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Season 7 Update Notes

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Forum » News » Season 7 Update Notes 28 posts - page 1 of 3
Permalink | Quote | PM | +Rep by Branmuffin17 » January 8, 2020 12:54pm | Report


Season 7 Update Notes

By: TitanIsiah | 2019/1/8



Source: https://www.smitegame.com/news/season-7-update-notes
Patch scheduled to go live: January 28




These notes are VERY long. As such, please visit the source link to review all the details. They include the following:
  • New God Skins
  • New DLC
  • Update Release Schedule
  • Battle Pass Updates
  • New Event (Jade Corruption)
  • Bug Fixes (including many to the UI)
  • Project Olympus
  • Game Mode changes (Conquest, Joust, minor changes to Duel/Clash/Assault)
  • Queue changes
  • Item Balance (Blessings, new Vision Shard relic, new Hand of the Gods consumable, other consumable changes, new Tyrannical Plate Helm, new Ring of Hecate, new Charon's Coin, removed Shaman's Ring, new Caduceus Shield, various existing item adjustments)
  • God Balance (Odin rework, Bastet rework, various other god adjustments)
Feel free to discuss in this thread, or make your own thread/blog!

Branmuffin17
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Permalink | Quote | PM | +Rep by Branmuffin17 » January 8, 2020 3:39pm | Report
Alright, I'm just going to post all my thoughts in brief form here:
  • From the patch notes show, I think I like the feel of the Joust changes. I still have some concerns that the jungle is a bit too big and spread out for what is mostly meant to be a concentrated 3v3 fight. We'll see.

  • There are a bunch of additions to Conquest, and I don't know how it's all going to play out. It definitely looks like it's going to be a slower early game, at least with regard to snowball potential, # of likely teamfights, etc. I'm glad it should keep people busy with all the added things (extra mid-harpy camp for each side, the jungle shrine, the earlier spawning void buff, the alpha harpy in Duo, etc.). Question is, how much do these things discourage boxing in place of just clearing camps and waves?

  • Huge nerf to Guardian's Blessing with regard to sustain. Forces the Duo lane to be a Duo lane. Really slows down aggression as you'll need to either get more potions, or really watch your mana and use your abilities a lot less. Not sure I like that whole concept.

  • The new Vision Shard free relic and Hand of the Gods consumable are...okay. I do like the added vision to a degree, but when you combine all of the different changes, you're almost preventing any potential for functional invade, or at least making it unappealing to most. I get that concept, but it also really decreases the potential variability of matches.

  • Potion of Power (combined from magical/physical) is interesting, as it now gives physical gods the same CDR.

  • Chalices no longer stacking with potions is probably a good thing.

  • Mystical Mail...less health but 250 cheaper. Does make it more attractive to bring back a bit of early aggression in Solo for select gods. Guan likes this.

  • Witchblade 50 health buff is good.

  • Shogun's Kusari 5% AS aura buff is solid for group objective push.

  • Sovereignty (HP5 increase) and Heartward Amulet (MP5 increase) bring these items back into prominence. This looks like it's reverting back into a tank meta (more on that in a bit), and I'm not sure I like that either.

  • Dynasty Plate Helm sees a huge price decrease, a smaller magical power decrease, a bit of added health, and loses the pen. It now becomes a true T2 item building into Tyrannical Plate Helm, which costs 2400 gold, 85 magical power, 40 phys prots, 100 health, 20% CCR, and an interesting passive to boost minion health and AS, along with gaining power when minions die. That becomes an interesting tanky item for mids looking to put a lot of pressure on pushing minions. I wonder how much this will get picked up.

  • Stone of Fal...god, it's still fairly ****py IMO. The drop of flat pen options will make this a more effective item, though.

  • New Ring of Hecate is a solid option for mage ADCs...power, AS, and lifesteal.

  • New Charon's Coin is an interesting item. Somewhat higher cost and a weird, unique stacking mechanic. What's the whole gaining 1 gold thing??? HAHAHA. Expect it to be a mid-game or mid/late-game item to start working on those stacks, and also due to the cost and % pen.

  • Didn't like Shaman's Ring anyway.

  • Think Shoes of Focus should have also lost 5 power, or Shoes of the Magi get a bit more power due to losing the pen.

  • Obsidian Shard should now be a pure late-game item since it's all about % pen with no other stats, while other % pen items have other functional stats...some mages were picking this as early as 4th item, now see it strictly as item 6 or 7, and not necessarily core at that.

  • Spear of the Magus needed nerfs to the protection reduction. This is still a strong item for DoT gods though.

  • Not a huge amount to say that I didn't already regarding the sweeping changes to the magical pen adjustments. Also won't really talk about the minor power increase to some other items.

  • Warlock's Staff gets reduced stacks and waaaaay less bonus health, while gaining a bit of power and 10% pen. This item is so weird now. Stacking usually means pick it up early. This moves it to being a mid-game item. The overall stats are fairly solid, but not sure people pick this up in lieu of other options.

  • Demonic Grip and The Executioner see the slight nerfs #s I expected. Void Stone change is fair. Expected the same nerf to Stone of Binding as well.

  • New aura item Caduceus Shield costs 2500 gold, has 30 phys power, 35 phys and mag prots, 100 health, and an aura that increases teammate healing by 10-25% (depending on if you're in combat or not). Basically a Rod of Asclepius for physical gods, and that makes this a really nice item for Guan Yu.

  • Why didn't they get rid of Silverbranch Bow???

  • I'm okay with the reverted nerf of Hydra's Lament, as well as the slight buffs to the Shuriken items. Malice getting an official 10% CDR is pretty nice for it.

  • Rangda's Mask is boring.

  • Odin's changes seem good. The interesting thing is now Gungnir's Might, which looks like it becomes a possible level 1 ability, as it seems to travel through minions, and will deal 3 levels of pulse damage as well. That seems way too strong at level 1, honestly, although it can be interrupted by a knockup (not knockback) or stun. Level 1 total damage = 90 + 45 + 45 + 45 = 225 damage. Did they really mean that?
In the end, a lot of early/mid pen options have been somewhat dropped, though some like The Crusher and Stone Cutting Sword remain powerful options. That seems in some ways like a nerf to early-game mages, guardians/supports, etc., with a shift to strengthen physical junglers that use things like SCS. Way more %pen options, but they're likely built later, so you end up with an early tank/low damage scenario, with bigger potential effect for the damage dealers late-game, particularly against tanky gods. With less magical flat pen options, we should see less early burst potential against other squishy gods, but with higher power, similar end numbers late-game, perhaps.

What do you all think?

Branmuffin17
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Permalink | Quote | PM | +Rep by boogiebass » January 8, 2020 3:52pm | Report
Y***sss Bran!

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Permalink | Quote | PM | +Rep by xmysterionz » January 8, 2020 3:59pm | Report
I think the patch notes link has more information than it should :p

(Bran: Oops, fixed, thanks Myst)

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Permalink | Quote | PM | +Rep by xmysterionz » January 8, 2020 4:43pm | Report
Just wanna put my additional thoughts:



general changes



general conquest changes



items



Gods

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Permalink | Quote | PM | +Rep by Branmuffin17 » January 8, 2020 5:21pm | Report
@Myst: I think Specialist's Blessing is underrated for those non-Conquest modes for healers. Solid starter for Assault and Joust, for example.

I think Guardian's might still be the go-to for Supps, but Warrior seems like the better option if you're going aggressive and looking for an early kill...if you can even do that now.

Keep in mind, gods that have pen or protection reduction in their kits might be valued a bit more now...Rat in particular comes to mind. Nerf to a bunch of pen items and Void Shield = direct buff to Rat compared to some others (not including SCS/Crusher users).

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Permalink | Quote | PM | +Rep by boogiebass » January 8, 2020 5:34pm | Report
Agreed with myst on Odin. Rework not enough. Needs more buffs.

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Permalink | Quote | PM | +Rep by xmysterionz » January 8, 2020 5:39pm | Report
Finally all my thoughts are complete.

xmysterionz
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Permalink | Quote | PM | +Rep by xmysterionz » January 8, 2020 5:52pm | Report
Bran: I mean, not saying directly that Specialist's Blessing is bad, just that there are way better other starters for non-conquest modes :v

About guardian I doubt it will be forgotten, but it will not be a must starter like now, there will be other options and early gods like Cerb will still (now without early flat pen items) excellent options for aggressive early game comps and I think specially him still able to get easily a kill early game.

About my lovely rat, yes he will not be an easy snowball machine early game because acorn + crusher + void was true damage with his 2 easy easy, however I don't think he will fall at early game, he will be slightly less efficient at this moment. However, late game he will be much more dangerous with the base prot reduction + % pen due the new void, core item on him. And he will also receive his acorns back (and I hope they rework the passive too).

So, I'm really curious and why not say excited for the S7.

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Permalink | Quote | PM | +Rep by Devampi » January 9, 2020 3:27am | Report
my thoughts:

like the battle pas changes. prestige track was an overkill to reach for a title, if you don't plaY 24/7
and well more fee stuff.

thank god for the daily login revert.

no opinion on the surrender vote change.

conquest changes


items


gods

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