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Round Table | 9.6 Update Notes

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Forum » News » Round Table | 9.6 Update Notes 2 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » June 9, 2022 2:02pm | Report

By: TitanDandy | 2022/6/9



Source (9.6 Main Patch): https://www.smitegame.com/news/round-table-9-6-update/
Main Patch scheduled to go live: June 14
Bonus Update Patch scheduled to go live: June 28

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









PASSIVE - CAMELOT'S QUEST

Lancelot receives 1 Stack for a god kill/assist and 1 Stack for every 5 minion kills (max. 60 Stacks).
  • While Mounted, each stack provides increased Movement Speed.
    - Movement Speed : 0.2% per stack
  • While Unmounted, each stack provides reduced basic attack damage received from directly in front.
    - Basic Attack Damage Reduction: 0.2% per stack



ABILITY 1 - PIERCING THRUST

Lancelot does a quick dash and thrust forwards with his lance. He deals damage to enemies in his path and those hit by the extending lance. If he hits an enemy he may dash again within 3s.
  • Damage : 60/105/150/195/240 (+65% of your physical power)
  • Cost : 50/55/60/65/70
  • Cooldown : 12s



ABILITY 2 - SKILLED STRIKES

Lancelot slams his shield into enemies in a small area in front of him, dealing damage and knocking them back. He follows up this attack with a sweep of his lance dealing damage again and bonus damage to enemies that are further away.
  • Shield Damage : 50/80/110/140/170 (+45% of your physical power)
  • Lance Damage : 70/120/170/220/270 (+45% of your physical power)
  • Bonus Damage : 15%
  • Cost : 60/65/70/75/80
  • Cooldown : 14s



ABILITY 3 - MOUNT UP

Lancelot mounts onto his trusty steed charging forwards with increased movement speed. While on his horse Lancelot gains a Health Shield that builds over time and his abilities change.
  • Movement Speed : 20%
  • Initial Health Shield : 60/80/100/120/140
  • Max. Health Shield : 180/320/460/600/740 gained over 4s.
  • Cost : 30/35/40/45/50
  • Cooldown : 14s



MOUNTED ABILITY 1 - SHINING GALLOP

Lancelot sends off his horse to gallop ahead in a line as he dismounts. The horse fades away allowing it to pass through walls, dealing damage and slowing enemies hit along the way.
  • Damage : 80/130/180/230/280 (+70% of your physical power)
  • Slow : 30% for 2s
  • Cost : 60
  • Cooldown : 0s



MOUNTED ABILITY 2 - CRASHING DIVE

Lancelot surges upwards off his horse, rooting all enemies nearby, before diving back down to deal damage to enemies in a larger area.
  • Root Duration : 0.5s
  • Damage : 90/145/200/255/310 (+90% of your physical power)
  • Cost : 60
  • Cooldown : 0s



MOUNTED ABILITY 3 - QUICK TURN

Lancelot turns quickly while mounted to face the opposite direction.
  • Cost : 30
  • Cooldown : 4s



ULTIMATE - THE GRAND JOUST

Lancelot rears up his horse as a large jousting list is created, crippling enemies in the area. Lancelot charges ahead, dealing damage to all enemies hit and refreshing his mounted Health Shield.
  • Damage : 260/320/380/440/500 (+120% of your physical power)
  • Cost : 80/85/90/95/100
  • Cooldown : 90s



UPDATE RELEASE SCHEDULE


JUNE 14 - ROUND TABLE UPDATE
  • New God Release: Lancelot
  • New Heavenly Light Skins
JUNE 28 - 9.6 BONUS UPDATE
  • New Heavenly Light Skins
  • More info coming soon!

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


BALANCE LIVE WITH THE ROUND TABLE UPDATE - JUNE 14


ITEMS


"We are keeping balance lighter in this update to give players more time to adapt and experiment with the major changes of 9.5. When 9.5 launched a few specific issues with god and class balance became obvious, and we wanted to take decisive and meaningful action to address those. In 9.5 Hunters clearly got much better, and Warriors got much worse. In 9.5 Bonus we implemented some strong changes to correct both of those situations and we are happy to find out that both of those classes have returned to their more normal levels of win%.

Now our focus turns to Mages and Assassins, who are still on a slight downturn since 9.5. Mages have remained in team comps, but often struggle against midlane hunters with more consistent damage output, and better clear.

To help bridge the gap between these two classes in the mid lane, we are adding additional bonus damage to minions only (lane and jungle) to the aggressive Mage starter items: Sands of Time and Conduit Gem.

Basic attack Assassins have largely overtaken their ability based counterparts, so we are also doing some shifts to address this. Golden Blade is being slightly nerfed with a cost increase, and some Assassin Penetration items are seeing some Power and Damage Scaling buffs. Tier 1 Morningstar is also being nerfed, not for any class balance reason, but because it just provided strictly better stats than other Tiers 1s. This change brings it back in line with similar items."




MORNINGSTAR
  • Decreased Physical Power from 10 to 7



GOLDEN BLADE
  • Increased Cost from 2000 to 2150 gold



DEVOURER'S GAUNTLET
  • Increased base Lifesteal from 10% to 15% (which increases total lifesteal on evolve from 20% to 25%)



SANDS OF TIME
  • New Passive (in addition to the current passive): +10 Bonus Ability True Damage To Minions and jungle camps



CONDUIT GEM
  • Now deals an additional 2 True Damage per stack against minions and jungle camps (40 max)



HEAVY MACE
  • Increased Physical Power from 25 to 30



WARRIOR'S BANE
  • Increased Physical Power from 20 to 25



TITAN'S BANE
  • Increased Physical Power from 45 to 55



THE CRUSHER
  • Increased Physical Power Scaling on the passive damage from 15% to 20%

GODS



YEMOJA

"We are now in a lower burst meta than usual, and yet Yemoja remains a top SPL pick. This goddess can lock down enemies for much longer than the usual Guardian, if she plays all of her abilities well. This is even more valuable in a world where it takes longer to kill people. Her Riptide ability is one way she can do this, by launching an enemy into her team or by cutting off a path of escape. We are decreasing the duration of the ring deployable to make this a less effective zoning tool, and decreasing the slow it applies to enemies to weaken its immediate pull. We are also nerfing the slow on her Ultimate, to give enemies a slightly better chance to escape if they do get trapped between the waves long enough to be hit by the collapse."



RIPTIDE
  • Decreased Ring Duration from 6s to 3s
  • Decreased Slow on Opponents from 20% to 10%



RIVER'S REBUKE
  • Decreased the Initial Slow applied to enemies hit by the crashing waves from 90% to 60%



BARON SAMEDI

"The new solo meta has sent Baron skyrocketing to the top of the good pool. One thing has really stood out in his performances, and thats been the heal that his 2nd ability can provide. This heal has a portion that scales off % Missing Health, which can create huge swings in the fight. As kills take longer to secure now, this ability becomes even more powerful and more likely to hit bigger heals, so we are bringing down that number specifically."



CONSIGN SPIRITS
  • Decreased the missing health heal aspect of this ability from 10% to 5%



JING WEI

"All hunters got a big boost from the 9.5 changes, but none more than Jing Wei. This goddess utilizes Crit and focuses on Basic Attacks, both of which are very powerful now. On top of that, she is hard to gank, which made her one of the most contested gods in the SMITE Masters tournament. Hunters items were nerfed recently so we are taking a lighter approach to Jing Wei, and walking back a recent buff to her Explosive Bolts. This ability plays best into the meta right now so this 10% damage nerf should have a noticeable impact."



EXPLOSIVE BOLTS
  • Decreased Damage per Shot from 120% to 110% of Jing Wei’s Physical Power



RATATOSKR

"With the meta still developing and changing from the massive 9.5 update, we still see a lot of gods shifting around in the charts. However, we have identified a few that seem to be clearly struggling. Ratatoskr is the first of these, we are decreasing the cooldown of Acorn Blast to boost his CC and his burst damage, and increasing the power scaling on his Ultimate."



ACORN BLAST
  • Decreased Cooldown from 15 to 14/13.5/13/12.5/12s



Through The Cosmos
  • Increased Physical Power Scaling from 70% to 90%



RAVANA

"Another burst Assassin needa a boost, so Ravana is receiving a few changes. His shield is going to be made more effective, which will combine well into the recent health buffs all gods got and his two primary damaging abilities are both getting power scaling buffs. This should make Ravana much more threatening in the Jungle."



CHAIN OF BLOWS
  • Increased the shield from this effect from 5% to 7% of his Maximum Health per stack



PRANA ONSLAUGHT
  • Increased Physical Power Scaling from 80% to 90%



10-HAND SHADOW FIST
  • Increased Physical Power Scaling from 70% to 85%



ODIN

"The leader of the Norse pantheon needs some help. Odin certainly has potential to become strong in this meta, it wasn’t so long ago that he was the top Warrior due to his rework. We are reverting a few nerfs from that period and adding back more damage to Gungnir’s Might. Odin brings a lot of control to a team which could be very valuable in the late game, and these buffs will help make sure he can clear his wave effectively enough to get there."



GUNGNIR'S MIGHT
  • Increased Pulse Damage from 25/45/65/85/105 to 30/50/70/90/110
  • Increased Gungnir Damage from 60/110/160/210/260 to 60/120/180/240/300



FREYA

"This goddess has one specific limitation that is putting her behind the rest of the Hunters and Mage Carries: Pulse. Freya isnt a true carry, as her ranged basic attacks are limited by the duration of an ability, so she can only ranged clear for a short period of time. Minions got much tankier and Freya’s pulse needs a big improvement to help her keep up, so we are increasing the bonus damage significantly. Its important to note that we chose to increase damage over duration, we have experimented with a lot of Freya balance options in the past, one of which was a longer uptime on her ranged basics. This caused balance problems and also harmed the goddess’s core themes. Freya is all about making plays during those specific buff windows, and now she will be able to do exactly that."



PULSE
  • Increased Base Bonus Damage per shot from 20/30/40/50/60 to 35/45/55/65/75



YU HUANG

"The meta isnt super friendly to mages, and the newest mage is feeling that too. The item changes in this update should help but we wanted to give the Jade Emperor some extra love. He will now gain Dao much faster when out of combat, and will also have a lower cooldown on his main CC ability, which will also improve his Dao generation."



MASTER OF THE DAO
  • Decreased time it takes to passively gain Dao from 15s to 8s



DAO CULTIVATION
  • Decreased Cooldown from 13s to 13/12.5/12/11.5/11s
Branmuffin17
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Permalink | Quote | +Rep by Razeths » June 9, 2022 7:30pm | Report
Ravana buff lets goooooooooo

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