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The Queen of the Banshees | 8.10 Update Notes (w/ 8.9 Bonus Update)

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Forum » News » The Queen of the Banshees | 8.10 Update Notes (w/ 8.9 Bonus Update) 3 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » September 29, 2021 1:41pm | Report

By: TitanDandy | 2021/9/29



Source (8.9 Bonus Update): https://www.smitegame.com/news/8-9-bonus-update-notes-live-october-5/
Main Patch scheduled to go live: October 5
Source (8.10 Main Patch): https://www.smitegame.com/news/the-queen-of-the-banshees-8-10-update-notes/
Main Patch scheduled to go live: October 19

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



UPDATE RELEASE SCHEDULE


OCTOBER 5 - 8.9 BONUS UPDATE
  • More details here!
OCTOBER 14
  • Krang Xing Tian available through Prime Gaming!
OCTOBER 19
  • Cliodhna
  • New Odyssey: Perilous Seas Skins
  • KittyKarna Viewer Store Bundle
  • The Reaping
  • Halloween Chest
NOVEMBER 2 - 8.10 Bonus Update
  • More details coming soon!
NOVEMBER 11
  • Retro Raphael Loki available through Prime Gaming!

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








PASSIVE - PHANTASMAL

Cliodhna can walk into walls once every 16s. While inside a wall she can move freely and use some of her abilities. Every 0.5s she loses 0.15% of her health, stacking in intensity up to 40 times. She cannot enter a wall while below 25% Health or crippled. While inside a wall and for 5s after exiting she gains 10% Physical Ability Lifesteal.



ABILITY 1 - BANSHEE'S WAIL

Cliodhna wails at enemies before her, causing damage 3 times, with the final hit being the strongest. The final hit will also cause enemies to be silenced and deafened for 1.5s. While channeling this scream Cliodhna is immune to knockups. While inside a wall Cliodhna will cause a spectral face to appear and wail in her stead that damages enemy gods in a wider cone.
  • Scream Damage: 35/50/65/80/95 (+40% of your Physical Power)
  • Final Hit Damage: 70/110/150/190/230 (+70% of your Physical Power)
  • Cooldown: 12s
  • Cost: 50/55/60/65/70



ABILITY 2 - FLICKERING VISIONS

Cliodhna fires a distorting bolt of energy that explodes on contact with a living soul. Enemy gods hit by this explosion lose the ability to perceive Cliodhna for 4s. If Cliodhna attacks or is hit she flickers back into vision before fading back out. As long as one enemy god is debuffed Cliodhna gains a Movement Speed Buff.
  • Bolt Damage: 90/145/200/255/310 (+70% of your Physical Power)
  • Movement Speed: 20/25/30/35/40%
  • Cooldown: 14s
  • Cost: 50/55/60/65/70



ABILITY 3 - LURCHING CLAW

Cliodhna dashes forward, damaging enemies she passes through. At max range, if she cancels this dash, or upon refiring the ability she will unleash a claw swipe that deals heavy damage. Cliodhna can cast this while inside a wall, resulting in the dash traveling further.
  • Dash Damage: 35/60/85/110/135 (+30% of your Physical Power)
  • Claw Damage: 90/140/190/240/290 (+95% of your Physical Power)
  • Cooldown: 14/13.5/13/12.5/12s
  • Cost: 50/55/60/65/70



ULTIMATE - TEARING THE VEIL

Cliodhna tears the veil between life and death, unleashing banshees in a line in-front of her after a brief delay. When it first opens it deals heavy damage before dealing rift damage rapidly to targets in the area and slowing them. Enemies hit by subsequent hits take less damage. This ability has 2 charges. Cliodhna can use this ability while inside a wall. When used this way the veil is weakened but not fully torn, instead activating when a target gets too close.
  • Opening Damage: 150/275/400/525/650 (+90% of your Physical Power)
  • Rift Damage: 80/120/160/200/240 (+35% of your Physical Power)
  • Slow: 6%
  • Slow Stacks: 6
  • Cooldown: 50s
  • Cost: 30/35/40/45/50


BALANCE LIVE WITH THE 8.9 BONUS UPDATE OCTOBER 5


ITEMS




VAMPIRIC SHROUD

"This weekend’s pro matches showed a great deal of starter item diversity, but there is always more work to do. Solo laners still were valuing Guardians over Warriors in most cases, even when the top gods were banned. We are planning some more adjustments to starter items in the main patch that we wanted to launch together, but this one felt like a safe nerf to get out as soon as possible. Hopefully this change along with the bonus god changes will tip the lane back toward warriors."
  • Decreased Physical Protection from 10 to 5



JOTUNN'S WRATH

"The SMITE community rejoiced to see their full damage Junglers return to the battleground. However, with a week of data and pro play in the record books, we are looking to pull things back just a slight amount. The team is quite happy with Jotunn’s Wrath being an early game rushable item now, but the power provided is a little too high. This is being brought down to make the cost efficiency of the item closer to the game-wide average."
  • Decreased Physical Power from 50 to 45



TRANSCENDENCE

"This item became just as much of a boon to Hunters as it did for Assassins. For that reason we are being a little more careful with it and cutting back the recent buff to a midpoint. Ability hunters are now more clearly overtaking basic attack hunters, and we’d like to see that be more even while still keeping Assassin DPS high."
  • Decreased Physical Power from 45 to 40

GODS



SERQET

"Last update’s item and map changes are having a wide array of effects. It has been difficult to measure exactly where the meta is at, mostly because it is still actively evolving. For that reason the team went pretty light on bonus god nerfs, focusing on only some of the clear top bans in roles that aren’t experiencing as many shifts. Serqet was one of the few Assassins who is still being built tanky in the Jungle, and also has some history of becoming a problematic support. We are shifting her ult further toward an aggressive build to tone down her flex potential."



LAST BREATH
  • Decreased Base Damage from 140/230/320/410/500 to 100/175/250/325/400
  • Increased Physical Power Scaling from 70% to 80%



RAIJIN

"This god has continued to dominate the middle lane. So much so that he has another nerf coming up in the main patch. This god’s position was unclear in the early data so we kept it safe for bonus balance. Raijin can be interrupted while casting his teleport ability, but he won’t be put on cooldown unless he actually leaps. We want to keep that part true to the original design, but we also noticed situations where Raijin could deal extra damage if he was interrupted. Now all the damage will be on his arrival, which has been added together and then slightly decreased."



THUNDER CRASH
  • no longer does damage on the “lightning” smaller AoE before he teleports
  • Increased Damage on Thunder AoE – from 40/50/60/70/80 (+30% of your Magical Power) to 60/75/90/105/120 (+50% of your Magical Power)
  • Base added together, scaling cut by 10%



ARTIO

"A combination of direct buffs and meta shifts catapulted this god from nowheresville into the absolute top pick of the pro league. We partially reverted her previous buff, but now we are here to finish the revert. She still has her increased dash speed and a variety of items benefitting her (although some of those are nerfed more too) We hope to see Artio become a lower priority pick in the solo lane without dropping out entirely."



ENERGY SURGE
  • Cooldown Increased from 11s to 12s



CERBERUS

"The only god who can stand up to Artio in the solo lane seems to be Cerberus, so he is also getting a direct nerf in addition to his items. This god can output a surprisingly high amount of damage even when being built very tanky, and his protection shred is a big reason for it. This ability is being toned down by a significant amount, although it still remains one of the strongest protection debuffs in the game."



GHASTLY BREATH
  • Decreased Protections Debuff from 6/9/12/15/18 per stack to 5/7/9/11/13 (18/27/36/45/54 to 15/21/27/33/39 total)



HEL

"Hel had so much success in the solo lane that she became picked up by Mid Laners too. She has maintained her top ban status and one of the main reasons she can gain such an advantage over her enemies is by taking her 3rd ability at level 1. This ability has the unique effect of healing minions, which can be powerful as well as frustrating. We are cutting her minion healing in half to make sure Hel has to fight out her lane, not hide behind waves."



INSPIRE
  • Minions Are now healed for 50% of the amount (Decreased Heal Per Tick from 8/12/16/20/24 +5% to 4/6/8/10/12 + 2.5% per tick)

BALANCE LIVE WITH THE UPDATE OCTOBER 19


ITEMS



ELIXIR OF DEFENSE

"With the departure of boots the endgame item options have opened up a bit more. Speed Elixir and a 6th item was a significant cost, which is now going right to relic upgrades, power pots, and elixirs. In the later stages of games the DPS gods are enjoying their Elixir, which felt distinctly more powerful than the defensive one, we are increasing the damage mitigation to get them to be on more equal footing."
  • Increased Damage Mitigation from 5% to 10%



WARDING SIGIL

"Solo Lane has been through quite a journey this season, especially with their items. At the start of the season we introduced a variety of more defensive items to the lane, but now we are seeing even more focus on power, especially with the new meta start of the Solo Laner killing their Blue Buff by themselves. We are reworking the entire Sigil tree to have physical power for this reason. We should see this better compete with Bluestone pendant, and we even plan to go through a similar design pass with Warrior’s Axe."
  • 600g
  • +75 Health
  • +15 Physical Power
  • +10 Magical Protections
  • +10 Physical Protections
  • PASSIVE – When you are hit by an ability you gain a stack of Dampening, gaining 5 Protections for 5s. This occurs only once per ability cast. This can stack up to two times.



SIGIL OF THE OLD GUARD
  • +200 Health
  • +35 Physical Power
  • +75 Magical Protection
  • +45 Physical Protection
  • PASSIVE – When you are hit by an ability you gain a stack of Rebuke, decreasing damage taken by 4% for 5s. This occurs only once per ability cast. This can stack up to three times.



INFUSED SIGIL
  • +350 Health
  • +50 Physical Power
  • +35 Physical Protection
  • +35 Magical Protection
  • PASSIVE – When you are hit by an ability the Infused Sigil gains a stack. This can occur only once per ability cast. At 4 stacks it explodes after 0.5s, dealing 500 Physical Damage to enemies within 30 units of you.



WAR BANNER

"War Flag has been updated to provide protections, but the upgrades weren’t touched. This creates a strange effect in the tree where stats were lost. We are doing the same shift on War Banner for players who want to get the War Flag Starter and continue to stay tanky through the late game. We are also choosing to leave Spartan Flag as a power item option, even though certain stats would be lost from War Flag. This will make sure War Flag starts feel like they have the most possible options."
  • Removed 30 Physical Power
  • Removed 60 Magical Power
  • Added 40 Physical Protection
  • Added 40 Magical Protection



BUMBA'S DAGGER

"Junglers are BACK! We have seen a huge array of Assassins back in the Jungle this week and seeing more high power builds. This item has shown to be so strong that even other roles are picking it up, so in a similar way as the Bonus Balance, we are toning things down slightly. We have seen 3 power make a big shift on Starter Items before (Bluestone) so we are applying that same shift here to make sure Jungler’s still feel good, without being OP, and to slightly decrease this item’s allure to non-Jungle roles."
  • Decreased Physical Power from 10 to 7
  • Decreased Magical Power from 15 to 12



MANIKIN SCEPTER

"Doing a partial revert on Bumba’s runs the risk of Manikins coming back to dominate the meta. We want to bring them down together in this case, and one of the very specific reasons that Manikins was over performing in previous months was because of how it interacted with Jungle Scorpions. These are counted as Jungle Bosses, but Manikins still did 4x damage to them, we are nerfing Manikins’ damage toward bosses to remove this specific advantage."
  • No longer does 4x burn damage to jungle bosses, including jungle scorpions
  • Will now do the 1x damage to those targets like it does to gods



LEATHER COWL

"This change comes along with the same logic as Manikins. Bumba’s Dagger is a popular choice for hunters now, but with it being nerfed slightly it’s possible we go back to 100% cowl. We would like to see the basic attack focused Hunters branch out into Diamond Arrow or Death’s Toll, so these small nerfs to Cowl should help those other options look more attractive."
  • Decreased MP5 from 7 to 5
  • Decreased Lifesteal from 10% to 7%



HUNTER'S COWL

"As the more popular upgrade to Cowl, and a source of a huge amount of attack speed, we are toning down this item as well for the same reasons as Leather Cowl."
  • Decreased Attack Speed from 20% to 15%
  • Decreased Attack Speed Aura from 25% to 20%



PRIDWEN

"This is a big one. This is the primary item that has enabled tanky Junglers. We are applying a shift to make this item passive only scale based on item protections, so you’ll need to be buying more protection items to make this effect worth it. However, it will also scale better to better reward those who do fully build into it. We may have discouraged full tank Junglers in the short term with recent changes, but its always possible that they come back, so this change will discourage that even further, while still being a strong option for full tanks in the Support role."
  • Pridwen now only scales based on protection from items (no longer includes base protections)
  • Increased Shield Health Scaling from Protections from 100% to 125%.
  • Increased Magical Damage Scaling from Shield Health from 50% to 75%.



SPECTRAL ARMOR

"This is less of a nerf to an item and more of a buff to a single god. It does have some fringe applications like interactions with Fail-Not, but primarily this change is being applied so that Olorun can have a chance to shine. Since Olorun has no choice if he wants to build into crit, it seems unfair to punish him with a counter item."
  • This item no longer reduces damage from Magical Critical Strikes
  • This affects Olorun and mages or guardians hitting a target that is afflicted by Fail-Not’s passive effect

GODS



TIAMAT

"Although most players might feel like Tiamat is much more manageable now, her reign of terror is still ongoing in the higher ends of ranked and in competitive play. We are taking down part of Tiamat’s tankiness as well as her top end power scaling as a two-pronged approach to get her down to the power level of other Mages."



DEATH BEGETS LIFE
  • Decreased % Mitigation Tiamat gets from this ability’s base value from 30% to 25%



PRIMORDIAL ONSLAUGHT
  • Decreased Magical Power Scaling from 35% to 30% per hit (122.5% to 105% total for all 5 projectiles)



RAIJIN

"With the threat of physical gods taking over, we took some more time to collect data and feedback before nerfing any Mages. For this reason we do have 2 Mage nerfs in the main patch instead of the Bonus Balance. Raijin and Tiamat have shown themselves as the top gods in the role even after 8.9. Raijin’s Ultimate can deal a huge amount of damage or provide long range CC, we are taking this damage down to nerf him even further, hoping to make room for new Mages in the meta."



TAIKO DRUMS
  • Decreased Magical Power Scaling from 50% per shot to 40% (200% total on full damage options to 160%)



SYLVANUS

"The RNG passive is gone and passive has been doing quite well lately. We kept the cooldown reduction low on this new passive for most of the game because of its power to be stacked. As players have now seen, you can find ways to collect a lot of seeds through this passive all at once. We don’t want to let that scale up too soon, but we are willing to make a slight adjustment to align with what is considered an “endgame Support” – so this ability now upgrade at lvl 17, along with Support Starter Items."



NATURE’S BOUNTY
  • Decreased Level where it upgrades from 20 to 17



CHARYBDIS

"New gods are always a learning process. This is true for the dev team as well as the players. Charybdis had some bugs, as well as a steep learning curve. We sought out to fix this goddess’ bugs first, as rushing to buffs on new gods can quickly backfire. However, even after fixing her bugs, this goddess’ win rates have stayed low. We are buffing her across a few different places in the kit, mostly focusing on improving her basic attack damage and her lane clear. We still feel like this goddess has a lot of potential, and are looking forward to see how people utilize her after these buffs."



GENERAL
  • Increased base Physical Power from 34 to 38
  • Increased % Damage on the triple shot basics from 33% each to 40% each



RAGING TIDES
  • Decreased the Item Damage Reduction from 35% to 30% (Item damage being increased from 65% to 70%)



SPIKE SHOT
  • Increased Damage done to minions from 60/70/80/90/100% of her base to 80/85/90/95/100%
  • Increased Splinter Damage Physical Scaling from 10% to 15% (she gets this damage on direct hits of enemy gods as well as the bouncing projectile)



THE MAW HUNGERS
  • Charybdis now can move freely in all directions while in her Ultimate state



CERNUNNOS

"Ability hunters are running rampant, so we are looking to buff back a few basic attack hunters who haven’t been able to keep up. Cernunnos is getting a small buff here that should feel like a big QoL improvement. His ultimate will now deal damage to minions, jungle monsters, and bosses. This will give him a big bonus in lane 1v1s as he can now CC the enemy and clear the wave at the same time. This could also help him steal jungle bosses. Cernunnos will be back on the hunt!"



THE WILD HUNT
  • Now Deals damage to minions and jungle camps/bosses



OLORUN

"Spectral Armor is just one part of the buff plan for this god. Olorun was heavily countered by an item, and now that is being removed, which should help him a lot. The team didn’t think this would be enough to really give him a shot in the current meta, though. So we are also increasing the amount of damage his Overflowing Divinity ability deals on hits after the first. This will help him in pvp in some cases, but be an even bigger advantage when it comes to securing objectives."



OVERFLOWING DIVINITY
  • Increased the damage dealt on subsequent hits from 30% less damage to 20% less damage



VULCAN

"Another mage that hasn’t seen much competitive play recently. Vulcan Ultimate can have a big payoff but tends to be avoided often. We are taking this cooldown to much lower levels as you rank it up to make sure he gets the proper chance to blow up the enemy team."



EARTHSHAKER
  • Decreased Cooldown from 90s to 90/85/80/75/70s



AGNI

"This god has been long considered “perfectly balanced” but he also hasn’t shown up in a competitive match in a long time. His stats have slipped over the years, and certain god pools and item options can affect Agni a lot. Agni misses out on a lot of potential damage when detonating his ability combo, so we are making that feel better to do. Agni players will now receive a small amount of bonus damage when they successfully stun enemies. We are also taking his mana costs down a bit, and making his Ultimate cost a small amount of Mana to make sure it triggers on items that it feel like it should – like Gem of Focus."



NOXIOUS FUMES
  • Now deals bonus damage when it successfully stuns an enemy when combined with agni’s fire abilities (20/40/60/80/100 + 20% Magical Power Scaling)



FLAME WAVE
  • Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80



RAIN FIRE
  • Increased Mana Cost from 0 to 10



MULAN

"Practice makes perfect. Mulan’s Training Arc ability can be rewarding, but can also be a bit slow. She takes too long to get online which can hold her back. We are speeding up that process across the board, by giving her more skill from minions. We are further increasing the rate on her first two abilities by lowering the thresholds required."



TRAINING ARC
  • Decrease Skill required to unlock the upgrades on her Sword ability from 600/2400/6000 to 500/2000/5000
  • Decrease Skill required to unlock the upgrades on her Spear ability from 600/2400/6000 to 500/2000/5000
  • Increase Skill Gain from Minions 20% to 30% toward all 3 abilities



AMATERASU

"This god with a storied history has really fallen into the shadows. She brings a great amount of utility to her teams, but most of that was stacked toward her late game. For this pass we wanted to buff her early game utility, which should increase her damage as well as her defenses in the early stages."



DIVINE PRESENCE
  • Increased the Bonus Power from the Valor Aura from 10/15/20/25/30 to 14/18/22/26/30



HEAVENLY REFLECTION
  • Increased Self Damage Mitigation while charging this ability from 3/6/9/12/15% to 7/9/11/13/15%



ACHILLES

"We are looking to bring some new Warriors into viability, and Achilles has been out of the spotlight for quite a while. He got some heavy nerfs over the years, one of which we are partially reverting in this update. Combat dodge is an important ability for his lane clear in the Solo Lane which should give him a leg-up against the rest of the roster."



COMBAT DODGE
  • Increased damage from 50/85/120/155/190 to 60/95/130/165/200
Branmuffin17
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Permalink | Quote | +Rep by Yes2Yeshua » October 12, 2021 10:59pm | Report
I am prett good at nailing Vulcan Ult so I am excited for this reduction.

Yes2Yeshua



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Permalink | Quote | +Rep by Branmuffin17 » October 18, 2021 10:26am | Report
FYI Cliodhna is in the system and ready for you to create builds/guides!
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