*NOTE* For full patch notes, please visit the source. Only Update Schedule, Item and God Balance will be listed here.
PASSIVE - MASTER OF THE DAO
Yu Huang attunes himself to the Dao, giving his Basic Attacks and Abilities additional effects. He gains a stack of Dao every 15s. He may also gain a stack by hitting an enemy after not taking or dealing damage for 3s. Once he has 6 or more stacks, Yu Huang becomes Attuned, allowing his Basic Attacks to chain to one additional enemy.
Chain Basic Attack Damage: 75%
Attunement Cost: 6 Dao
Max Stacks: 12 Dao
ABILITY 1 - FLAMES OF THE PHOENIX
Yu Huang conjures four cinders of the phoenix, spreading them in an X shape. The cinders rush inward, dealing damage once as they travel. When the cinders meet, they explode in a field of flames that persists for 3s, burning enemies inside. If Yu Huang is Attuned, when the cinders explode, all enemies in the area have their Magical Protections reduced.
Cinder Damage: 15/25/35/45/55 (+15% of your Magical Power)
Initial Damage: 70/100/130/160/190 (+45% of your Magical Power)
Burn Damage: 5/6/7/8/9 (+5% of your Magical Power) every 0.5s
Burn Duration: 2s
Protection Reduction: 4/6/8/10/12 for 3s
Cost: 60/65/70/75/80
Cooldown: 11/10.5/10/9.5/9s
ABILITY 2 - DAO CULTIVATION
Yu Huang begins cultivating his Dao before firing a projectile that damages and slows enemies it passes through. As it travels, it leaves behind a trail that explodes, damaging and rooting all enemies. This ability can be fired early to deal 60% of its damage, gaining additional damage up to 1s. Yu Huang can also continue charging up to 3s to earn more Dao on firing.
Projectile Damage: 50/70/90/110/130 (+35% of your Magical Power)
AoE Damage: 50/95/140/185/230 (+50% of your Magical Power)
Slow: 20% for 1s
Root Duration: 1s
Max Dao Gain: 6
Cost: 60/65/70/75/80
Cooldown: 13s
ABILITY 3 - CELESTIAL FLIGHT
Yu Huang calls forth the Pearl Dragon from beneath him, banishing himself into the air and becoming untargetable. He then gracefully floats back down to the ground in a controlled flight, damaging enemies where he lands. While Yu Huang is floating, he may refire this ability to increase his downward momentum, causing him to fall faster. If Yu Huang is Attuned, the Pearl Dragon follows him as he descends, knocking back any enemies beneath him.
Damage: 70/120/170/220/270 (+50% of your Magical Power)
Movement Speed: 15%
Cost: 70
Cooldown: 20s
ULTIMATE - DUELING DRAGONS
Yu Huang manifests a huge surge of dragon-shaped energy, becoming CC immune and summoning the Pearl Dragon to oppose him. He then has 3s to aim his dragon of energy toward the Pearl Dragon, who will charge directly at it. Both dragons damage and push enemies caught in the blast. If the dragons collide, a damaging explosion occurs in the area. If Yu Huang is Attuned, the width of the dragons is increased by 50%.
Push Damage: 150/225/300/375/450 (+50% of your Magical Power)
Explosion Damage: 100/140/180/220/260 (+45% of your Magical Power)
Cost: 100
Cooldown: 100s
UPDATE RELEASE SCHEDULE
APRIL 19 - THE JADE EMPEROR UPDATE
Yu Huang – The Jade Emperor
New Heavenly Light Skins
Zeus DLC
MAY 3 - 9.4 BONUS UPDATE
New Heavenly Light Skins
More info coming soon!
MAY 5 - SUPER SHREDDER PRIME GAMING RELEASE
Super Shredder available via Prime Gaming
Please note that these dates are tentative and subject to change.
BALANCE LIVE WITH THE 9.4 UPDATE - APRIL 19
THE NERF UPDATE
"We hinted at this type of update in the previous update notes as well as in some extra communications from Design Director Ajax, and now the moment has arrived! This update will be a Nerf Update – meaning that the entirety of the God and Item balance sections will be focusing only on nerfs!
The SMITE community has been vocal about damage being too powerful and too present in SMITE and this update will be taking a major step to address that. In the previous update we looked at the two most specific meta sources of burst damage – Mage Penetration and Berserker’s Shield. Those changes were just the beginning though. This update features a multitude of nerfs across many of the top Gods and Items to continue this effort.
The damage topic is often described as a “game wide” issue – but changes have to be implemented specifically across various gods and items, so the process inevitably requires us to work through one god or item at a time. When going through that process it made the most sense to start by nerfing the most powerful and highly prioritized gods and items in the game. Applying this many changes all at once could have far reaching and unpredictable results, but we saw the clear community desire for it. We think we have formulated a cautious and consistent plan to execute this large amount of nerfs in a single update.
We are eager to hear feedback and to monitor game data from this update, and we are open to doing more nerf passes like this in the future if necessary."
Goals
Nerf a large amount of top performing gods and items
Achieve a net decrease of damage in SMITE through these nerfs
Make changes that will be felt in all game modes
Do not buff. Even though we felt like there were some good options, buffs will be saved for future updates
God and Item Selection
Evaluate the highest pick/ban rate, purchase rate
Compare that with the highest damage output, win%, and community sentiment
Consider Conquest data as highest priority but compare with non conquest modes too
Nerf God damage output wherever possible or things that contribute directly to damage like self buffs and cooldowns
Nerf Item Physical or Magical Power whenever possible or things that contribute to damage like attack speed or bonus damage
Exceptions
Do not nerf gods or items who are already perceived as weak (low pick/ban rate or low win%) even if they have high damage or high power
There are a few defensive nerfs to gods as we felt that the god needed nerfs but damage wasn’t as much of a factor for them
There are a few item protection nerfs to make sure we don’t shift the game too much in favor of tanks
2 Reworks
These do not tie directly into the goals of the nerf patch, but were already in progress from multiple departments when balance work on this patch began.
Both of these changes felt like meaningful quality of life improvements that people would be excited to play with, so we kept them in the update. Both are shifts with considerable nerfs and buffs combined in order to achieve specific gameplay goals.
Erlang Shen
Erlang is losing an entire form of CC but gaining some new features to help him better perform in the solo lane or duo lane.
Archmage’s Gem
The item is getting a long quested buff to make it feel better to use, but also seeing a damage nerf at the same time.
Final Counts
29 Gods Nerfed (including bonus)
37 Items Nerfed
8 Relics Nerfed (2 Relics, 4 Upgrade States Each)
2 Reworks
GENERAL
"Another common point of discussion is Crowd Control. There is a game wide rule that impacts the strength of CC chains in SMITE, so we can effectively nerf CC game wide with a single set of adjustments.
Diminishing Returns (DR) is a concept applied in many multiplayer games, and it is always active and present in SMITE. DR causes gods to be CC’d for a shorter duration than the ability specifies if and only if they have been affected by another CC effect within the last 15 seconds.
This weakens the overall effect of “CC chains” in which multiple gods or abilities can work together to keep a single opponent locked down for a long period of time. If you get stunned, then stunned again, the 2nd one will be affected by DR and thus be shorter. There are some exceptions like Knock-ups and Channeled effects like Grabs – these are not reduced but do apply DR to reduce the duration of subsequent CC effects.
We are open to addressing CC further by nerfing the duration of the effects on specific god kits in the future. We are also open to revisiting the CC and DR rules in general to make this system more clearly communicated and consistent. Those possibilities will be decided upon at a later date depending on the data and feedback from this update."
Increased CC duration reduction from 33% to 40% per stack
Max 2 stacks (unchanged)
Decreased the CC duration minimum from 0.5s to 0.4s
CC duration cannot be reduced to lower than 0.4s through DR’s effect
ITEMS
"This is a long list of item nerfs and we aren’t sure if it’s worth it to individually explain why each one was changed. In general, all of these item changes follow the logic defined above. These items are the most popular or most powerful within their archetypes, and thus will be nerfed. Almost all class/role archetypes were nerfed in some way, this might create new imbalances based on which class/role is affected more heavily by these nerfs, and it will be a big priority in the next update to adjust more items and gods with the primary goal of making sure all roles continue to feel equally flexible and powerful."
BELT OF FRENZY
Decreased Damage Buff from 15% to 10%
GREATER BELT OF FRENZY
Decreased Damage Buff from 15% to 10%
BELT OF INSATIABLE HUNGER
Decreased Damage Buff from 15% to 10%
BELT OF THE BERSERKER
Decreased Damage Buff from 25% to 20%
BRACER OF RADIANCE
Decreased Power Buff from 15% to 10%
GREATER BRACER OF RADIANCE
Decreased Power Buff from 15% to 10%
BRACER OF BRILLIANCE
Decreased Power Buff from 20% to 15%
BRACER OF ILLUMINATION
Decreased Power Buff from 15% to 10%
CHRONOS' PENDANT
Decreased Magical Power from 100 to 90
ROD OF TAHUTI
Decreased Magical Power from 140 to 120
CALAMITOUS ROD OF TAHUTI
Decreased Magical Power from 140 to 120
NIMBLE ROD OF TAHUTI
Decreased Magical Power from 140 to 120
DIVINE RUIN
Decreased Magical Power from 110 to 100
SPEAR OF DESOLATION
Decreased Magical Power from 120 to 110
TELKHINES RING
Decreased Attack Speed from 25% to 20%
Decreased passive bonus damage from 15% to 10%
RING OF HECATE
Decreased Magical Power from 90 to 80
Decreased Attack Speed from 25% to 20%
Caduceus Shield
CADUCEUS SHIELD
Decreased Physical Power from 30 to 25
BREASTPLATE OF VALOR
Decreased Physical Protection from 65 to 55
BREASTPLATE OF DETERMINATION
Decreased Physical Protection from 65 to 55
BREASTPLATE OF VIGILANCE
Decreased Physical Protection from 65 to 55
ANCILE
Decreased Physical Power from 50 to 40
MYSTICAL MAIL
Decreased Passive Base damage from 25 to 20
BULWARK OF HOPE
Decreased Magical Protection from 80 to 70
HIDE OF THE NEMEAN LION
Nemean Block stacks now prevent 50% of basic attack damage instead of the full 100%
THE CRUSHER
Decreased Attack Speed from 15% to 10%
HYDRA'S LAMENT
Decreased Bonus damage scaling from 40% to 35%
JOTUNN'S WRATH
Decreased Physical Power from 45 to 40
JOTUNN'S FEROCITY
Decreased Physical Power from 45 to 40
JOTUNN'S VIGOR
Decreased Physical Power from 45 to 40
SERRATED EDGE
Decreased Physical Power from 35 to 30
Decreased passive Physical Power from 10 to 8 per stack
ASI
Decreased Physical Lifesteal from 20% to 15%
ATALANTA'S BOW
Decreased Attack Speed from 25% to 20%
Wind Demon
WIND DEMON
Decreased passive duration from 5s to 4s
DEATHBRINGER
Decreased Physical Power from 55 to 50
ENVENOMED DEATHBRINGER
Decreased Physical Power from 55 to 50
MALICIOUS DEATHBRINGER
Decreased Physical Power from 55 to 50
GAUNTLET OF THEBES
Decreased base Health provided from 300 to 250 (affects Evolved item as well)
PRIDWEN
Decreased Shield health scaling earned Protections from items from 100% to 90%
SOVEREIGNTY
Decreased Physical Protection from 45 to 40
HEARTWARD AMULET
Decreased Magical Protections provided from passive aura from 20 to 15
AMULET OF SILENCE
Decreased Magical Protections provided from passive aura from 20 to 15
AMULET OF THE STRONGHOLD
Decreased Magical Protections provided from passive aura from 20 to 15
CELESTIAL LEGION HELM
Decreased Magical Power from 80 to 70
Increased time taken to gain stacks from 2s to 3s
Increased time after being hit by Physical Damage to gain a stack from 2s to 3s
VAMPIRIC SHROUD
Decreased Magical Power from 30 to 20
MANTLE OF DISCORD
Decreased Physical Protection from 60 to 55
Decreased Magical Protections from 60 to 55
Increased Cooldown of the Passive Effect from 90s to 110s
REWORK: ARCHMAGE'S GEM
This item no longer procs and consume the stacks unless a god is successfully damaged
Decreased Scaling per stack from 1.5% to 1% (decreased total scaling from 30% to 20%)
GODS
"It is easier to identify the top performers for gods, and god changes have much less ripple effect on the rest of the game than item changes do. With these changes we expect that some nerfed gods will continue to remain at the top of the meta, and then more nerfs will be planned for future updates for them. We also expect some number of new gods to find new room for viability, and those gods will be individually evaluated to determine their nerf status."
TIAMAT
PRIMORDIAL ONSLAUGHT
Decreased Base Damage per shot from 80/90/90/100/100 to 80/85/85/90/90
AGNI
COMBUSTION
Decreased Magical Power Scaling from 10% to 8%
RAIN FIRE
Decreased Base Damage from 140/180/220/260/300 To 120/160/200/240/280
Decreased Magical Power Scaling from 70% to 65%
PERSEPHONE
Decreased Explosion damage (Decreased Magical Power Scaling from 80% to 70%)
Decreased Bite damage (Decreased Magical Power Scaling from 35% to 30%)
GRASP OF DEATH
This ability no longer applies any attack speed reduction to the caged target
SOL
STELLAR BURST
Decreased base damage from 40/70/100/130/160 to 40/65/90/115/140
SUPERNOVA
Decreased Magical Power Scaling from 50% to 45% per hit
THOTH
HIEROGLYPHIC ASSAULT
Decreased damage increase on successfully hitting a god from 20% to 15% per shot
Decreased the cooldown reduction on successfully hitting a god from 1s to 0.5s per shot
FINAL JUDGEMENT
Decreased Magical Power Scaling from 120% to 115%
ZEUS
CHAIN LIGHTNING
Decreased Base Damage from 40/70/100/130/160 to 30/60/90/120/150
Decreased Slow from 30% to 20%
DETONATE CHARGE
Decreased Base Damage from 50/80/110/140/170 to 40/70/100/130/160
ACHILLES
GIFT OF THE GODS
Decreased Protection bonus per level from 2 to 1.5
Decreased Physical Power bonus per level from 2 to 1.5
SHIELD OF ACHILLES
Decreased long range damage from 75% to 70% (This affects base and scaling damage)
CHAAC
RAIN DANCE
Decreased his self healing Physical Power scaling from 15% to 10% per tick
STORM CALL
Increased Cooldown from 75s to 90s
GILGAMESH
SUN-FORGED SCIMITAR
Decreased base buff duration from 4s to 3s
Decreased maximum buff duration from 7s to 6s (Which decreases the total possible duration of this effect from 11s to 9s)
Decreased bonus damage from 3% to 2.5% of his max health per hit
WINDS OF SHAMASH
Decreased Binding Damage Physical Power scaling from 60% to 50%
Decreased Wind Wall Slow from 50% to 40%
MULAN
CROSS STRIKE
Decreased Physical Power scaling from 35% to 30% per hit
SPEAR THRUST
Decreased Bonus Damage when hitting the same target with both hits from Spear Thrust from 20/35/50/65/80 to 20/30/40/50/60
Decreased Physical Power scaling when hitting the same target with both hits from Spear Thrust from 15% to 10%
SHIVA
PILLAR OF DAWN
This ability is now immune to all CC except stuns, as opposed to being entirely CC immune. Stuns will interrupt Shiva out of this ability if he is hit at any time during its 3 phases.
BELLONA
SHIELD BASH
Decreased Slow from 15/20/25/30/35% to 10/12.5/15/17.5/20%
BLUDGEON
Decreased Spin Base Damage from 45/75/105/135/165 to 35/65/95/125/155
CAMAZOTZ
BAT OUT OF HELL
Decreased Base Damage from 100/140/180/220/260 to 100/135/170/205/240 per hit
ARACHNE
PREDATOR
Decreased Arachne’s Basic Attack Damage Increase from 1.5% to 1.25% for every 5% of a target’s missing Health.
VENOMOUS BITE
Decreased Physical Power Scaling from 10% to 8% per tick
CLIODHNA
BANSHEE'S WAIL
Decreased Final Hit Physical Power Scaling from 70% to 60%
LURCHING CLAW
Decreased Claw Damage Physical Power Scaling from 85% to 80%
TEARING THE VEIL
Decreased Opening Damage Physical Power Scaling from 70% to 60%
LOKI
BEHIND YOU!
Decreased Bonus Damage from 20% to 15% on basic attacks that hit from behind
VANISH
Decreased Physical Power Scaling from 25% to 20% per tick
TSUKUYOMI
DARK MOON SHURIKEN
Increased Cooldown from 10s to 12s
SILVER MOON CALTROPS
Decreased Bonus Damage Physical Power Scaling from 40% to 30% on the ranged follow-up attack
AH MUZEN CAB
SWARM
Decreased Physical Power Scaling from 80% to 75%
STINGER
Decreased Physical Power Scaling from 110% to 100%
Decreased Slow from 20/22.5/25/27.5/30% to 20% at all ranks
APOLLO
ACROSS THE SKY
Decreased Physical Power Scaling from 30% to 25% per tick
HOU YI
MARK OF THE GOLDEN CROW
Decreased Damage Increase provided from 3/4/5/6/7% to 2/3/4/5/6%
IZANAMI
SICKLE STORM
Decreased Attack Speed from 55/60/65/70/75% to 45/50/55/60/65%
MEDUSA
VIPER SHOT
Decreased Attack Speed from 40/50/60/70/80% to 40/45/50/55/60%
Decreased Base Damage from 15/20/25/30/35 to 10/15/20/25/30
Prev Total 180/240/300/360/420 (3 ticks * 4 shots)
New Total 120/180/240/300/360 (3 ticks * 4 shots)
LACERATE
Decreased Physical Power Scaling from 80% to 70%
ARTIO
ENERGY SURGE
Decreased Base Damage on Druid Stance from 80/110/140/170/200 to 60/95/130/165/200
HEAVY CHARGE
Decreased Base Damage on Bear Stance from 70/120/170/220/270 to 65/110/155/200/245
ATLAS
KINETIC CHARGE
Decreased Base Damage from 80/135/190/245/300 to 80/130/180/230/280
Decreased Magical Power Scaling from 45% to 40%
ARES
SHACKLES
Decreased God Damage from 25/45/65/85/105 to 20/40/60/80/100 per tick
BACCHUS
INTOXICATE
Decreased Base Damage from 250/325/400/475/550 to 230/300/370/440/510
Decreased Magical Power Scaling from 70% to 60%
CABRAKAN
SEISMIC CRUSH
Decreased Base Damage from 100/145/190/235/280 to 80/125/170/215/260
TECTONIC SHIFT
Decreased Magical Power Scaling from 70% to 60%
CERBERUS
PARALYZING SPIT
Decreased Base Damage from 50/80/110/140/170 to 40/70/100/130/160 (Decreased by 28 damage if hit by all 4 hits on all ranks)
REWORKS
"This update’s rework is Erlang Shen. We hear the player feedback that wants us to keep the flex capability of these gods as good as possible while still accomplishing our goals. We prioritized that feedback heavily with Erlang Shen’s design. With these changes we are trying to not just bring down the god’s performance in the role where they are overperforming, but also noticeably and clearly buffing the role where they haven’t been as successful. This is a potentially complex topic, as most reworks are, so we will break this out into more clear sections.
Why would we want to rework Erlang Shen? What are his problems? Does he meet our criteria for rework?
Erlang Shen is one of the top pick/banned gods in SPL, being the #3 most banned god at the S9 Kickoff Tournament, and #5 most banned god at SWC Season 8. Although he is clearly a top priority, his Normal Conquest play count is toward the bottom of the pack, coming in at #77 out of 119 gods. So even with his powerful performance in SPL he is not a god that many people are interested in playing.
Erlang Shen also overperforms in his flex role. In Ranked Conquest his Jungle is played significantly more than Solo and boasts a nearly 4% boost in win% over his Solo, which is huge. In SPL his gameplay is nearly 100% in the Jungle. This makes him quite clearly one of top Junglers, if not the actual #1 Jungler.
We are happy to support gods that can flex roles, but Erlang Shen is an outlier who takes this flex too far. His jungle performance pushes out many other gods who we would like to see in the role, and he sets a standard for tankier Junglers because of his Warrior stats."
What are the goals of the changes and how do we accomplish them?
Make Erlang Shen a stronger Solo Laner
Incentivize players to max Spot Weakness. If this is Erlang’s best ability to max first it will make him more appealing as a solo laner than a jungler, since it’s about extended trading instead of burst damage.
This also means that Erlang shouldn’t need to use 72 Transformations to clear the wave as much, which will keep him from exposing himself to easy ganks.
Increase his in-lane sustain
Make Erlang Shen a weaker Jungler, but still a viable Jungler
Erlang Shen’s effectiveness as a Jungler comes from a few factors. His CC, his burst damage inside his CC chain, and his clear speed.
We are removing the knock up from the Turtle form in 72 Transformations. We recognize that this is a massive nerf, but we felt like this ability had the most opportunity to still feel relevant after some buffs to its other facets.
A major factor in his camp clear speed is his passive, especially in conjunction with Manakin’s Scepter. We are toning down the basic attack power contribution to his passive, while making the late game portion of his passive stronger.
Get more people interested in playing Erlang Shen in general
Keep his core gameplay themes in place, and keep as much of his current kit as possible
It’s a lot of changes, but each buff or nerf has its purpose. We hope that players will enjoy these changes to Erlang Shen that continue to keep him as a strong flex god but with more appeal and viability in his core role, and less frustration from his opponents.
ERLANG SHEN
HOWLING CELESTIAL DOG
Reduced damage from 15% to 7.5% of Erlang Shen’s basic attack damage
Increased damage from 1% to 1.75% of target’s max health
SPOT WEAKNESS
Decreased Bonus Damage per hit from 15/27/39/51/63 (+10% of your Physical Power) To 12/22/32/42/52 (+5% of your Physical Power)
Erlang Shen now gains 4/8/12/16/20% Physical lifesteal while this ability is active
Erlang Shen now applies a stacking debuff to enemy gods hit by this ability which reduces their damage output by 3/4/5/6/7% per stack, stacking up to 3 times. Stacks last 3s. (9/12/15/18/21% damage reduction max)
72 TRANSFORMATIONS (ES)
Erlang Shen is now knock up and slow immune while he is transformed into either animal
Mink form
Erlang Shen now gains 15% Movement Speed for 4s after the dash completes
Turtle form
This ability no longer knocks enemies up
Shield health changed from 70/110/150/190/230 to 50/100/150/200/250 (+75% total protections from items and abilities)
9 TURNS BLESSING
Increased Damage Mitigation from 10/11.25/12.5/13.75/15% to 10/12.5/15/17.5/20%
IMO all of the items have just been getting more and more bloated over time. Pen was increasing, power was increasing on most items, etc. 90 of one type of protection on one item was a response to damage increasing out of control.
So I like this direction. I like they're holding off on buffing anything for now, and that there's a clear concept they're working toward. They're also right that they need to be careful not to nerf damage too much to throw us into a tank meta, but I think this is good for now.
I also like the CC diminishing returns adjustment. I think they could apply this, but also reduce the duration diminishing returns lasts, from 15 seconds to 10 seconds. 10 seconds is plenty of time to wipe DR.
I've not been playing for 2.5yr but I understand the erlang problem... yet still feel removing a hard CC is rough for any god but sure got a lot of shield in return
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