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Open Beta 33- Love and War Update Notes

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Forum » News » Open Beta 33- Love and War Update Notes 1 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » April 20, 2026 12:39pm | Report

2026/04/20



Source: https://www.smite2.com/news/open-beta-33-update-notes/
Main Patch scheduled to go live: April 21

NEW CLASSIC GOD


Ishtar
  • General
    - Ranged Basic Attacks
    - Damage Type: Physical
    - Scaling Type: Strength Scaling
  • Passive: Mark of Vengeance
    - When you drop below 75% Health, apply Mark of Vengeance to the enemy god that most recently damaged you for 10 seconds.
    - Each attack against the marked god grants stacking attack speed
    - Scoring a kill or assist on the marked god grants movement speed and permanent 5 strength, up to 25.

  • Ability 1: Imbue Arrows
    - Imbue your arrows with heavenly light, empowering your attacks as Strike Shot, Spread Shot or Storm Shot
    -- Strike Shot: Lob explosions that deal bonus area damage in an area; may fire over walls
    -- Spread Shot: Fire 5 arrows in a cone; Center hit applies on hit item effects to the target
    -- Storm Shot: Gain attack speed and fire faster, longer range shots that deal reduced damage.

  • Ability 2: Rolling Thunder
    - Call down four lightning strikes in a line, dealing physical damage per strike to enemies in each area.
    - Enemies hit by more than one strike are Mesmerized

  • Ability 3: Jolt
    - Dash forward with your blades, dealing physical damage to enemies in your path
    -- Hitting an enemy god roots them as you backflip in an area around them and can Critically strike and trigger on hit item effects.

  • Ultimate Ability: Blades of Retribution
    - Become CC immune and summon five swords of light, firing out in a cone. Each sword deals physical damage and cripples enemies.
    -- Refire this ability to recall the swords towards you
    -- Enemies hit by both the outgoing volley and the recall are stunned.

  • Aspect releasing April 24th
    - Aspect of the Passionate Storm
    -- Your Spread Shot cone is always active on your attacks.
    -- Imbue Arrows no longer changes stance; it grants Attack Speed and lets you build Storm’s Kiss whenever you hit a target with an attack while imbue is active.
    -- Rolling Thunder now grants you a small movement speed bonus per strike.
    -- Jolt Consumers Storm’s Kiss stacks on hit; at 8 or more stacks, the arrow you fire after the backflip deals bonus damage.

NEW WANDERING MARKET TRAVELERS


Classic Traveler: Mystic Enchantress Nu Wa

Contents
  • Instantly unlocked after purchasing the Premium Traveler Page
  • Premium Page Contents - Unlock the following items with Wandering Market Coins
    - Mystic Enchantress - Pearl Prism
    - Mystic Enchantress -Ruby Prism
    - Mystic Enchantress - Aquamarine Prism
    - Mystic Cat - Ward Skin
    - Tracker Pact Token (part of the Tracker Syndicate Event)


Classic Traveler: Shadowrunner Ratatoskr

Contents
  • Instantly unlocked after purchasing the Premium Traveler Page
  • Premium Page Contents - Unlock the following items with Wandering Market Coins
    - Shadowrunner - Solar Spirit Prism
    - Shadowrunner - Void Forager Prism
    - Shadowrunner - Pearl Star Prism
    - Shadows - Recall Skin
    - Tracker Pact Token (part of the Tracker Syndicate Event)

QUALITY OF LIFE


Improvements for Party Queuing
  • If a Party Member is not available when a queue pops (e.g., they are not logged in), your Party will not join a lobby
  • If a Party Member opens the Console Guide while in queue, the Party will be removed from the queue
    -- This matches the behavior for a single player. We are unable to determine what a player does after they open the Guide, and if they leave the game it would result in a failed lobby.

GAMEPLAY

  • Global Crit Adjustment
    - The bonus damage from a Critical Strike is now 150%. This is reduced from 165%.

  • Items
    - Typhon’s Heart
    -- Typhon Minion will attempt to follow back and to the left of its owner
    -- Typhon Minion will drop target and return to owner if too far away

  • Tenacity Improvements
    - This stat now also reduces the intensity/strength (but not the duration of):
    -- Vortices
    -- Fears/Taunts
    -- Intoxicates/Trembles
    -- Slows
    -- Knockbacks/Knockups

Conquest Pacing, Economy, and the Jungle

In this update, we are taking a targeted approach to address community feedback surrounding match pacing—specifically, the feeling that matches can snowball out of control too quickly. Our overarching goal for this patch is to ensure that falling behind doesn't feel like an automatic defeat, while still heavily rewarding players who actively execute good plays.

Additionally, we are dialing back the overarching power and global influence of the Jungler role, which has been dominating the mid-game economy.

Here is a breakdown of how we are addressing these goals:

1. Taming the Snowball

When a team falls behind, they need realistic avenues to climb back into the game without the system artificially handing them a victory.
  • Dynamic Jungle XP: Jungle monsters now scale to the Median God Level. If you slay a monster that is higher level than you, you will earn a scaling bonus XP reward (up to +50%). This allows players who are actively finding safe farm to catch up faster.
    - Every minute: Jungle Monsters level up to match the Median God Level of both teams in the match
    - Slaying Jungle Monsters that are higher level than you grants bonus XP
    -- +10% per Level deficit (Max +50%)
    - Stats
    -- Jungle Monsters’ combat stats are tied to their Level
    -- Reward scaling is still tied to time; increasing every 3 minutes
    --- +5% XP Reward per 3 minutes
    --- +2% Gold Reward per 3 minutes
    -- Note: Gold Fury and Fire Giant scale a bit differently. They gain 1 Level per minute and their rewards scale up with each level.
  • Dynamic Lane XP: Lane Minions will not scale to the Median God Level, but the will offer a (smaller) scaling bonus XP reward (up to 30%) to players who are below the Median God Level of the enemy team.
    - Slaying or assisting Lane Minions while below the Median God Level of the enemy team grants you bonus XP
    -- +6% per Level deficit (Max +30%)
  • Bounties & Objectives: We are rewarding teams that manage to secure kills or objectives from a deficit. The Gold bonus for shutting down higher-level players has been increased to 25%. Additionally, the Bonus Objective Gold multiplier now kicks in faster (at a 7000g deficit instead of 8000g), meaning teams on the back foot will feel the benefits of securing a boss or tower sooner.
    - Kill Rewards
    -- Increased Gold bonus for killing higher level players from +20% -> +25%
    - Bonus Objective Rewards
    -- (This is the bonus Gold you get for killing anything that is a Boss or Lane Objective) This looks like a nerf, but despite the max gold bonus being 5% lower, your team reaches the maximum bonus quicker the further you fall behind
    -- Decreased Max Bonus Multiplier from 65% -> 60%
    -- Decreased Max Team Gold Deficit from 8000g -> 7000g
  • Increased duration of eligibility for NPC assists from 5s -> 10s
2. Reining in Jungler Power

Junglers have had too much control over the game's tempo, easily power-farming their way to massive leads and melting targets with the Pathfinder (Yellow) buff. We are pulling back their clear speed, PvP burst, and raw economic gains.
  • Camp Economy Reductions: Across the board, Jungle camps (Cyclops, Fire Imps, Roaming Harpies) are providing noticeably less base XP and Gold. Junglers will now have to be more calculated with their time, as hyper-farming the jungle is less lucrative.
    - Fire Imps
    -- Decreased base XP/Gold Reward from 70 -> 60
    -- Decreased base Gold Reward from 40 -> 25
    - Cyclops Warriors (Jungle)
    -- Big
    --- Decreased base Max Health from 702 -> 700
    --- Decreased base Gold Reward from 56 -> 40
    -- Small
    --- Decreased base Max Health from 208 -> 200
    --- Decreased base Gold Reward from 19 -> 15
    - Roaming Harpy
    -- Decreased base XP Reward from 50 -> 45
    - Back Harpies
    -- Elder Harpy
    --- Decreased base Max Health from 619 to 600
    -- Small Harpies
    --- Decreased base Max Health from 188 to 180
    - Cyclops Rogues (Side Lanes)
    -- Decreased base Gold Reward from 45 -> 26
    - Scorpion
    -- Decreased base Max Health from 1350 to 1150
    -- Decreased base Gold Reward from 114 to 96
  • Yellow Buff Adjustments: We have removed the Protection Shred debuff from the Pathfinder buff, replacing it with Tenacity, and removed Movement Speed, replacing it with Pathfinding. This reduces the Jungler's raw burst potential in early ganks, and reduces their in-combat movement speed.
    - Pathfinder (Yellow Buff)
    -- Infamy 1: Grants 10 Pathfinding
    -- Infamy 2: Grants 10 Pathfinding; +5 Tenacity
    -- Infamy 3: Grants 15 Pathfinding; +5 Tenacity
    -- Infamy 4: Grants 15 Pathfinding; +15 Tenacity
  • Harder Contests: Oracles are now significantly tankier, making them harder to easily solo and encouraging team coordination.
    - Oracles
    -- Longer to clear, might be useful to bring a teammate
    -- Increased base Max Health from 675 to 1000
    -- Increased Max Health scaling
    -- Increased’ leash radius to match ground artwork
3. Localizing Map Rewards

Previously, a single winning lane or an active Jungler could passively snowball the entire team through global gold and XP rewards. We are shifting the economy to reward the specific players making the plays.
  • From Global to Local: T1/T2 Towers, the Moonlight Queen, and the Pyromancer have had their overarching Global Team XP/Gold drastically reduced (or removed entirely). In exchange, the Local XP and Gold for the players who actually secure these objectives have been increased.
    - Towers
    -- Now grant local XP; global XP removed (still provides global gold)
    -- T1 Tower
    --- Increased XP Reward from 0 -> 100
    --- Decreased Team XP Reward from 100 -> 0
    -- T2 Tower
    --- Increased XP reward from 0 -> 200
    --- Decreased Team XP Reward from 200 -> 0
    - Moonlight Queen
    -- Now grants local Gold/XP, less global Gold/XP
    -- Decreased base Max Health from 3250 to 3000
    -- Increased XP Reward from 0 -> 200
    -- Increased Gold Reward from 0 -> 250
    -- Decreased base Team XP Reward from 50 -> 0
    -- Decreased base Team Gold Reward from 100 -> 50
    - Pyromancer
    -- Now grants local Gold/XP, less global Gold/XP
    -- Increased XP Reward from 0 -> 150
    -- Increased Gold Reward from 0 -> 250
    -- Decreased base Team XP Reward from 50 -> 0
    -- Decreased base Team Gold Reward from 75 -> 50
  • Gold Pickup Nerf: The Jungle Gold Pickup now only grants +30 Gold to the player who picks it up, rather than granting +30 Gold to every teammate. The amount of gold rewarded by Moonlight Phase Shards will also halve. This stops Junglers from passively injecting massive amounts of gold into lanes they aren't even interacting with.
    - Gold Pickup
    -- We want to change this objective long-term, but for now just a nerf.
    -- Grants +30 Gold to the God who picks it up. (Previously granted +30 Team Gold to each teammate)
    -- Can move while interacting
    - Moonlight Phase Shards
    -- Both teams are awarded 1 Team Gold for every 2 Shards collected during each Moonlight phase. (Previously every 1 Shard)
4. Quality of Life & System Tweaks

To round out the patch, we’ve made a few systemic adjustments to improve game feel:
  • Minotaur Minions: To make pushes feel better, Minotaur minions will now spawn at the front of the wave, act as melee units against gods/minions, and switch to a ranged boulder toss for sieging towers. We've also doubled the Last Hit threshold (10% to 20%) to ensure you can reliably secure them.
    - Now spawn at the front of the wave
    - Reduced aggro range
    - Increased Last Hit Threshold from 10% -> 20% of Max Health
    - Target Minions and Gods with melee attacks
    -- Switches to ranged boulder toss vs Towers
  • Assist Timers: The eligibility window for NPC assists has been doubled from 5s to 10s, ensuring you are properly credited for setting up plays, even if the final blow takes a moment.
    - Increased duration of eligibility for NPC assists from 5s -> 10s
  • Moonlight Phase: Winning the Ritual will no longer reset the base teleporter cooldown, preventing an immediate, overwhelming map-rotation advantage right after the phase ends.
    - Winning the Ritual no longer resets base teleporter cooldown

GOD BALANCE


"With the wide-scale updates to jungle experience and rewards, as well as adjustments to critical strike mechanics, this patch focuses on more targeted individual god and item balance changes. These address follow-up adjustments that could not be included in the previously deployed hotfix."
  • Apollo Aspect
    - Can no longer gain stacks of Audacity while an empowered So Beautiful is available.

  • Anhur
    - Enfeeble
    -- Physical Protection Reduction changed from 20 -> 5 + .75 per level

  • Da Ji
    - [skill=Paolao duration reduced from 7s -> 5s
    -- (more specifically this was 5s -> 4s for the ability firing window and 2s -> 1s for the landing window)

  • Gilgamesh] Aspect
    - Winds of Shamash / Sun-Forged Scimitar
    -- Damage per Tick reduced from 15/22.5/30/37.5/45 -> 10/17.5/25/32.5/40
    -- Damage Tick scaling reduced from 17.5% -> 15%
    -- Initial Damage Scaling reduced from 50% -> 40%

  • Ne Zha Aspect
    - Ring Toss (1)
    -- Subsequent Ring Bounce Damage reduced from 35% to 20%.

  • Nu Wa Aspect

    - Shining Metal (3)
    -- Damage taken from 200% Physical and Attack Power + 40% Intelligence to 140/155/170/185/200% Physical and Attack Power + 28/31/34/37/40% Intelligence

  • Nut
    - Astral Flux bonus Magic Damage per stack reduced from 5% -> 2.5%

  • Pele Aspect
    - Magma Rush
    -- Enhanced Base Damage reduced 30/45/60/75/90 -> 20/35/50/65/80
    -- Enhanced Scaling reduced from 15% -> 10%
    -- Heal Scaling reduced from 1.25% of Health from Items -> 1.15% of Health from Items
    -- Enhanced Heal Scaling reduced from 2.5% of Health from Items -> 2.25% of Health from Items

ITEM BALANCE

  • Pendulum Blade
    - Cost increased from 2600 -> 2750
    - Strength reduced from 45 -> 35

  • Staff of Myrddin
    - Cost increased from 2750 -> 2900
    - Intelligence reduced from 85 -> 75

Branmuffin17
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