Help Support Our Growing Community

SmiteFire is a community that lives to help every Smite player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support SmiteFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Titan of the Cosmos | 8.12 Update Notes (w/ 8.11 Bonus Update)

Please review our General Rules & Guidelines before posting or commenting anywhere on SmiteFire.

Forum » News » Titan of the Cosmos | 8.12 Update Notes (w/ 8.11 Bonus Update) 1 posts - page 1 of 1
Permalink | Quote | +Rep by Branmuffin17 » November 23, 2021 1:15pm | Report

By: TitanIsiah | 2021/11/23



Source (8.11 Bonus Update): https://www.smitegame.com/news/8-11-bonus-update-notes-live-november-30/
Bonus Update scheduled to go live: November 30
Source (8.12 Main Patch): https://www.smitegame.com/news/titan-of-the-cosmos-8-12-update-notes/
Main Patch scheduled to go live: December 14

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









BASIC ATTACK
  • 37 + 1.5/Lvl (+20% of your Magical Power)
  • 1.25/1.25/1.25 damage and swing time, hitting in an AoE on the final blow



PASSIVE - THE ASTROLABE

As Atlas deals or takes god damage he accumulates 1.25 Energy in his Astrolabe. Minions provide 1/10th of the Energy. When he reaches 20 Energy his next Basic Attack has 1.5x damage, 1.5s swing time, and deals bonus damage in an area in front of him. Gods hit are Trembled for 2s while minions are stunned. Atlas can store up to 30 Energy.
  • Empowered Bonus Damage : 8 * Level



ABILITY 1 - UNBURDEN

Atlas throws his Astrolabe to a target location, damaging and slowing enemies where it lands. While deployed, his Basic Attack will cause an explosion at the target area that damages all enemies. This explosion deals 40% damage to Minions and costs 5 Mana to use. After 5s or when he re-fires this ability, the Astrolabe will return to him. Atlas’ second ability changes based on whether his Astrolabe is deployed or held.
  • Ability: Circle
  • Damage: 30/65/100/135/170 (+40% of your Magical Power)
  • Slow: 10/12.5/15/17.5/20%
  • Slow Duration: 2s
  • Basic Explosion: 23 + 6 Per Level
  • Cooldown: 15/14.5/14/13.5/13s
  • Cost: 65/70/75/80/85 Mana



ABILITY 2 - GRAVITY PULL

Atlas pulls enemies towards his Astrolabe. Enemy gods who are too close get pulled into the Astrolabe. If Atlas is holding the Astrolabe enemies who get pulled into the Astrolabe get held in front of Atlas. After a brief delay, the held targets get launched in the direction Atlas is facing. If Atlas has thrown the Astrolabe, enemies who get pulled into the Astrolabe will get held at the Astrolabe’s location before being launched towards Atlas.
  • Ability: Cone / Circle
  • Pull Damage: 50/80/110/140/170 (+35% of your Magical Power)
  • Launch Damage: 50/80/110/140/170 (+35% of your Magical Power)
  • Cooldown: 16s
  • Cost: 50/55/60/65/70 Mana



ABILITY 3 - KINETIC CHARGE

Atlas charges forward. Each allied god he charges near will have their burdens removed, cleansing them of any current slows and increasing their movement speed. When Atlas collides with an enemy god he will release accumulated burdens in an explosion. For every burden accumulated the slow is increased by 25% up to a maximum of 75%.
  • Ability: Line
  • Damage: 80/135/190/245/300 (+45% of your Magical Power)
  • Movement Speed: 25/27.5/30/32.5/35%
  • Cooldown: 16s
  • Cost: 60/65/70/75/80 Mana



ULTIMATE - GAMMA-RAY BURST

Atlas tears the sky asunder and calls forth a Gamma-Ray Burst. Enemies in this area are hit every 0.5s and gain a stack of Radiation. Radiation can stack up to 5/5/6/6/7 times and lowers the enemy’s Protections and Power. After 5s or upon re-fire the Gamma-Ray Burst will focus in power and begin traveling across the battleground. Enemies hit by this focused ray take heavier damage and gain Focused Radiation, lowering Protections and Power equal to 3 stacks of Radiation.
  • Ability: Circle
  • Damage: 25/35/45/55/65 (+10% of your Magical Power)
  • Protection Reduction: 5%
  • Power Reduction: 2%
  • Focused Damage: 100/145/190/235/280 (+40% of your Magical Power)
  • Cooldown: 90s
  • Cost: 60/70/80/90/100 Mana


BALANCE LIVE WITH THE 8.11 BONUS UPDATE NOVEMBER 30



"Welcome to the SMITE World Championship patch! Our goals this patch are to make any final adjustments before the pros take to the stage and battle it out to see who are this Season’s World Champions. Adjustments made here are focused on competitive level feedback to ensure we have a fun and competitive championship."



ANTI-HEAL "BRAWLING" BUFF

"The first change is focused around Healing. We have seen a steady rise in gods that heal their team significantly and rather than nerfing them directly we want to use our global reduction to address this. The in combat pressure they provide will be mitigated by other adjustments below but this allows us to address healing that occurs in between fights."
  • Increased Healing Reduction from 30% to 40%
  • This applies globally to all gods who have not dealt/received damage or CC to/from another god within the last 3s

ITEMS



LOTUS CROWN (NERF)

"Lotus Crown has been a potent reason for the increase in healing. Its cheap but efficient statline combined with powerful team utility makes gods that can apply it stand out above the rest of the cast. By decreasing the team utility, other gods’ strengths should have a better chance to compete."
  • Decreased Passive Physical and Magical Protections provided to allies from 20 to 15



DIVINE RUIN (BUFF)

"The final major ‘healing’ focused adjustment is towards Divine Ruin. All other Anti-heal items feel powerful to purchase with the exception of Divine Ruin which feels noticeably weaker compared to other choices. An extra 20 Magical Power will help Mages secure their spot as a powerful Anti-heal part of a well rounded team composition."
  • Increased Magical Power from 90 to 110



WARRIOR'S AXE (NERF)

"Warrior’s Axe received heavy adjustments and our goals for Solo lane feeling more aggressive and combat focused were met, Warrior’s Axe is contributing too much in that regard. We are lowering how strong its direct one-on-one trading can be in the early game to ensure other starts can compete."
  • Decreased the Passive HP Steal from 35 to 25
  • Increases the HP Steal from 1 per level to 1.5 per level



SUNDERING AXE (NERF)

"Similar to Warrior’s Axe, Sundering provided Warrior’s with too much consistent and reliable trading. A decrease in frequency and potency of the steal will help this feel more in line with other starting upgrades."
  • Increased Cooldown on the passive from 7s to 8s
    Decreased Damage from 3% + 2% Per protections to 2% + 2% of protection



WIND DEMON (NERF)

"Wind Demon provides a slew of stats that can synergize with most Hunter builds. A decrease in Attack Speed in both its base and proc will make this item less useful in all builds but still a powerful part of a Critical Strike build."
  • Decreased Attack Speed from 20% to 15%
    Decreased Passive Bonus Attack Speed from 15% to 10%

GODS



BASTET (NERF)

"Bastet has pounced up the win-rate charts with her recent rework! She still excels as an ability Assassin but with her extra healing and target isolating Ultimate her play style is much more rounded out. Each of these new components is just a whisker too potent however, giving her too much self sustain and up close burst. Decreasing these components (and setting Huntress of Bast to 90s) will let players have a better shot at surviving an encounter with this fearsome feline."



NIGHTSTALKER
  • Decreased Lifesteal and Ability Lifesteal from 5+1% per level (25% max) to 5+0.75% per level (20% max)
  • Decreased Lifesteal and Ability Lifesteal from 5+0.5% per level (15% max) to 5+0.25 per level (10% max)



HUNTRESS OF BAST
  • Increased Cooldown from 80s to 90s
  • Decreased Physical Power Scaling from 100% to 90%



CLIODHNA (NERF)

"Speaking of Assassin burst, Cliodhna’s ultimate has created some interesting highlight moments. When fighting her directly her damage and ability to secure kills feels similar to other Assassin’s; but the ult traps are often executing enemies before a fight can even begin. This should leave enemies caught by one trap in less of a dire situation and reduce the chances of being instantly killed by two traps stacked on each other."



TEARING THE VEIL
  • Decreased Physical Power Scaling on the Opening hit from 80% to 70%



CAMAZOTZ (NERF)

"Camazotzs has been a heavily contested Assassin and looks like he would continue to be a dominating presence if left unadjusted. Scaling adjustments on Vampire Bats and Bat Out of Hell will make him easier to trade with and temper the strength of the free Physical Power he gains with Screech."



VAMPIRE BATS
  • Decreased the Physical Power Scaling on the initial hit from 100% to 80% (Decreased Total Scaling from 130% to 110%)



BAT OUT OF HELL
  • Decrease Physical Power Scaling per hit from 40% to 35% (Decreased Total Scaling from 120% to 105%)



ERLANG SHEN (NERF)

"Erlang Shen is another jungler who is seeing a high amount of play that may limit Jungle diversity for Worlds. 72 Transformations offers heavy crowd control on a relatively low cooldown when maxxed. A reduction to Turtle’s Base Damage combined with an increase in cooldown will limit how often and how deadly this crowd control can be."



72 TRANSFORMATIONS ES
  • Decreased Turtle Damage from 65/110/155/200/245 to 55/100/145/190/235
  • Increased Cooldown from 18/17/16/15/14s to 18/17.5/17/16.5/16s



NIKE (NERF)

"Nike has been a consistent and reliable path to victory for many team. Barrier Formation’s long duration combined with the large team-wide slow of Sentinel of Zeus gives her tools that can be difficult to answer back again. A reduction in duration of both of these effects will open windows for better counter engagements and attacks."



BARRIER FORMATION
  • Decrease Duration of this ability from 6s to 4s



SENTINEL OF ZEUS
  • Decreased Slow Duration from 4/4.5/5/5.5/6s to 4s at all ranks



ARTIO (NERF)

"Artio can certainly bear another nerf given her performance, even with our most recent round of adjustments. Her strong utility from Entangling Vines and Ferocious roar will now happen less frequently. Entangling Vines also limits enemies ability to fight back with a hefty Power reduction. Decreasing this will let enemies who cannot flee have a stronger chance to fight back."



ENTANGLING VINES / FEROCIOUS ROAR
  • Increase Cooldown from 14s to 15s on both Bear and Druid stances
  • Decreased Druid Power Debuff from 5/10/15/20/25% to 5/7.5/10/12.5/15%



THE MORRIGAN (NERF)

"The Morrigan offers unparalleled flexibility for players. The strong assassin playstyle in the late game combined with transforming into a powerful teamfight god can give even the most coordinated teams problems. Confusion’s long duration late game makes it especially difficult to avoid getting caught out. With a second removed The Morrigan will need to decide to commit to assassination attempt much more quickly or risk being caught out."



CONFUSION
  • Decreased Stealth Duration from 4/4.5/5/5.5/6s to 3/3.5/4/4.5/5s

BALANCE LIVE WITH THE
TITAN OF THE COSMOS UPDATE DECEMBER 14


ITEMS


"Mage balance can be a difficult subject for everyone to agree on. What’s happening at pro levels vs ranked vs casuals tends to be a pretty different story. At this point in time we have seen Mages as a class take a dip in their overall damage. The boots change had a lot of wide reaching effects, mostly benefitting tanky and bruiser play styles and we have since adjusted every other class except mages. Recently we saw Warrior starter items gain some early power, and before that it was core Assassin items. In this update we are adding a small amount of power to a few mage items that focus on Penetration, as well as the Tier 2’s that support them. This should put us in a good spot for more traditional DPS Mages at worlds"



ENCHANTED SPEAR (BUFF)
  • Increased Magical Power from 40 to 60



SPEAR OF DESOLATION (BUFF)
  • Increased Magical Power from 110 to 120



SPELL FOCUS (BUFF)
  • Increased Magical Power from 45 to 55



OBSIDIAN SHARD (BUFF)
  • Increased Magical Power from 80 to 90



BOOK OF SOULS (BUFF)
  • Increased Magical Power from 55 to 65



BOOK OF THE DEAD
  • Decreased the Shield Health on the passive from 30% to 25% of your max mana



EYE OF THE JUNGLE (BUFF)

"A few starter items are still unpopular in the current meta, and this tree is one of them. We are increasing the regen while in the jungle as well as the upgrade stats on the upgrade to help this item compete with the other two Jungler Starter items.
"
  • Increased HP5 in jungle from 15 to 20
  • Increased MP5 in jungle from 10 to 15



PROTECTOR OF THE JUNGLE (BUFF)
  • Increased Attack Speed from 25 to 35%

GODS



TERRA (NERF / FIX)

"When Terra got the ability to re-fire Crushing Earth when CC’d or dead, she also got the ability to re-fire it while dashing. This allowed her to re-fire and dash shatter the ability at the same time, effectively detonating it twice. This feature walked the line between “bug” or “emergent mechanic” but after seeing her performance in live matches and SPL over multiple months we have determined that this effect is too strong, and Terra will be forced to choose between the re-fire or the shatter."



CRUSHING EARTH
  • This ability can now only be re-fired or shattered, not both at the same time



BELLONA (BUFF)

"Warriors have seen their fair share of love across the various item and meta buffs, but Bellona has still failed to find her spot in the solo lane. She brings a lot to a team with her utility effects, but she seems to struggle out of the gate in lane. We are increasing the base damage on Scourge to help make sure she can clear lanes successfully, especially against gods who shut down bludgeon"



SCOURGE
  • Increased Damage from 80/115/150/185/220 to 90/130/170/210/250



GANESHA (BUFF)

"This peaceful god is ready to get back out on the battleground. Ganesha has a unique form of CC in his channeled silence, and to make sure his peel persists to the intended duration, we are providing him knockback immunity. This should prevent any unexpected interruptions of Ganesha’s meditation."



OHM
  • Ganesha is now knockback immune while channeling this ability



VAMANA (BUFF)

"We haven’t seen Vamana much lately, and it’s certainly not because of his height. This aggressive solo laner seems to just need too many items to find a perfect build that works for him. He synergizes well with attack speed and move speed, but he needs to stay sufficiently tankly as well. We are making a big change to his passive to help him find all the stats he needs to be successful."



SLEEPING GIANT
  • Add a new component to his passive – 10% of Vamana’s Physical Protections is converted to % Attack Speed



RATATOSKR (BUFF)

"Boots are gone, Ratatoskr could never buy them (they simply would not fit) but he still deserves some compensation for the loss. Rat’s acorns were designed to occupy the boots space in a build, but now that builds don’t have a boots item in them we would like these Acorns to more closely fit the stats of a Tier 3 item. All acorns are seeing some stat increases to help with that, with slightly more stats going to the Acorns that are currently the least successful."



EVERGREEN ACORN
  • Increased Physical Power from 25 to 35



THICKBARK ACORN
  • Increased Physical Power from 25 to 35



BRISTLEBUSH ACORN
  • Increased Physical Power from 35 to 45
  • Increased the buff Ratatoskr gains from hitting a god with Dart from 10% Physical Lifesteal and 10% Basic Attack damage to 15% Physical Lifesteal and 15% Basic Attack damage.



THISTLETHORN ACORN
  • Increased Physical Power from 45 to 50



MERCURY (BUFF)

"The fastest god has gotten even faster. When Mercury uses his “Made Ya Look” ability – he is actually sprinting to a location to hit enemies and then sprinting back. Well now he can do that through walls, for only this ability. Don’t ask us how, but it should be a solid quality of life buff for Mercury to snipe down more targets in the jungle."



Made You Look
  • Can now be fired through walls



NEITH (BUFF)

"Fate has not favored this goddess. She got some buffs earlier in the year that seemed promising and we saw a glimpse of Neith at the competitive level and then she quickly fell off. We have two buffs prepped for her today to attempt to bring her back. Her passive weaves will now last twice as long, allowing Neiths to better lay out deployables for future advantages. We are also giving Unravel an extra damage boost to help her laning and 1v1."



BROKEN WEAVE
  • Increased Weave duration from 1m to 2m



UNRAVEL
  • Increased Damage from 70/100/130/160/190 to 70/110/150/190/230



JING WEI

"Oh hey, fam! It’s finally time for some Jing Wei buffs. For quite a while this evasive goddess had dodged any buffs because of her ability to return to the pro meta at any given time, especially when the stakes were high. There are other safe hunters that compete with Jing Wei now, so now looked like the perfect time for a buff. Explosive Bolts is getting a damage increase at all ranks to make sure the ability has an impact even when her Crit items aren’t online. We are also taking down a few mana costs to improve her lane phase."



EXPLOSIVE BOLTS
  • Increased Damage per shot from 100% of Jing Wei’s Physical Power to 110%. This includes targets hit by the explosion as well.
  • Fixed an issue where her ability screen displayed incorrect Basic Attack information when Explosive Bolts was active.



PERSISTENT GUST
  • Decreased Mana Cost from 70/75/80/85/90 to 60/65/70/75/80



AIR STRIKE
  • Decreased Mana Cost from 100/110/120/130/140 to 80/90/100/110/120



MEDUSA

"Don’t stare right at her but, some long awaited community requests are finally happening for Medusa. This iconic goddess has a fantastic kit that never quite found its competitive footing. In this update she’s going to be a considerably stronger anti-healing god, as well as having a better lane phase (or possibly jungle?) by making her dash finally able to damage minions!"



ACID SPRAY
  • Now applies Healing Reduction equal to 50% for 4s.



LACERATE
  • No longer applied Healing Reduction.
  • Now damages minions as Medusa travels through them.
Branmuffin17
<Administrator>

Awards Showcase
Show more awards

Exalted (364)
Posts: 8142
View My Blog

Quick Reply

Please log in or sign up to post!

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved

} } } } }