RWBY Battle Pass
Living Death Scylla
M.O.U.S.E. Force Ganesha
NOVEMBER 19
Code Breaker Osiris
Winter Wonderland Chest
NOVEMBER 26
Pink Lotus Pele
DECEMBER 3
Divine Machina Apollo
Please note that these dates are tentative and subject to change.
RWBY BATTLE PASS
Aaaalright! Weiss, Blake, Yang, and their fearless leader Ruby have begun their first mission! Banzai! We’re so excited for this collaboration with our friends at Rooster Teeth, and can’t wait for Team RWBY to hit the Battleground!
BATTLE PASS DETAILS
Decreased the total BP from 85,000 to 75,000 on the Premium Pass. The Prestige Pass still requires 85,000 BP to complete.
Players will have an additional 2 weeks to complete this pass. It will run until Season 7 Launches
This Battle pass has 4 new T3 skins and a Prestige Skin, as well as many more Enigma Chests and Loadout items.
This battle Pass Costs 750 gems (or 1350 to unlock with bonus points)
BATTLE PASS REWARDS
The new cosmetic items in each track in the order they are unlocked are:
Not including chests, currency, or consumable rewards
Free Items
RWBY Music Theme
RWBY Jump Stamp
Premium Items
Blake Belladonna Amaterasu Skin
RWBY Loading Frame
Yang Announcer Pack
Ruby Avatar
Blake Announcer Pack
Weiss Schnee Freya Skin
Yang Avatar
BANZAII!! Global Emote
Weiss Announcer Pack
Blake Avatar
Yang Xiao Long Terra Skin
Ruby Announcer Pack
RWBY Loading Screen
Weiss Avatar
ZWEI Ward Skin
Ruby Rose Thanatos Skin
Prestige Items
Classic Ruby Rose Thanatos Skin
Huntsman Title
BUG FIXES
*Note* Various bug fixes. Please check official notes for the full list.
PROJECT OLYMPUS
ISIS VISUAL UPDATE
The Egyptian Goddess of Magic will have a completely new model, card art, rig and animation set in this update
Mastery, Recolor, and Shadow Skins have all be updated to the new model
No ability FX or Voice acting has been changed on those skins
Other Isis Skins have not been changed
Classic Isis has been added as a new skin preserving the old base model. It will be available forever as Direct Purchase for 200 Gems or 9500 Favor
ACQUISITION SCREEN OVERHAUL
The screen that shows players what items they have unlocked after quests or purchases has been redesigned
This screen will now more clearly show what item players have obtained and how they unlocked it
This will now better support unlocking many items at once
STREAMER MODE
Fixed Issues where names were being shown in places where they should be hidden
Removed the “Hide Self” option
Now if players wants to “Hide Self” they will need to use the “Hide All” option instead. This ensures players do not gain as much competitive advantage from hiding their name.
NEW FEATURE: TEAM COMPOSITION HELPER
This feature is being added in the lobby to help newer players find the right gods for their squad
Additional text in lobby will now show up in the lobby to suggest things like
Team has too much or not enough of a damage type (magical, physical)
Team is missing a guardian etc
DESERTER PENALTY
The penalty for Deserting a Ranked Match is now more intense than deserting a normal casual match.
The penalty for deserting a normal casual match has been slightly reduced.
Deserting will still lock your ability to play any game mode, regardless of where you deserted from.
RANKED MATCHMAKING & SPLIT CHANGES
The change to timed queues last year made a huge impact on matchmaking. With timed queues we can guarantee that the top 10 players end up in a game together. The main advantage of this system is its consistency. Right now in SMITE matchmaking timed queues take every player who accepts and works top-down to make the teams. This prevents any strange MMR gaps due to optimizations elsewhere. If there is an MMR gap in a match, those were still the factually closest players to each other at the time.
As we expanded on timed queues we added the ability to duo queue, which does cause some shifting in the “top-down” method. This is why we have kept the MMR range for parties quite narrow. Duo Queue did not have any measurable negative effect on matchmaking, but it certain impacted people’s perception of their game quality.
We continued to experiment with matchmaking by reducing queue times. This experiment has proven somewhat successful, as people have been much happier with the queue time and our matchmaking data has not changed much, although it did get slightly worse, as expected. That slight decrease seems to be worth it for faster queues.
And lets not forget that crossplay has drastically boosted the player pool in normal matches, and even console Ranked matches (Xbox + PS4), which positively impacted matchmaking.
Matchmaking feedback has been rather quiet, we see less social media images sharing bad matches than ever, but one thing still wasn’t feeling right. We saw lots of community feedback this split how specifically Ranked matchmaking felt random and inaccurate. To continue to strive for the best matchmaking possible in SMITE we are making a big change to our ranked split reset logic. That change is, remove resets! (at least for now) We will not be resetting MMR or Variance nearly as often. Even when 7.1 ships we will aim to only reset Variance, essentially empowering players move up (or down) more easily for a period of time, but while keeping them at their current MMR.
Soft Resetting MMR has its advantages, but due to the strict mathematics of True Skill we know it results in a dip in Matchmaking Quality. True Skill works to identify a players skill level and adding uncertainty into the system can cause negative results. When we had longer splits this uncertainty was OK as the system had time to correct before the next reset and provided meaningful progression each split. With the increased frequency this is no longer true. Frequent resets have been causing community frustration, and also upset the True Skill method, so we will be reserving those for very rare cases going forward. We are looking towards Season 7 to ensure each split still feels like a exciting time to hop into ranked without rely on soft resets like we have.
A new split will be starting with this update, but there will be no MMR or Variance reset
TP Will Reset
Reward Progress will Reset and new rewards will be available
God Leaderboards Will Reset
No MMR Reset
No Variance Reset
GAME MODES
Another Adventure Returns: Classic Domination!
Added Conquest-style fountain speed buff at game start
Cut paths through geometry to make it easier to rotate from point to point
ITEM BALANCE
*Note* List of items that had changes. Please check official notes for full details.
Arondight
Staff of Myrrdin
Ethereal Staff
GOD BALANCE
*Note* List of gods that had changes. Please check official notes for full details.
Well nobody posted (at least that I saw) some thoughts so here it goes:
Myst Thoughts about the Patch 6.12
Skins:
skins comments
RWBY Skins = Nice for those who likes the Anime. For me just Ok. Might get it later after the Gem saleon Black Friday.
Odyssey Skins = Ganesha looks pretty damn cool, I can't believe people didn't choose it as T5 last year. Osiris is kinda ok, I feel weird with it..., Pink pele is nice, the colors are cool and Apolo is weird too but it is cool. Ugh another skin for Scylla, at least it is good.
Cerberus Frostbite is beautiful, wonderful. Same for Da ji, but they are part of a chest so you know...1200 gems or waste even more on the chest. Why the F*ck HR simply give up with this failed system? (I know the an$wer, no worries).
Finally Isis got a remodel. Nice and beautiful. I liked it. The old one will remain as Classic Isis and it will stay for sale which is also good so people that didn't like it still able to play with the "old her".
Bugs Fixed:
From all the bugs fixes 2 worth mention here. The first, Kumbhakarna can now be executed normally even if he has the passive (but of course, without wasting it). No longer can be execute after he was already in the passive. And the other bug, the reset stuffs. Sometimes the game simply reset your cosmetics like HUD theme, Standard god voice pack instead the skin one...They say it won't happen anymore.
Domination returns but a bit smaller.
Item Balancement:
items comments
Arondight buff - I'm worried with this item. It is now providing giant amount of power, CDR, MS and small burst on the passive for a reasonable price. I'm starting to think they are over buffing this item. This provide the same power of Bloodforge but it is way cheaper.
Staff of Myrddin buff - Reasonable. Nobody is doing this item because there are other better items. I think they should include something else instead just power and CDR on the base stats.
Ethereal Staff nerf - Reasonable nerf. Everyone is building this and becoming very tank just like the beginning of season 5 with the old Warlock's Staff and it has becoming more and more core mages (even guardians) builds.
Amaterasu nerf - Finally. Ama from a late game god became a strong god on all stages so a decent nerf on her ultimate to hold her lane phase a bit and a small nerf on her movespeed which was predictable since HR nerfed almost any MS on the game some patches ago.
Cerberus - "Cerberus is a good boy, but has struggled to be a good god" - HR. LOL. Yeah Cerb kinda fade out since his nerfs and became basically a snowball god. HR is buffing his passive to make clear that Cerb is healing counter (like Ah Puch) and also buffing his 2nd ability. lvl 1 it will be decreased but after it increased. Now the 2nd by itself can remove 100% of squishies protections on all game stages.
Discordia buff - Yeah she feels extremely bad at early game and late game she is good, but still not worth the risk. Now with more base damage and less CD on the leap she should become a decent pick.
Eset nerf - Thank god. Though I doubt these nerfs will hurt her, it at least will make possible for some gods face her.
Susano nerf - TBH, Susano always was very strong to me, but, with the new Heartseeker he became unbeatable and decreasing his scallings is a good way to stop his insane late game now.
Thor nerf - finally a nerf on thor, but IMO, the problem is with his 3 (high damage, easy clear, low cooldown) and not that much with the ulti. They could have nerfed the CD of it (JUST LIKE THEY DID WITH RAT ULT >:( Through the Cosmos).
Tyr nerf - I love Tyr, my favorite warrior, but get a Tyr on a solo lane is basically loose it. You survive or die and loose it, there's no way to win it because Tyr has too much damage and too much healing. He basically does whatever he wants on solo (except if he gets a Jormungandr). This nerf was REALLY NEEDED, in fact, they should have done it when they brought back the knockup on defensive instance.
E-Staff nerf isn't anything really, just minor cost increase. Maybe there will be less rushing it second item but it will still be built by mid to lategame anyway.
We all know HR does not nerf hard but only once a god or item. Instead they prefer to nerf a bit every patch, so that's could be the beginning for E-staff
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