Smite - 19 April 2017 - Patch 4.7 - "Pillars of Success"


19 April 2017 - Patch 4.7 - "Pillars of Success"

Posted: 19 Apr 2017 12:59 PM PDT

Patch notes can be viewed on Twitch or YouTube

.

Please keep all Patch-related discussion to this thread!


Skins, VPs, and other Artistic Content


General, Misc

Season Ticket - Summer Split

  • 2017 Summer Split Pass Bundle

    • Vampiric Scylla
    • Right to Vote on Season Games
    • Bonus Quests for FP
    • Double FP for Matches
    • 15 Team FP Boosters (2x of total received)
    • 15 Team Worshiper Boosters (2x of total received)
  • 2017 Summer Split Pass w/ points Bundle

    • All the above + 2500 Fantasy points
  • Season Tickets Rewards

    • Season Ticket Jump Stamp - New Feature!
    • Sol Announcer Pack
    • 2017 Season Ticket Music Theme
    • Roman Recall Skin
    • Mercury Modern Messenger
  • Ranked Reward

    • Summer Recall Skin

Ranked - Summer Split

  • "The Spring Split is over and it is time to bring in the Summer Split! Ranked players will have their ratings soft reset and will need to qualify anew. Any players who were at the top of their god leaderboards or made it to Grandmasters will be receiving a nice Gem bonus once 4.7 hits."

  • "In addition to the reset, Ranked is also seeing a few placement updates for the Summer Split. First, we have done a number of back-end adjustments to how we calculate a player's placement and what Division and Tier players receive after qualification. Getting to Diamond and Masters will take more effort as a result. On the "About" page you will be able to see what % of players will make it to each Tier. Players will also be able to see how their TP is calculated at the End Of Match lobby so they can be more informed about how the system works. We are also updating our TP Decay system this patch. Players who play during the whole split will maintain their higher divisions, while those who play early on and stop will drop in placement."

  • "We also have improvements to the Picks and Bans process. Previously only the top rated player would be first pick while the rest were randomized. The top two players will now be the first two picks. This will give players more control over their initial few picks which is key in a Ranked environment. To further help teams draft appropriately, players can now pick from any God they own regardless of Mastery count. You will still need the same amount of gods Mastered as always, but you will now be able to draft that Khepri for your support player even though you didn't master him."

  • Soft Reset

    • All Players have had their accounts Soft Reset in Ranked Queues for the Summer Split.
    • Players will have their Matchmaking Rating adjusted towards the average MMR value. Players who are highly rated will still be above the average. (As opposed to a hard reset where everyone is set to the average MMR value.)
    • Players will need to play a new set of Qualification Matches to obtain a Rank.
  • God Leaderboards

    • All players who placed at the top of a God Leaderboard will receive a gem bonus when 4.7 is live.
    • God Leaderboards have been reset for the Summer Split.
    • Increased the number of games required to Qualify for placement from 5 to 10 games.
  • Back End Adjustments

    • There have been a number of back end adjustments to allow for more accurate and improved placements.
  • Placement after Qualifying Updates

    • Adjusted how Players are placed out of Qualifications to make it more difficult to obtain a very high Division.
  • Tribute Point Gains/Losses

    • Players will now be able to see how their earned TP is calculated at the End Of Match Lobby.
  • Lobby Ordering Updates

    • The first two players in the Picks and Bans Lobby will now be your top two players sorted by MMR.
  • Select from any Owned God

    • Players can now pick from All Owned Gods during the Picking and Banning Phase
    • Players will still need a minimum mastery count to queue for Ranked.
  • Ranked TP Decay

  • TP Decay has been updated to be more intense due to the shorter split durations. TP Decay will begin after 2 Weeks of not playing Ranked and will become more intense, capping out at 6 Weeks.

    • After 2 Weeks of not playing players will lose 2 TP per day.
    • After 3 Weeks of not playing players will lose 4 TP per day.
    • After 4 Weeks of not playing players will lose 6 TP per day.
    • After 5 Weeks of not playing players will lose 8 TP per day.
    • After 6 Weeks of not playing players will lose 10 TP per day.
    • Playing a single game will reset the timer for Decay to begin.
    • You can now demote through TP Decay up until Gold V.

Misc

  • When receiving Gems, Favor, Fantasy Points, etc. your notifications will now also tell you the amount of the currency received.

Bug Fixes

Items

  • Relics

    • The following Relics have new Audio FX: Sundering Spear, Phantom Veil, Horrific Emblem, Bracers of Undoing
    • The Following Relics have new Visual FX: Phantom Veil, Bracer of Undoing, Cursed Ankh
    • Blink Rune has been updated to better differentiate it from Teleport Glyph.
  • Mystical Mail

    • Fixed an issue where Mystical Mail damage was not scaling with items like Runeforged Hammer.
  • Stone of Gaia

    • Stone of Gaia should now stop Ares Ultimate (No Escape) properly.

Gods

  • Ah Muzen Cab

    • Bees! - Updated the description of this ability with the correct radius for this ability.
  • Arachne

    • Night Crawler - Updated the description of this ability with the correct radius for this ability.
  • Athena

    • Shield Wall - Updated the description of this ability with the correct radius for this ability.
  • Chaac

    • Thunder Strike - Updated the description of this ability with the correct radius for this ability.
  • Erlang Shen

    • Pin - Updated the description of this ability with the correct radius for this ability.
  • Fafnir

    • Fixed an issue where Fafnir could recall during the transformation back to Dwarf form.
  • Freya

    • Valkyrie's Discretion - Freya's Ultimate should no longer hitch clicking to fire this ability. Updated the description of this ability with the correct radius for this ability.
  • Hou Yi

    • Mark of the Golden Crow - Updated the description of this ability with the correct range for this ability.
  • Isis

    • Dispel Magic - Updated the description of this ability with the correct radius for this ability.
  • Kuzenbo

    • Sumo Slam - Sumo Slam should now properly be immune to roots during its duration.
  • Nu Wa

    • Clay Soldiers - Clay Soldier's should no longer scale with Physical Power.
  • The Morrigan

    • Confusion - The Morrigan's phantom will no longer add stacks to Isis' Passive when destroyed.
    • Changeling - When transformed into Kumbhakarna and under the effects of his Passive, The Morrigan will wait until she awakens from Sleepy before turning back into herself. Fixed an issue where targeters from Awilix would persist after transforming into her.
  • Xing Tian

    • Whirlwind of Rage and Steel - Fixed an issue where using your ultimate on a knocked up target would cause them not to be thrown.

Item Changes

Belt of Frenzy (New Relic)

  • "Frenzy makes a return! Belt Of Frenzy can provide a strong increase to your team's damage on objectives or in teamfights. It now also increases Damage dealt rather than increasing player's Physical and Magical Power, giving it more impact to everyone on your team."
  • All allied gods in a 70 gain a 10% increased Damage dealt to all targets and 15% Attack Speed increase for 5 seconds. While active you gain +10 Bonus Damage towards objectives. Cooldown 120s.
  • Upgrade: Provides an additional +10 Penetration to all gods affected and increases the duration to 8s.

Blackthorn Hammer

  • "Blackthorn Hammer has a very powerful but situational Passive. Without strong core stats to back up this item up it never saw play past initial experimentation. With increased Health this item will provide enough defenses in addition to the unique passive."
  • Increased Health from 250 to 350.

Cursed Ankh

  • "At 150 seconds and without additional utility, Cursed Ankh struggled to find use even against high healing team comps. We are significantly reducing the Cooldown on its base and upgrade form. Players who use a relic slot to shut down healing will be able to do so more often."
  • Cooldown reduced from 150s to 120s
  • Upgrade: Cooldown reduced from 150s to 100s

Gladiator's Shield

  • "Gladiator's Shield is a cheap source of sustain and defenses during the laning phase. As an early game bridge item it wasn't providing the spike needed for players to build it. We are pushing it up slightly to encourage building this item when the situation calls for it."
  • Increased Physical Protection from 40 to 45
  • Increased the % of Health and Mana restored from its passive from 2% to 2.5%.

Lono's Mask (New)

  • "Joining the ranks of Bumba's Mask and Rangda's Mask, we now have Lono's Mask. This 500 Gold Starter Item is tailored towards support players who want to sacrifice some early Gold for a payoff in the future. By getting Assists on Minions or Jungle Monsters players will earn a stacking buff to max Health. Once all 75 stacks have been completed, the holder of Lono's Mask will receive a 400 Gold bounty! We are excited to see how this new Mask shakes up players starting builds and playstyles."
  • Cost: 500G
  • Passive : PASSIVE - Being within assist range of a minion or jungle camp monster death without dealing the killing blow gives you a stack. Only the closest ally god in assist range with Lono's Mask gets a stack. Each stack provides +2 Health. Stacks are permanent and stack up to 75 times. Upon reaching 75 stacks you are given 400 gold.

Meditation Cloak

  • "Meditation Cloak's heal had high variability in its strength. It worked on the Caster's Maximum Health which caused it to perform too well on certain characters and a bit weaker on others. By changing Meditation's heal to work on a flat number that increases with level, we can better control the strength of this Relic moving forward."
  • Meditation Cloak now heals for a flat amount, scaling with level.
    • Heal changed from 15% of the Caster's Maximum Health to 75 + 12 Health Per Level.
  • Changed Mana restored from 35% of the Caster's Maximum Mana to 30% of the Target's Maximum Mana.
  • Upgrade: Meditation Cloak Upgrade now heals for a flat amount, scaling with level.
    • Heal changed from 15% of the Caster's Maximum Health to 75 + 12 Health Per Level.
    • Changed Mana restored from 35% of the Caster's Maximum Mana to 30% of the Target's Maximum Mana.

Rage

  • "Rage underwent a redesign at the start of Season 4 to make it a cheap source of Critical Strike chance with a potential higher payoff. Unfortunately, the playstyle didn't synergize with standard Critical Damage builds and players often skipped building it. In 4.7 Rage is receiving a new Passive.
  • Rage still requires kills or assists to receive a bonus, but the bonus now provide players with Permanent Stacks of Critical Strike Chance. Additionally, players who achieve max stacks will see a large spike in their damage output. Players who want to really invest for the Late Game will feel at home with this item."
  • Increased Cost from 2200 to 2400
  • New passive - Killing or getting an assist on an enemy god gives you 1 stack. Each stack provides 1% Critical Strike Chance. Stacks are permanent and stack up to 5 times. At 5 Stacks you gain an additional 10% Critical Strike Chance.

Runeforged Hammer

  • "Runeforged Hammer is meant to give Warriors a strong way to increase their damage and survivability at the same time, assuming their team has a way to activate the passive. In practice, it has not provided enough for players to reward players for finding the right situation to build it in. We are increasing the Health and Passive strength to better reward those players."
  • Increased Health from 200 to 250.
  • Increased Passive Damage increased on Crowd Controlled targets from 10% to 15%.

Shield of Regrowth

  • "Shield of Regrowth has undergone a few changes in Season 4. Initially we wanted to keep this item providing a high amount of Cooldown Reduction to let the passive activate more often. This resulted in us previously nerfing the health of this item. After watching this items continued performance, we are shifting it back towards its more defensive nature and reducing the Cooldown Reduction this item provides. This will give healers a strong source of defense without giving them a large source of Cooldown Reduction."
  • Decreased CDR from 20% to 10%
  • Increased Health from 200 to 300.

Shillelagh

  • Increased Health from 100 to 200.

Stone of Binding

  • "Stone of Binding currently triggers on Hard Crowd control effects. This often meant Support players who picked it up had only one or two ways to trigger the passive at best. We are changing it to now work with any Crowd Control (similar to Runeforged Hammer) which will give gods many more ways to keep this passive effect up during a fight. Ymir for example will now be able to trigger this using three of his abilities rather than just one."
  • Stone of Binding's Passive now trigger on all Crowd Control, not just Hard Crowd Control.

Sundering Spear - Upgrade

  • "Sundering Spear and its upgrade has been taking up players Relic slots as both a fun and very viable choice. After a few months of Season 4 we are seeing the Upgrade provide a bit too much damage. We are reducing the Damage Increase debuff and increasing to Cooldown slightly to bring it more into line."
  • Decreased increased damage debuff from 30% to 25%
  • Increased Cooldown from 90s to 100s

God Changes

Ao Kuang

  • "Ao Kuang, Izanami and The Morrigan are all receiving a change to their stealth mechanics. While they both drop minion aggro, a stray arrow could instantly cancel the stealth effect and limit the use of these skills. These characters stealth will now only break from non-minion damage. "
  • Water Illusion
    • Minion damage can no longer break the stealth from Water Illusion.

Awilix

  • "Awilix often runs low on mana early, leaving her being less aggressive than she otherwise could be. We are lowing the mana cost on one of her primary poke and engage tools to better enable her in the early game."
  • Moonlit Charge
    • Mana cost reduced from 85 at all ranks to 60/65/70/75/80.

Cabrakan

  • "Cabrakan has seen a large amount of competitive play since the start of Season 4. His strength comes from his ability to quickly clear the first minion wave before pressuring the enemy solo laner and their jungle. We are reducing his Tremors damage to slightly increase his clear time on the first wave while also lowering his base protections. This will give enemy solo laners more time to also clear the wave and get more damage onto Cabrakan."
  • General
    • Reduced Base Physical Protection from 23 to 20.
  • Tremors
    • Decreased damage from 25/35/45/55/65 to 22/32/42/52/62.

Camazotz

  • "Camazotz is a high sustain assassin who needs to recover health to stay in a fight. On his release we were concerned that being able to drink in combat would give him too much potency. Since he limits his movement severely to heal up, we feel the tradeoffs of running to it and standing inside the pool during combat should allow him to heal at the full rate.
  • Devour is also seeing a timing change that will help it feel more consistent in avoiding damage. Devour had a small warmup where he could still be damaged or crowd controlled before becoming untargetable. He now becomes untargetable instantly as this ability fires. This will help Camazotz avoid damage when he uses Devour at the right time. "
  • Essence Drinker
    • Camazotz now drinks Essence Pools at full speed at all times, whether or not he is in combat.
  • Devour
    • Removed brief delay on Devour's Leap. Camazotz will now begin leaping and is untargetable as soon as this ability is activated.

Cernunnos

  • "Cernunnos and his team have had a blast hunting down all his polymorphed opponents. The size of the ultimate allowed him to cover a wide area and allowed for little counterplay for his opponents. We are reducing the radius of The Wild Hunt to make it a bit less wild for his enemies."
  • The Wild Hunt
    • Reduced radius from 30 to 25.

Hun Batz

  • "Hun Batz received many indirect buffs in Season 4. From small meta shifts and item builds, along with his strong teamfight, he has quickly risen to the top of the Jungle. More specifically his early clear and boxing power has increased allowing him to bully and gank his enemies very effectively. We are reducing the slow on Somersault at lower ranks and increasing the Cooldown on Fear No Evil to give players more opportunities when fighting the Howler Monkey early on."
  • Somersault
    • Decreased slow from 40% at all ranks to 20/25/30/35/40%.
  • Fear No Evil
    • Increased Cooldown from 90s to 100s.

Izanami

  • Fade Away
    • Minion damage can no longer break the stealth from Fade Away.

Kuzenbo

  • "The Nene Kappa is a serious threat in the early stages of the game but seriously falls off as gods get more and more damage. Hunters will often be able to blow it away without significant trouble. Kuzenbo will now share 20% of his Health and Protections making these little Kappas requiring more effort to play around."
  • Nene Kappa
    • Nene Kappa now inherits 20% of Kuzenbo's current Health and Protections in addition to its base.

Ne Zha

  • "Universe Ring Toss is Ne Zha's primary form of wave clear, jungle clear, and poke. As a characters who is currently struggling, an additional bounce will give him additional power at all stages of the game."
  • Universe Ring Toss
    • Increased number of bounces from 3/4/5/6/7 to 4/5/6/7/8.

Nox

  • "As a utility and lock down mage, Nox can bring a lot of control, disruption, and surprising burst to the table. However, her requirement of comboing her abilities can lead her to falling short when it comes to helping a team fight. We are reducing the cooldown on Night Terror to give Nox the ability to contribute to fights more often with the damage debuff and burst that this ability provides."
  • Night Terror
    • Decreased Cooldown from 90s at all ranks to 90/85/80/75/70s.

Sol

  • "Stellar Burst has gone through a few changes during her lifetime. Early on, this ability functioned much more like a basic attack which called for it having the in-hand penalty that comes with it. Today, it works more like a regular ability. Removing the in-hand penalty makes sense and is a nice Quality of Life update for this Manifestation."
  • Stellar Burst
    • Stellar Burst no longer has an in-hand penalty when firing.

Susano

  • "Hydra's Lament allowed high skill Susano players to get a large damage increase through in-hand cancelling. This has caused a large disparity in performance when comparing pro players and the average player. We are removing this specific item-skill synergy to nerf Susano at the highest levels of play while leaving his average performance intact (and keep multiple fire abilities consistent across the board)."
  • Storm Kata
    • Hydra's Lament will now only proc on the first stage of this ability.

The Morrigan - Confusion - Minion damage can no longer break the stealth from Confusion.


Ganesha, God of Success

  • Pantheon: Hindu
  • Class: Guardian

  • Passive - Good Fortune

    • Upon killing an enemy God, Ganesha will instead give the nearest friendly God the Kill credit and receive the rewards for an Assist. In addition, his Assist range is increased by 20 units and the duration for his Assists is increased by 5s.
  • First Ability - Turn of Fate

    • Ganesha curses his enemies with his considerable willpower, damaging (90/150/210/270/330 +55% of your Magical Power) them. For each enemy he hits (up to a maximum of 5), all allied gods within 55 units of Ganesha gain Bonus Damage. Cost: 65/70/75/80/85. Cooldown: 14s.
    • Bonus Damage Per Stack : 2%.
  • Second Ability - Ohm

    • Ganesha begins chanting and rises into the lotus position, where he is slowed slightly but allows him to travel freely in all directions. While chanting, he silences enemy gods in a cone in front of him and increases Physical Protections for all nearby allied gods. Cost: 55/60/65/70/75. Cooldown: 14/13/12/11/10s.
    • Duration: 1.8s.
    • Protections: 20/30/40/50/60.
  • Third Ability - Remove Obstacles

    • Ganesha charges forward, hooking an enemy with his goad, holding them in place and damaging (75/120/160/200/240 +45% of your Magical Power) the enemy before knocking them up. While dashing, Ganesha passes through player-made deployables. Cost: 70/75/80/85/90. Cooldown: 15s.
  • Ultimate - Dharmic Pillars

    • Ganesha summons the Four Great Pillars of Righteousness to imprison his enemies. Between each pair of pillars a magical field is created, and enemies who pass through the field take (95/135/175/215/255 +40% of your Magical Power) damage, are slowed, and have their protections reduced for 3s. Cost: 80/90/100/110/120. Cooldown: 75s.
    • Slow: 20/25/30/35/40%.
    • Slow Duration: 3s.
    • Protection Reduction: 15/25/35/45/55.

Ganpati Ganesha (Recolor)

submitted by /u/Srixis
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Official /r/Smite Tier List Submission Thread - v4.6 (Racer Rumble)

Posted: 19 Apr 2017 05:16 PM PDT

Welcome back to /r/Smite's official community-created tier list submission thread! Help me create a tier list with your opinions and yours alone!

To participate, all you have to do is fill out this form.

After three days, I will tally up the numbers and post the results here. It will be in the sidebar, and hopefully will be a quick easy link for anyone asking for a tier list.


Previous tier lists:

v4.4v4.2
v3.21v3.18v3.16v3.14v3.12v3.10v3.8v3.6v3.4


Contribute to /r/Smite's tier list by ranking the gods on a scale of 1 to 7:

  • 1 being "this god is underpowered"
  • 4 being "this god is well balanced"
  • 7 being "this god is overpowered"

Remember that you can rate as many or as few gods as you want to. If you have no experience with a god, feel free to skip it.

Remember that this tier list ranks the god's performance in Conquest. Certain gods may perform better or worse in other game modes, but we're not interested in those situations, right now.

Remember that this isn't a popularity contest. Please refrain from ranking gods higher or lower than necessary because of personal preference or ulterior motive.

submitted by /u/DrYoshiyahu
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If new gods and patches are gonna be as good as this one, we don't mind the delay.

Posted: 19 Apr 2017 02:56 PM PDT

Honestly. Ganesha and the patch in general look absolutely great. The delay was worth it. Thanks Hirez.

submitted by /u/ValhallasWhorehouse
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A List of the Best Competitive Smite Games

Posted: 19 Apr 2017 08:56 AM PDT

Hey there /r/Smite , I wanted to make a list of the best competitive games in Smite. I did something similar to this in for Overwatch and it was a huge success! I really enjoy following esports and Smite is one that I have watched for a few seasons, but never religiously. I figured this could help other casual viewers catch up on some of the greatest Pro Smite games out there. So tell me, what are some of your favorites of all time?

 

Season 1 (2014-2015)

C9 vs Aquila; EU Regional Championship Quarters: Game 1 Game 2 Game 3

TSM vs DIG; Smite Launch Tournament Day 1: Game 1 Game 2

DIG vs SK Gaming; Smite Launch Tournament Day 1: Game 1 Game 2

COG Prime vs COG Red; Smite NA Pro League Kick-Off LAN: Game 1 Game 2 Game 3

COG Red vs DIG; Smite NA Pro League Kick-Off LAN Finals: Game 1 Game 2 Game 3 Game 4 Game 5

COG Prime vs DIG; SPL Fall Split 2014: Link

COG Red vs COG Prime; Smite World Championship 2015 Semis: Game 1 Game 2 Game 3

COG Prime vs Titan; Smite World Championship 2015 Grand Finals: Game 1 Game 2 Game 3 Game 4 Game 5

 

Season 2 (2015-2016)

Eager vs Legion of Carrots; SPL Summer Split 2015: Game 1 Game 2

TSM vs Eager; SPL Fall Split 2015: Game 1 Game 2

AFK vs TSM; SPL Summer 2015 Finals: Game 1 Game 2 Game 3 Game 4 Game 5

Eager vs C9; Smite Super Regionals 2015: Game 1 Game 2 Game 3 Game 4 Game 5

Paradigm vs Enemy; Smite World Championship 2016 Semis: Game 1 Game 2 Game 3 Game 4

C9 vs Epsilon; Smite World Championship 2016 Semis: Game 1 Game 2 Game 3 Game 4 Game 5

Epsilon vs Enemy; Smite World Championship 2016 Grand Finals: Game 1 Game 2 Game 3

 

Season 3 (2016-2017)

LG vs Enemy; SPL Spring Split 2016: Game 1 Game 2

EnVyUs vs SoaR- Shortest Games Ever!; SPL Spring Split 2016: Both Games

Panthera vs Hungry for More; SPL Spring Split 2016: Game 1 Game 2

LG vs Eager; SPL Spring Split 2016: Game 1 Game 2

Paradigm vs Panthera; SPL Fall Split 2016: Game 1 Game 2

Enemy vs Panthera; Epsilon Invitational 2016: Game 1 Game 2 Game 3 Game 4 Game 5

OrbitGG vs Obey Alliance; Smite Super Regionals 2016: Game 1 Game 2 Game 3 Game 4

Enemy vs SoaR; Smite Masters 2016 Semis: Game 1 Game 2 Game 3 Game 4 Game 5

Allegiance vs LichT; Smite World Championship 2017 Placement Match: Link

Obey Alliance vs Eager; Smite World Championship 2017 Semis: Game 1 Game 2 Game 3 Game 4 Game 5

NRG vs LG; Smite World Championship 2017 Semis: Game 1 Game 2 Game 3 Game 4 Game 5

Obey Alliance vs NRG; Smite World Championship 2017 Grand Finals: Game 1 Game 2 Game 3 Game 4

 

Season 4 (2017-2018)

SoaR vs In Memory of Gabe; SPL Spring Split 2017: Game 1 Game 2

Team Rival vs NRG; SPL Spring Split 2017 Gauntlet EU Finals: Game 1 Game 2 Game 3

 

PS: This is intended to be a living list, I want to be updating this as a good source for some great games. Of course if you do not see your favorite games up here, comment and let me know! I am happy to continue adding to the list

 

[Edit] Constantly Editing and updating format

submitted by /u/Th3W0lf57
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Sol's 2 is still a mess of coding.

Posted: 19 Apr 2017 07:56 AM PDT

TL:DR It's getting stopped on Sylvanus's flowers but passes through AMC's hives and might also get stopped on Ah Puch's corpses.

Edit: And while stopping on Sylv's flower, it does not hurt Sylv's flower. So that makes it even more: "Is this an AA ability or regular ability?"

It's been for fucking ever. Can this at the very least get fixed and have the slow taken away from launching it, since they made it non-aa because they took away AA proccing items?

Her 2 is the most inconsistent, confused ability ever. Posting here because the forums are like, invisible.

Seems she got her fix this patch, but it will need testing. I'm happy she's finally been noticed. Disappointed it took so long.

EDIT WITH PTS UPDATE: Her 2's launch slow is removed. Disarms do not effect it. BUT it's still getting blocked on Sylv's flower.

submitted by /u/VelvetNightFox
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I made a free tool to make it easier to find, manage, and recruit for teams. I'd appreciate your feedback!

Posted: 19 Apr 2017 12:36 PM PDT

Hey /r/smite,

I launched Guilded recently, which I hope will make it easier for players to find teams and for teams to improve themselves with recruiting tools, docs for strategizing, a calendar for planning practices, etc.. Here's a quick screengrab of the Smite player recruiting tool to give you an idea.

I'd really like to make this awesome for Smite and would appreciate your guys' help! I've been adding recruiting filters and filling the event calendar, but would love to get feedback about anything I'm missing. I shared with a couple of MMO subs recently and built a bunch of stuff based on their feedback to make it work really well for their games, and I think Smite would be a great first MOBA to focus on since it's a bit newer and the competitive scene is getting really exciting.

Anyway, I hope you'll try it out and give me whatever suggestions/feedback/questions come to mind.

submitted by /u/vileEchoic
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Change the Appearance of Minion waves at Different Stages of the Game!

Posted: 19 Apr 2017 02:52 PM PDT

Wouldn't it be cool if the minion waves looked different during different stages because now there is only standard minions and fire giant minions nothing more, so what if like this:

-Early Game = Leather armor (00-10 min)

-Mid Game = Bronze armor (10-20min)

-Late Game = Heavy armor (20-30+)

(Might even add minions on war horses and siege/catapults minions)

(Armor and timers were just made as an example)

What do you guys think? Would it be a nice addition to the game? Even more ideas regarding appearance?

submitted by /u/samtheman1234
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Briar Queen Artemis Fanart

Posted: 19 Apr 2017 08:52 AM PDT

Unannounced 4.7 Change

Posted: 19 Apr 2017 02:50 PM PDT

For everyone who didn't notice during patch notes, they added new icons for purple buff, portal demon and oracles.

EDIT: Image as requested

I am pretty sure that the art is not final because the styles don't really match.

submitted by /u/Daredust
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I'm fine with bloated ABILITIES, not kits. (Cern rant, sorta)

Posted: 19 Apr 2017 07:44 AM PDT

It's no secret Cern broken. I don't care how slice it, the dude should/is always picked/ban, overpreforms, and had easily one of the highest win rates. There's no "bad" way to build him. He does every thing. There's a trend that I don't want Smite.

My personal vendetta with this God is not his 1, but literally everything else. At the beginning of Season 4, Hi-Rez said the Celtics were going to be a little harder to play, which is true for Morg, but you can do ANY AND EVERYTHING with Cern with little punishment. There's no bad build, no way for you to be easily punished.

Cern kit should be ENTIRELY based around his passive and 1 and that's it. I personally feel like the point of his kit is to be able to mesh your cleave with you season swaps and ranged basic attacks. That would've made him hard as fuck to play, yes, but it would've made his 1 and passive a lot more of an eqaul trade because of it. In his current kit, he has one of the best hunter clears, dash that travels not only far as fuck but through Gods, and a ult that literally changes the whole fight.

What sucks is that, in his current condition, he can only be super strong or dumb ass weak. They really just need rework him. I don't mind the dash since he should be played around his basics and a dash helps him keep up, but a root, and a stun and a crazy clear? That's just defeats the point of basic-attack oriented God. I also truly think his ult should be powerless. His whole kit is based on the hunt so you should be using your basics to kill and to end since you are the "hunter".

To make a long rant short, the dude doesn't need anything else outside his 1 and passive that contributes that heavily. It's simply not fair. I'm all for bloated abilities/passive but there's no reason this God should be able to do everything, ESPECIALLY ADCs.

TL;DR

Hi-Rez, Cern 1/passive is fine, but there's absolutely no reason his kit should offer so much out of not only a God that has his whole kit based of basics to have should powerful AoE stun, root and a ridiculous Ult.

submitted by /u/born_thursday
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Nika leaving Sanguine

Posted: 19 Apr 2017 03:59 PM PDT

Duck3y leaves Lion Guard/Novus Orsa

Posted: 19 Apr 2017 08:37 PM PDT

Clearly it was Nu WA's Fault

Posted: 19 Apr 2017 10:52 AM PDT

4.7 Patch Notes - Spoils! (Summer Split)

Posted: 19 Apr 2017 07:02 AM PDT


Patch Notes will happen at 4PM EDT (10PM CEST). Watch on Twitch and YouTube

As always: Please refrain from sharing any leaked content which doesn't come from the official Smite social media, HiRez employees or related officials. It goes against the purpose of this thread and it can cause problems. Thank you.

Also remember that Datamining is always in flux, never final and often doesn't tell the truth. For the sake of avoiding misinformation, especially since release dates are usually unpredictable: Datamining will not be included, except when said content is spoiled.

Complete Patch Notes and PTS Infos for 4.7 "Pillars of Success" are here!



The Good Stuff - Newest first!
  • Ganesha (God Release)

    • Promo GIF - Twitter - Giphy - "Success and fortune await you."
    • A picture of his model can be found on the Smite Wiki
  • The spring split will end with this patch, with rewards being awarded to players on top of the leaderboards

    • God Leaderboards will award 800 Gems for 1st, 400 Gems for 2nd, and 200 Gems for 3rd - Twitter
    • Grandmaster Leaderboards will award 3500 Gems for 1st to 5th, 2500 Gems for 6th to 20th, and 1500 Gems for 21st to 25th - Twitter

Early Teasers - Content which hasn't been fully revealed yet or is up for speculation.

  • Ganesha (God Release) - Early Teasers

    • Teaser Art - Instagram - Imgur
    • Old Teaser - Twitter - Imgur - "Something huge is coming to SMITE [...]"
    • His current role is unknown. His abilities have been partly datamined, which suggest a Guardian-like kit, however these abilites may not be final.
  • Nike skin - Early Teasers

    • Teaser Art - Instagram - Imgur - "To Victory!"
    • A skin for Nike has been datamined.
  • Scylla skin (probably) - Early Teasers

    • Teaser Video - Twitter - "Someone's Hungry!"
    • Teaser GIF - Twitter - Giphy - "It's only April but we gonna get spooky anyway!"
    • A skin for Scylla has been datamined, and the "spinning" circle art coincides with her second ability.
  • Ullr Skin - Early Teasers

    • Teaser Art - Twitter - Imgur - "Watch your step!"
    • A skin for Ullr has been datamined. The teaser art shows his bow and axes.
  • A bunch of gods was confirmed by Ajax to see balance changes - Twitter

    • Camazotz will see a buff to his passive - "🦇 + 🍻 = 😀"
    • Hun Batz will see a nerf to his ultimate - "🐵 + 🗿 = 🙁"
    • Ne Zha will see a buff to his Ring Toss - "🌷 + 💍 = 💍💍💍😄"
  • Frenzy will make a comeback - Twitter

    • At this point, it is unknown in what state this item is coming back, as it could see changes.
  • Some of PonPon's first results from working as a System Designer will be released with this patch, which will be a slew of changes for Ranked - Twitter - Gyazo for ants

    • The first 2 picks per team in Ranked lobbies will now be the Top 2 players (right now it's only the first) - Twitter - "I'll save the technical stuff for Patch Notes."
    • PonPon: "Should give better control to top end players about how their picks and bans go." - Twitter
  • Unknown Teaser - Twitter - Giphy - "Something strange is happening in Smite."

    • The best guess from the community would be a Doctor Strange skin for Janus. Could be something entirely different, for instance changes to the Joust map. No concrete clues at this point.
    • EDIT: Ajax has denied this being a change to the joust map - Twitter
  • This patch will see lots of balance changes, as this is the introdution into the Summer Split - Twitter

  • Hindu: "Pretty long patch notes show incoming (not as long as Season4 show). Get yourself snacks and drinks" - Twitter


Miscellaneous Info and other (unconfirmed) spoils for future patches

  • Awilix Community Skin - Updates

    • The top 3 skins have been chosen and will be revealed on May 9th for the community to vote - Twitter
    • HiRez' artists are redrawing and reconcepting the skins, to represent them better what they could look like in game.
  • Face Crusher Cabrakan - Reddit

    • This skin was briefly visible on the client last week. However, when and how this skin will actually be released is currently in the stars.
    • Face Crusher was initially supposed to be a promotional skin associated with FaceIt. All logos have been removed from it, so its repurposing is up for debate it seems. Community suggestions are it being a Ranked reward or being included in the Season Ticket.
  • As with Ganesha, Hirez may put more development time into future gods - Twitter -"We made many announcements that we will take more time on Gods this year."

    • The 4 week (2 patch) schedule for god releases is no longer standard from now on - Twitter - "4 or 6 [weeks] depending on each god. Not fixed."
    • This likely means, the god after Ganesha will release with either 4.9 or 4.10.
  • We might get some early info on mid-season changes, probably via social media if not on stream - Reddit

  • As Chuk mentioned on the previous Patch Notes stream, HiRez has a T2 skin scheduled for every upcoming patch.


Console Updates

  • The release date for 4.6 is currently not known. Look for Savvy on Twitter regarding updates, she will announce the release when Hirez knows the exact date.


This is a WIP, please post anything that I left out. Don't forget your source links!

submitted by /u/Floofington
[link] [comments]

I really like the new seizure Apollo skin

Posted: 19 Apr 2017 05:14 PM PDT

How good is Zap's Morrigan?

Posted: 19 Apr 2017 06:59 PM PDT

New Patch, Same Old SPIRIT GUN BS

Posted: 19 Apr 2017 06:28 PM PDT

Spring Split SPL and Gauntlet Stats Spreadsheets

Posted: 19 Apr 2017 09:31 AM PDT

Hey guys!

First off, I'm a giant stats nerd, and as such I have been creating spreadsheets to track most of the SPL stats I can. I've had a few people reach out to me asking for this information individually, so I figured why not just drop it all for you guys to have fun with!

This is my first iteration of these sheets and hopefully they will get better as time goes on. I know the formatting isn't perfect, but hey its a starting spot!

Also, the conditional formatting (the coloration of high/low values) was for my own personal use. This in no way reflects anything other than "high" or "low" based on arbitrary conditions I made up. Some of it may be useful, some of it may be irrelevant. Just a fair warning.

Spring Split: https://docs.google.com/spreadsheets/d/1-9WX-UmSgw056g_Af0kkkP0R8Ucq92KqGDTGQtc-drQ/edit?usp=sharing

Gauntlet: https://docs.google.com/spreadsheets/d/1932G-L5ei1Uv9_p2Fp2l4JvVT7g7M8hZt2dW3mAKxVM/edit?usp=sharing

submitted by /u/SNK8Four
[link] [comments]

Skin Concept: Tin Man Chaac (Idea from Snadzies)

Posted: 19 Apr 2017 06:30 PM PDT

Wouldn't it be cool to have Magical Damage dealing minion in each wave?

Posted: 19 Apr 2017 05:30 AM PDT

Like adding on minion mage or changing one archer into it would be really cool. It would be more about aesthetics than functionality. Anyhow it would be cool that something would deal some damage even to solo laners and so on... Just a random tought.

submitted by /u/WookiiTV
[link] [comments]

Smite 4.7 PTS Datamining - Next deity info

Posted: 19 Apr 2017 06:35 PM PDT

Kuzenbo Skin Idea: Mob Boss

Posted: 19 Apr 2017 10:50 AM PDT

I had a skin idea for Kuzenbo where Hi-Rez put Kuzenbo and his Kappa in mobster outfits. Basically them in suits and fedoras, with Kuzenbo holding a cucumber instead of a cigar in his splash art. Don't have any concept art, but please tell me about the idea. Thanks.

submitted by /u/Turtlenator6
[link] [comments]

Dear Hirez .... A question from SEA ?

Posted: 19 Apr 2017 08:24 AM PDT

How many servers are there in SEA region ? Cause as of now sometimes i get 100 ping [which is awesome]
But other times i get 160-180 [ which feels like 300] , cause apparently i have played EU so much at 170 ping and even that aims better .
If u r wondering some thing is wrong with my internet or isp.....no sir and i am not the only one facing problems. \n
Hirez...[whoever is availlable] plz help me figure out . /u/PonPonWeiWei /u/HiRezAmanda /u/HiRezAjax /u/HiRezCAPSLOCK

Apparently i did some network tracing and : : [From India]

When i queue EU :
1) EU Servers Germany [200 Ping] Imgur
2) EU Server Israel [165 Ping] : Imgur

When i queue SEA :
3) SEA Server Hongkong [160 Ping] : Imgur
4) SEA Server Singapore [100 Ping]: Imgur

All of them are tested from a same location at almost same time ....from india

From India if I queue SEA i should get Singapore server similarly Israel servers on EU .
Plz fix your algorithm so that it takes LPF (least ping first) 😊
I really love smite and keep up the good work .

submitted by /u/FalconIdrisBen
[link] [comments]

IGN Giveaway- Stargazer Anubis Codes

Posted: 19 Apr 2017 11:05 AM PDT

[God Concept] Kharon, Ferryman of the Dead

Posted: 19 Apr 2017 02:41 PM PDT

Pantheon: Greek

Role: Mage

Passive: Death's Fee

  • Kharon passively gains 10 mana (+1 for each level) and +5 gold upon killing an enemy unit

  • (EDIT: RESTORES MANA)

1st Ability: River Styx

  • Kharon summons water from the River Styx in a line, slowing all enemies

  • After a short duration, it explodes, releasing souls and dealing damage

2nd Ability: Life Drain

  • Kharon chooses a single target and continues to drain their soul, dealing damage and healing himself and draining mana

  • This ability is a channeled ability. Kharon continues to drain life until the target is out of range, Kharon cancels the ability or is hit by hard CC

3rd Ability: Soul Snatch

  • Kharon takes the soul of enemy gods in a short cone, placing the souls in front of him

  • If those souls take enough damage, they are sent back to their respective enemy gods and they take the damage

  • If the souls have not taken enough damage in time, they instead slow the targets for 1s

  • Kharon can activate this early to send the souls back

Ultimate: The Infernal Ferry

  • Kharon chooses a ground target location of a very far distance

  • Kharon sends his boat filled with dead souls to the target location (appears from behind him)

  • The boat then explodes out the souls in a large AoE, dealing massive damage

submitted by /u/aGoodCabinet
[link] [comments]

Epsilon destroyed the SPL in Season 2!

Posted: 19 Apr 2017 03:49 PM PDT

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