poseidon more freedom to cast his higher ranked abilities."

Tidal Surge
  • Decreased Mana Cost from 60/70/80/90/100 to 60/65/70/75/80.
Whirlpool
  • Decreased Mana Cost from 60/70/80/90/100 to 60/65/70/75/80.

Set

"Not to be outdone by Horus, Set is also getting a significant number of fixes and quality of life improvements. While these should help Set players play around their Spawn and interact with effects in their intended matter, his overall performance has been quite low. He is difficult, so we expect him to struggle as players get used to his kit but we feel he will need and upward adjustment to ensure he is healthy. Kingslayer's healing, mostly early, felt lackluster and not rewarding enough. We are bumping this up the encourage early aggressive plays with a higher reward."

Skewer
  • Fixed an issue where the slow from this ability wasn't consistently being counted as a slow.
    • The slow from skewer should now properly count for Runeforged Hammer bonuses on future attacks.
    • Should no longer be able slow targets who are CC immune.
Spawn of Set
  • Spawns are now visible to Set through walls.
  • The timer is more visible and is a different color from the Spawn itself.
Sandstorm
  • The targeter for selecting a Spawn is now more accurate.
  • Fixed an issue where this ability was not properly cleansing slow effects.
Kingslayer
  • Increased healing from 30/45/60/75/90 to 45/60/75/90/105.

Xbalanque

"For the final balance adjustment of this update we have a controversial change. Xbalanque has been overperforming (high win%, pick%, and ban%) at all levels of play, including normal, ranked, and competitive. His ultimate brings a unique aspect to the game. It deals no direct damage yet dramatically impacts a teamfight through confusion. This effect is especially potent when on a member of the Hunter Class, who generally lack effects like this and instead get large skillshots to deal additional damage."

"Perhaps the most unique effect of this ability is the CC at the end that can be avoided if the afflicted player stops moving. This effect is difficult for opponents to learn without reading the text of Xbalanque, or experiencing a high degree of trial and error, likely resulting in many failures. This effect also punishes players for trying to play through Darkest of Nights, and encourages passive play and hard disengages. With the way it was conveyed, its impact on counterplay, and its inability to be learned outside anything but explicitly reading the text; we have made the difficult decision to remove the stun if moving from the end of the ability."

"We discussed potential solutions and visual or audio FX treatments that could properly convey what players needed to do, but we felt no amount of additional FX could clearly convey the intended action and possible incoming punishment for failing that action."

"The stun simply removed counterplay options, forcing players to run as the lack of information and the inability to react to burst with their movement skills made it too risky to stay forward against a team. With this adjustment we are giving counterplay options against this ultimate, assuming they can battle the muscle memory that tells them to stop moving. It will certainly take a few games to get used to."

Darkest of Nights
  • This ability no longer stuns gods who are moving at the end of this effect.
  • Adjusted audio of this effect to help players be aware of the change


*Source: The Official Update Notes

Thanks to Janitsu for the signature!

Wayne3100
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Permalink | Quote | PM | +Rep by Devampi » May 30, 2019 12:26am | Report
So guys what do we think of this futuristic battle pass.
I can say I like the robo cerebus and da ji for the animation however that's kinda it. torn if I should get it or wait for a battlepass like last pass

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Permalink | Quote | PM | +Rep by xmysterionz » May 30, 2019 5:19am | Report
I usually don't like this theme but these skins looks great. Vulcan and Cerb are cool but that Awilix....is freaking awesome. Can't wait to race with that motorcycle around the map.

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Permalink | Quote | PM | +Rep by SkyPirateShini » May 30, 2019 8:22am | Report
I've always been a fan of this sci-fi/ cyberpunk style and this will be the first battle pass I'm gonna try my hardest to complete.

SkyPirateShini


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Permalink | Quote | PM | +Rep by xZeroStrike » May 30, 2019 8:43am | Report
Battle pass looks pretty good.

Seems heavily inspired by Apex Legends and Fortnite though. Wish they would've went with something that resembles those 2 less and had something of their own take, but pretty neat regardless.

xZeroStrike
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Permalink | Quote | PM | +Rep by Gulfwulf » May 30, 2019 11:27am | Report
I used the Cerberus skin last night and it's pretty sweet. If you have a skin booster, I highly recommend trying it out. The callouts are a bit hard to understand, but everything else about it is nice.

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Permalink | Quote | PM | +Rep by Branmuffin17 » May 30, 2019 11:29am | Report
This battle pass is definitely better than the last. Really like the Awilix and Cerb skins.

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Permalink | Quote | PM | +Rep by xmysterionz » May 30, 2019 12:12pm | Report
The last battle pass was horrible. There was just 1 nice skin on it. I bought it anyway, but I regret it :v

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Permalink | Quote | PM | +Rep by Devampi » May 31, 2019 12:08am | Report
Which Skin was that myst.

Honestly I don't mind the theme as I like sci-fi too however not as much as the last theme. or a more historical theme or other dark theme.

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