[Console] Patch Day Discussion/Bug Report Megathread "Season 5" -5.1 Posted: 06 Feb 2018 04:43 AM PST HOW TO ACCESS PTS New Conquest Map - Mount Olympus vs. Tartarus, the Underworld
- Hades has used the chaos of Ragnarok to bring Tartarus directly against Mount Olympus. The map is now divided into two halves as these forces fight for dominance.
- Everything from the Jungle, Towers, Phoenixes, Bases, Titans, and much more have been completely re-done visually.
- All Map Characters Remodeled
- Lane Minions Visual Update
- Harpys Visual Update
- Cyclops Mage (Blue) changed to Satyr
- Cyclops Brute (Red) changed to Manticore
- Cyclops Thief (Yellow) changed to Centaur
- Cyclops Rogue (Purple) changed to Chimera
- Oracles Visual Update
- Gold Fury Visual Update
- Fire Giant Visual Update
- Titans Visual Update
- Map Size Adjustments
- Dev Notes - Conquest will be 20% wider come Season 5. We are doing this to slightly slow down rotations and increase the importance of gaining advantages around the map through positioning choices. The way players position themselves and what sources they choose to farm will have a larger impact and the increased size will allow players to try more complex strategies. Most of this width was added to the jungle, with each lane not changing too much in size.
- Increased Map Size by roughly 20%
- Jungle Layout Atmosphere
- Dev Notes - The jungle has been redesigned from the ground up to provide a brand new experience for Conquest players of all types. Lines of sight have been shortened to prevent players from seeing too far into the jungle. The jungle paths have been changed to improve navigation and fighting within friendly and enemy territory. Also, jungle camp positions and the distances between them have been adjusted, most notably the speed buff.
- The layout of the Jungle has undergone many changes. There are more winding paths and narrow locations.
- The Speed Buff camp has been moved further back into the Jungle. A Harpy camp has taken its place.
- The Oracles now have their own camp across from the Gold Fury.
- Jungle Fog has returned!
- Map Key Features and Landmarks
- Dev Notes - Conquest is a large map with many twists and turns; and in a hectic teamfight with abilities flying past you it is important to know where you are at. The map is now perfectly symmetrical along the horizontal axis with a clear rift dividing the two sides, helping players learn the map from either side and helping them to always know where they are. Major objectives and key landmarks are high above the jungle treetops helping to guide players while traversing the new Jungle.
- The map is now perfectly symmetrical along the horizontal axis.
- The map is now divided into two halves by a rift down the center, providing a clear reference for players crossing into enemy territory.
- Major locations like the Gold Fury and Fire Giant have taller environmental elements that can be seen over other map features, giving players clear landmarks while moving through the more narrow and windy Jungle.
- Map Feedback Adjustments
- Dev Notes - While working on the Conquest update we wanted to make some changes to help the map better convey useful information, especially to explain some less obvious mechanics. Titans are immune unless a Phoenix has been defeated, which is now conveyed by them breaking loose from their Crystal when a Phoenix dies. Similarly, Phoenixes provide bonus health to Titans which is better conveyed by a visual link on the ground between the Titans and the Phoenixes. Towers are also getting improved visuals on who they are targeting, helping players figure out what is happening during a tower dive.
- Titans are now encased in a crystal, and are broken whenever they lose their immunity
- Phoenixes have a visual link to the Titan to indicate how many Phoenixes are affecting the Titan's health pool
- The pads under the Towers and Phoenixes will now light up on the current targets screen to indicate that they are being targeted.
- The jungle buff drop animation has been updated to more accurately represent when the buff drop can be picked up
- The targeting beams of the Towers and Phoenixes change based on who is being targeted
- If it is a minion, it is a thin laser.
- If it is an allied god, it is a thicker laser.
- If it is YOU, it is a thick laser with a white center.
- Jungle camps can be damaged during their intro animation
- Jungle camps will now try to blend between their attacking animation and taking damage animation
- Gameplay Pacing Changes
- Dev Notes - We've made targeted adjustments to reduce early snowballing and to slow down the first few levels of Conquest. Adjustments were made to the jungle camps so that, when stolen, they provide a smaller increment of advantage versus the previous season, where stealing a buff camp could end up crippling the opposing team. Splitting has been reduced to encourage players to split up and make tactical decisions around the map. This should feel quite different from the current meta where players are forced to stay together to farm optimally.
- Reduced XP Split Bonus from +50% to +20%.
- Minions hit by Towers will now retain 25% of their gold reward instead of losing all of it.
- Minions and Jungle Monsters now gain additional XP and Gold over time. Details for each change can be found in the Map NPC Adjustments section.
- Respawn time of Buff Camps reduced from 180s to 120s
- Respawn time of Middle Harpy Camps reduced from 120s to 90s
- Respawn time of Back Harpy Camps reduced from 80s to 60s
- Conquest start time increased from 60s to 90s
- Map NPC Adjustments
- The Jungle Camps and the Lane Minions are having many numerical adjustments with two goals. First, we want to reduce the speed of the early game and ramp up the late game to ensure smooth pacing across the entire match. Next, we want to give Junglers the ability to solo farm the jungle.
- All minions and Jungle camps have had their initial worth reduced and they will now gain increasing gold and experience values as the game progresses. This should allow players to have more meaningful skirmishes early without sudden spikes of power deciding the whole match.
- Players will still be able to generate a lead, especially through taking objectives, but this effect will not be as significant until later in a match.
Jungle Monsters and Buffs - All Jungle monsters will now reward an additional 9 XP and 2 Gold every 3 minutes. These rewards accumulate over time.
- Buff Camp, Buff Holder
- XP reduced from 160 to 116
- Gold reduced from 60 to 48
- Base Health reduced from 790 to 470
- Base Physical Power reduced from 32 to 24
- Base Physical Protection reduced from 16 to 8
- Health/Min increased from 120 to 125
- Power/Min increased from 0 to 2
- Buff Camp, Small Minion
- XP reduced from 40 to 20
- Gold reduced from 20 to 16
- Base Health reduced from 160 to 115
- Health/Min increased from 65 to 72
- Power/Min increased from 0 to 2
- XP Camp, Large Harpy
- XP reduced from 58 to 34
- Gold reduced from 38 to 30
- Base Health reduced from 470 to 410
- Base Physical Power reduced from 17 to 11
- Power/Min increased from 0 to 2
- XP Camp, Small Harpy
- XP reduced from 45 to 22
- Gold reduced from 28 to 22
- Base Health reduced from 375 to 150
- Base Physical Power reduced from 14 to 8
- Base Physical Protection reduced from 7 to 5
- Health/Min increased from 35 to 55
- Power/Min increased from 0 to 2
- Oracles
- Oracles have been moved out of the Gold Fury pit and instead placed across from the Gold Fury. They will still provide the same vision benefit.
- XP reduced from 65 to 40
- Gold reduced from 42 to 33
- Physical Protection reduced from 20 to 12
- Health/Min reduced from 130 to 100
- Power/Min increased from 0 to 2
- Yellow (Speed) Buff
- Reduced Movement Speed from 20% to 15%
- Purple (Void) Buff
- Added 5% Protections Reduction
Jungle Objectives - Dev Notes-As stated above, we've added a XP/Gold scaling component to many camps so that their value increases with the game length. The Pyromancer, Gold Fury, and Fire Giant are no exception. This increases the importance of objective control as the match progresses towards the mid and late game.
- Gold Fury
- Gold Fury now spawns at 5:00 (previously spawned at 1:00)
- Base Health increased from 2550 to 3000
- Physical/Magical Protections reduced from 25 to 20
- Health/Min reduced from 280 to 225
- Physical/Magical Protections/Min increased from 0 to 1
- Team XP Reward/Min reduced from 10 to 5
- Team Gold Reward/Min reduced from 8 to 6
- Pyromancer(NEW)
- Replaces the Portal Demon
- The team that defeats Pyromancer has their Fountain buffed for 90s. BUFF- Upon exiting the fountain, players will gain +40% Movement Speed for 15s. Entering combat will immediately remove this buff.
- Health/Min reduced from 280 to 200
- Physical Protection/Min increased from 0 to 2
- Magical Protection/Min increased from 0 to 1
- Team XP Reward/Min increased from 0 to 5
- Team Gold Reward/Min increased from 0 to 3
- Fire Giant
- Base Health reduced from 6650 to 6000
- Power decreased from 155 to 130
- Physical Protection reduced from 100 to 90
- Health/Min increased from 160 to 175
- Power/Min increased from 0 to 2
- Team Gold Reward/Min increased from 0 to 6
- Enhanced Fire Giant(NEW)
- Appears when Fire Giant respawns after the 25 Minute mark.
- Grants an enhanced version of the normal Fire Giant buff:
- +100 Magical Power
- +65 Physical Power
- Regenerate 4% of your Max Health and 2% of your Max Mana every 5 seconds
- Deal +20% Damage vs. Towers and Phoenixes
Minions - Dev Notes-In addition to the scaling XP and gold rewards, Minions are also gaining some additional health and will be dealing reduced damage to gods. We want to encourage players to spend a little more time in lane fighting their opponents. Previously, minions died too quickly and deal too much damage. These factors encouraged gods to clear the wave as quickly as possible. Additionally, when minions are pushed to an enemy tower they will prioritize attack that tower instead of any enemy minions that come into range. This will make each small tower push more impactful.
- Lane minions will now reward an additional 5 XP and 1 Gold every 3 minutes. These rewards accumulate over time.
- Lane minions now deal 40% less damage to Gods.
- Lane minions will now prioritize Towers, Phoenixes, and Titans over Minions, Deployables, and Pets.
- Ranged Minion
- XP reduced from 45 to 25
- Base Health increased from 265 to 305
- Note: Fire Minion Base Health is unaffected
- Melee Minion
- XP reduced from 60 to 45
- Base Health increased from 365 to 420
- Note: Fire Minion Base Health is unaffected
- Brute Minion
- XP reduced from 60 to 45
- Base Health increased from 700 to 805
- Note: Fire Minion Base Health is unaffected
Towers/Phoenixes - Dev Notes- With all the changes above, we wanted to ensure towers could still defend themselves against enemy minions at the same pace as always. We increased the damage they do to minions only, but also increased their actual power to make early game tower dives slightly more difficult. We also reduced their protections across the board to encourage taking down towers at all stages of the game, instead of taking them all down in one clean sweep.
Towers and Phoenixes will now deal an additional 15% damage to Minions. - Tier 1 Tower
- Protections reduced from 150 to 125
- Power increased from 170 to 200
- Tier 2 Tower
- Protections reduced from 150 to 125
- Power increased from 200 to 230
- Phoenix
- Protections reduced from 150 to 125
- Protections reduced from 150 to 125
Item Changes Starter Items - Dev Notes
- Blessings are a new type of item coming to Season 5 that replaces the current Starter system. Blessings are designed to give definition to the different "roles" that exist in Conquest. These items give new players a clear direction in how they should play their chosen Class. Each Blessing can Evolve through meeting different conditions during the game, such as killing minions in lane if you build the Hunter's Blessing. Through these passives the items serve as small tutorials for new players that will help launch them into Conquest.
- For Veteran players, these items have additional complexity. Blessings are not locked to specific classes. A hunter can pick up the Mage's Blessing for more ability damage, or a Warrior can pick up the Assassin's Blessing if they wish to Jungle. This choice will allow players to better define how they want to play their chosen god.
- Conquest Blessings are unique to Conquest, but we are adding 3 different Blessings to the other game modes with similar goals in mind. These Blessings are intentionally different from the Conquest ones to help players realize the importance of roles in Conquest. Non Conquest Blessings have more flexible applications.
- Although many Starter Items are being removed, their passive abilities will live on. Lots of those have been relocated and combined into the Blessings and others have been transferred into more powerful versions on Tier 3 items.
- Conquest Blessings
- All Blessings are still considered "Starter Items"
- Each god may only get 1 Blessing per match. Once you have bought a blessing you are locked into it. If you sell it and leave base you will not be able to buy another, even of the same type.
- There are 8 Unique Blessings divided into 2 sets. The first set is available in Conquest only. The other set is available in all other modes. There are no game modes that will have access to both sets at once.
- Assassin's Blessing
- Dev Notes- Assassin's Blessing is for players who want to Jungle in Conquest. As with all Blessings, the bonus Damage, Penetration, and benefits this item provide do not care about being a Physical or Magical God. This allows traditional Mage Junglers like Ao Kuang to pick it up alongside their Assassin counterparts.
- 700g
- +35% Bonus Damage vs. Jungle Monsters
- +7% Health Restored on Killing a Jungle Monster
- +20 Mana Restored on Killing a Jungle Monster
- ROLE QUEST: JUNGLE- Kill or Assist Jungle Monsters or Enemy Gods. Jungle Monsters are worth 1 Stack and Enemy Gods are worth 5 Stacks. At 50 Stacks, this item Evolves and gives +10 Penetration
- Guardian's Blessing
- Dev Notes-Guardian's Blessing is for players who want to Support in Conquest. With the reduction of splitting minion and jungle kills, we want to provide additional avenues for Supports to keep up with their team in Gold. By assisting nearby minions, players can evolve this item and gain bonus Gold Per 5 which will constantly accumulate gold for the Support.
- 700g
- +100 Health
- +5 Physical Protection
- +5 Magical Protection
- +7 HP and Mana Restored per Lane Minion Assisted
- +3 Gold per Lane Minion Assisted
- ROLE QUEST: SUPPORT- Assist with Lane Minion kills to gain stacks. Each Assist is worth 1 stack. At 50 stacks, this item evolves and you gain bonus 3 Gold Per 5.
- Hunter's Blessing
- Dev Notes-Hunter's Blessing is for players who want to play the Carry role in Conquest. Basic Attack focused characters (including Magical Carries like Chronos) will benefit from the boost to their in-hand damage and Attack Speed. This specifically stacks by defeating Lane Minions, encouraging players to focus on their wave while leaving the Jungle camps to the Jungler.
- 700g
- +15 Basic Attack Damage
- +5 MP5
- ROLE QUEST: CARRY- Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Hunter's Blessing Evolves, gaining 15% Attack Speed and an additional 15 Bonus Basic Attack Damage.
- Mage's Blessing
- Dev Notes-Mage's Blessing is for players who want to play the Mid role in Conquest. The Bonus Ability Damage combined with increasing Mana Regeneration encourages Mid players to use their abilities often. For some this may mean playing aggressive and poking, while others will focus on clearing efficiently. This shares the same Evolve trigger as Hunter's Blessing, allowing players to swap between the two depending on how Basic Attack or Ability Damage focused they want to be.
- 700g
- +30 Bonus Ability Damage
- +3MP5 per 10% Mana missing.
- ROLE QUEST: MID- Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Mage's Blessing Evolves, gaining 10% Cooldown Reduction.
Warrior's Blessing - Dev Notes-Warrior's Blessing is for players who want to play the Solo role in Conquest. Solo lane is all about pressuring your opponent in a one on one setting. Players using this blessing will be rewarded for consistently finding smart opportunities to damage their lane opponent. Whoever manages their Blessing better in the early game will be rewarded with a boost of tanky stats.
- 700G
- +50 Health
- +3 Reduction of All Damage Taken
- +40 of your health is restored upon dealing damage to an enemy god, 10s Cooldown
- ROLE QUEST: SOLO- Dealing damage to an enemy god provides 1 stack. This effect can only occur once every 10s. Getting a Kill or Assist on an Enemy god provides 5 stacks. At 15 Stacks Warrior's Blessing Evolves, gaining +10 Physical and Magical Protection.
Non-Conquest Blessings Attacker's Blessing - Dev Notes-This Blessing is geared towards aggressive gods. The effects are flexible enough so that gods of any class can pick this item up and play aggressively.
- 700g
- +20 Physical Power
- +25 Magical Power ROLE QUEST: DAMAGE- Damage Lane Minions and Enemy gods to gain stacks. Dealing 100 damage to Lane Minions provide 1 Stack and dealing 100 damage to Enemy gods provide 3 stacks. At 50 Stacks Attacker's Blessing Evolves, gaining 10 Penetration.
Defender's Blessing - Dev Notes-Defenders Blessing is good for anyone who wants a little more safety and tankiness in the early game. Guardians and Warriors might find this item helpful, but so could riskier picks who feel threatened more after seeing their opponents god choices.
- 700g
- +100 Health
- +10 Physical Protection
- +10 Magical Protection ROLE QUEST: TANK- Mitigate damage to gain Stacks. Mitigating 50 damage provides 1 Stack. At 50 Stacks Defender's Blessing Evolves, gaining +100 Health and Mana.
Specialist's Blessing - Dev Notes-This Blessing is especially flexible in its design. Any god can benefit from these stats but they will need to sacrifice DPS or protections. Specialist's blessing also has an additional bonus for Healers in that they can use their team healing to stack the Blessing more quickly.
- 700g
- +10 MP5
- +10% Cooldown Reduction ROLE QUEST: UTILITY- Damage enemies of Heal allies to gain stacks. Each time an enemy is damaged or an ally god is healed by your abilities, gain 1 Stack. Each ability can only trigger up to 3 stacks. At 50 Stacks Specialist's Blessing Evolves, gaining +10% Movement Speed.
Item Change Graphic Mage Item Overhaul - Dev Notes-Throughout the history of SMITE Mages have had a different build style than other classes. Mages generally had the biggest single power spike from items because of Rod of Tahuti. This item is being redesigned to allow mages more choice in their builds, while also smoothing out their power curve. Its OK for SMITE to have "staple" items, that are very common or popular among a class, but Rod was overbearing in its strength and prevalence. Rod of Tahuti's multiplicative nature caused it to have more focus on the time it was built rather than fitting it to the proper god build. It caused massive jumps in strengths at times that disrupted the flow of the game. Going forward we aim to let mages build a wider variety of items to better fit their strengths. There are many different gods with diverse play styles within this class, and we want to see all of them thrive. Rod of Tahuti disproportionally favored traditional DPS mages. Many Mage items will be seeing slight power buffs to compensate for the loss of Rod of Tahuti passive.
- Rod Of Tahuti
- Dev Notes-"As stated above, Rod of Tahuti encouraged a build focused around building large amounts of power to spike incredibly hard in the late game. This limited Mage diversity in both their item builds and which mages could safely reach the late game. Rod of Tahuti will still keep its identity as the highest Magical Power item in the game, but will only provide it's old passive while targets are below 50%. For players looking to execute lower health targets with their abilities, Rod of Tahuti will be the go-to pick."
- Decreased Cost from 3300 to 3000
- Increased Magical Power from 125 to 150
- NEW PASSIVE - Gain 25% additional Magical Power against targets below 50% Health.
- Doom Orb
- Dev Notes-"Doom Orb had similar problems. It was either the go to Magical Power item early, or being deemed to risky when compared to items like Book of Thoth for early game power. We are giving it a new role as a Bridge Item for Mages. Mages who want to poke their enemies or look to make plays in between minion waves can look to Doom Orb to make it happen, but they will sacrifice late game power until they sell and replace the item."
- Decreased Cost from 2050 to 1700
- Increased MP5 from 10 to 20
- NEW Passive - Killing/assisting an enemy minion provides you with 1 stack of doom, granting you 1% movement speed and 3 Power per stack. Lasts 15s and stacks up to 5 times. Enemy gods provide 5 stacks.
- Telkhines Ring
- Dev Notes-"Magical Carries like Chronos, Sol, and Freya have struggled during the recent Season. Telhkines Ring is being designed to highlight a core strength of Magical Carries, their late game. As players get this online with a few Magical Power items, watch out! They will hit hard with their Basic Attacks because of its new Magical Power Scaling component. "
- Increased Cost from 2400 to 2800
- Added +20% Attack Speed
- NEW PASSIVE - Your basic attacks deal bonus damage of 10 + 5% of your magical power. This effect does not hit structures.
- Book of the Dead
- Dev Notes-"Book of the Dead is getting a new passive to go along with its move to the Book tree. The old passive promoted too much out-of-combat play, giving players a burst of tankiness by not engaging enemy players. We have shifted the bonus shield to happen during a fights. It also works based off the players current Mana, giving it powerful build synergy and an additional element of skill. Getting ganked at low mana will render the passive almost useless.
- This item has been moved from the Trinket tree to the Book tree
- New Icon
- Decreased cost from 2800 to 2600
- Removed 20% Magical Lifesteal
- Added 200 Mana
- NEW PASSIVE - If you drop below 50% HP, you gain a shield equal to 25% of your current mana. Shield lasts 6s. This effect can only occur once every 90s.
- Soul Gem
- Dev Notes-"Soul Gem is Soul Stone reimagined as a Tier 3 Item, functioning in a similar manner to when it was a Starter but with new and more powerful effects. Consuming the stacks from Soul Gem will give a large Magical Power bonus to the wielders next spell, while healing nearby allies for the same amount. Gods who can stack this passive often can bring strong utility to their team while increasing their overall burst."
- 2300g
- +65 Magical Power
- +150 Health
- +12% Magical Lifesteal
- +10% CDR
- PASSIVE - Every time you hit an enemy with an ability or basic attack you gain 1 stack. At 5 Stacks your next ability will deal bonus damage equal to 25% of your Magical power, and will heal yourself and allies within 30 units of you for 25% of your Magical Power
- NEW - Typhon's Fang
- Dev Notes-"Book of the Dead previously encouraged players to build heavily into Lifesteal, creating a fun build for players to explore. With its move, we wanted to still encourage that playstyle with a new item. Typhon's Fang both empowers the user based on their current Magical Lifesteal, but also boosts the benefit of Magical Lifesteal; while still encouraging players to be aggressive with their lifesteal."
- 2800g
- +100 Magical Power
- +200 Mana
- +15% Magical Lifesteal
- PASSIVE - Your Magical Lifesteal From items is increased by 50%. Your Magical Power is increased by the 100% Amount of Magical Lifesteal you have.
Anti-Tank Items - Dev Notes-"Obsidian Shard, Titan's Bane, Ethereal Staff, and Qin's Sais were designed to be strong against Tankier targets, but they did not meet this goal. Given the way the numbers worked out, these items were often equally efficient against squishier enemies. This prevented us from bringing up the strength of these items when Tank Metas were strong. These items could combat heavy Tank Metas with balance changes, but we couldn't actually make those changes. These items have been redesigned to be specifically weaker than their S4 versions until the enemy being targeted has reached a certain health or protection threshold. At that point they get stronger the more defensive your enemies are. With this change we can fine tune their strength against Squishy enemies and Tanky enemies independently and further distinguish these items from their Flat Pen and Power counterparts."
- Obsidian Shard
- Removed 30% Magical Penetration
- NEW PASSIVE - Your Magic Damage ignores 20% of the target's Magic Protection. If the target has over 40 Magical Protections, this effect scales up to ignore a larger percentage of their protection. This caps at 45% Magical Penetration at 175 or more Magical Protection.
- Titan's Bane
- Removed 30% Physical Penetration
- NEW PASSIVE - Your Physical Damage ignores 20% of the target's Physical Protection. If the target has over 65 Physical Protections, this effect scales up to ignore a larger percentage of their protection. This caps at 40% Physical Penetration at 175 or more Physical Protection.
- Ethereal Staff
- NEW PASSIVE - Your abilities deal an additional 3% of the targets maximum health as true damage. If the target has over 2000 health, your ability bonus damage scales up. Capping at 10% max health on 2750 hp targets. This effect can only occur once every 10s, and prioritizes highest Max HP targets.
- Qin's Sais
- NEW PASSIVE - On Basic Attack hits, deal Physical Damage equal to 3% of the target's maximum Health. If the target has over 2000 health, your basic attack bonus damage scales up. Capping at 5% max health on 2750 hp targets. This only affects gods.
Boots and Shoes - Dev Notes-"Boots and Shoes have undergone small price adjustments. Given the wider Conquest Map, we wanted to address the power of Movement Speed that all gods get access to. Players starting with boots will have less access to Potions, while a few boots players previously could fully complete at level 1 have had their gold increased to prevent that."
- Boots
- Increased cost from 300 to 500.
- Warrior Tabi
- Increased cost from 1550 to 1600.
- Ninja Tabi
- Increased cost from 1500 to 1550.
- Talaria Boots
- Dev Notes-"Talaria Boots and Traveler's Shoes are being redesigned. The previous passive was not only difficult to keep track of (with no in-game feedback on who was a valid target) but would also cause some issues in the newest map. Out of combat speed and unreliable gold gained both were counterproductive to our goals of adding tougher rotations and better pacing out farm. We have shifted the focus of these Boots/Shoes to be more about constant Movement Speed and making returning to base less punishing. This not only provides a strong option for Conquest players (Power vs. Defense vs. Speed) but also allows players in other modes to go fast."
- Increased cost from 1400 to 1600.
- Added +15 MP5.
- Increased Movement Speed from 18% to 25%.
- NEW PASSIVE - You gain +20% additional Movement Speed after leaving the Fountain. This effect lasts 7s.
- Shoes
- Increased cost from 300 to 500.
- Shoes of Focus
- Increased cost from 1500 to 1550.
- Traveler's Shoes
- Increased cost from 1400 to 1600.
- Added +15 MP5
- Increased Movement Speed from 18% to 25%.
- NEW PASSIVE - You gain +20% additional Movement Speed after leaving the Fountain. This effect lasts 7s.
Stacking Item Overhaul - All stacking items evolve to show final stats or gain a new effect.
- Magical Items
- Dev Notes-Many items have had their Magical Power adjusted upwards due to the change to Rod of Tahuti's Passive. All the details can be read below.
- Lost Artifact Tree
- Chronos Pendant
- Increased cost from 2750 to 2800
- Increased Magical Power from 80 to 100
- Magic Focus Tree
- Spear of Desolation
- Increased Power from 80 to 100
- Decreased Magical Penetration from 20 to 15
- Divine Ruin
- Decreased Cost from 2400 to 2300
- Increased Magical Penetration from 10 to 15
- Spear of the Magus
- Increased cost from 2150 to 2300
- Increased Magical Power from 50 to 65
- Spell Focus
- Reducing Magical Penetration from 22% to 15%
- Soul Reliquary Tree
- Changed to the Spellbook Tree
- Soul Reliquary
- Changed this item's name and icon to Spellbook
- Soul Trap
- Changed this item's name and icon to Book of Souls
- Soul Reaver
- Increased Magical Power from 100 to 120
- Polynomicon
- This item has been moved from the Trinket tree to the Book tree.
- Icon Adjusted.
- Trinket Tree
- Enchanted Trinket
- Removed 100 Mana
- Added 100 Health
- Pythagorem's Piece
- Removed 200 Mana
- Added 200 Health
- Talon Trinket
- Book of Dead
- This item has been moved to the Book Tree
- Bancroft's Talon
- Sash Tree
- Changed to the Staff Tree
- Uncommon Sash
- Changed this item's name and icon to Uncommon Staff
- Golden Sash
- Changed this item's name and icon to Golden Staff
- Warlock's Sash
- Dev Notes-"Warlock's Sash (now Staff) is seeing a slight early game shift. This item has some pacing problems that the recent Conquest changes made worse. With a longer laning phase, the initial health provided too much safety too soon. However, Warlock's still needed to scale into the later stages of the game and Mages need additional Magical Power with the change to Rod of Tahuti. To resolve both issues at once we are decreasing its initial Health and, increasing its Magical Power, and the Health will still scale to the same amount as before."
- Changed this item's name and icon to Warlock's Staff
- Decreased base health from 300 to 200
- Increased Magical Power from 50 to 75
- Increased scaling health from passive from 3hp per stack to 4
- Physical Items
- Mace Tree
- The Crusher
- Dev Notes-"The Crusher has a unique stat spread that helps it work well with Ability Based Hunters and a few Assassins, but the passive limited who could successfully use it. Bluestone's passive is being moved to this item and being amped up, giving gods who previously liked The Crusher a passive that is more impactful."
- NEW PASSIVE - Your abilities deal bonus damage over time equal to 30 + 15% of your Physical Power over 2 seconds.
- Morningstar Tree
- Transcendence
- Dev Notes-"Transcendence is the staple high Physical Power item, giving a large portion of Mana and Physical Power for heavy ability users. With this single focus it was OK, but it was difficult to justify building this over more flexible items that gave complimentary stats. We are adding Cooldown Reduction to Transcendence to make it more attractive compared to other Power items."
- Added +10% Cooldown Reduction.
- Round Shield Tree
- Void Shield
- Added +100 Health
- Reduced Physical Power from 30 to 20.
- Increased Physical Protection from 40 to 50.
- Hammer Tree
- Blackthorn Hammer
- Dev Notes-"Blackthorn Hammer had a unique passive, but its unreliability made it difficult to pick up and use effectively. We want to keep some of its identity and a Cooldown and Mana reducing option for Bruisers, which led us to a new passive. Similar to Shifter's Shield in function, while above 50% Mana players will receive Cooldown Reduction and while below 50% players will receive a burst of +50 MP5. Gods who love spamming abilities will find Blackthorn Hammer a powerful tool in their arsenal."
- NEW PASSIVE - While over 50% Mana, you gain 10% Cooldown Reduction. While under 50% Mana, you gain +50 MP5.
- Bow Tree
- Atalanta's Bow
- Increased Movement Speed buff duration from 3s to 7s.
- Ichaival
- Dev Notes-"Ichaival and Silverbranch Bow are being adjusted to be more distinct. Ichaival focuses on increasing the users power at the expense of their opponents, now including Magical Opponents. With this change, Silverbranch will now focus on Attack Speed, boosting the users Attack Speed at the expense of their opponents."
- Ichaival's Passive now ALSO reduces Magical Power by 15 per stack.
- Silverbranch Bow
- NEW PASSIVE - Every successful basic attack increases your Attack Speed by 5% and reduces your opponent's attack speed by 5% for 3s. (max 3 stacks).
- Hidden Dagger Tree
- Deathbringer
- Dev Notes- Deathbringer and Malice have often competed for dominance, with the distinction being mostly an involved math equation to figure out which was better (with Deathbringer often winning). Deathbringer is being shifted to work better on Gods that want to consistently Crit, like Hunters. With a strong amount of Critical Strike Chance with a smaller damage boost, its contrast with Malice is more clearly for gods with more ability based Crits.
- Reduced cost from 3000 to 2800.
- Increased Critical Strike Chance from 20% to 35%.
- Reduced Passive Critical Strike Damage Buff from 40% to 25%.
Defensive Items - Cloak Tree
- Hide of the Urchin
- Dev Notes-Historically Hide of the Urchin was considered one of the best protection items in the game if you could complete the stacks. We are decreasing the amount of Protections it gives and bringing a new and unique passive to help it be more situational instead of just a pile of stats.
- Reduced Protections per stack from 3 to 2.
- Now evolves at max stacks, providing a new effect.
- EVOLVED PASSIVE - You gain a 100 Health + 5 Per Level shield that regenerates a small portion of the shield every 3 seconds while out of combat. The full shield will regenerate after 30 seconds.
- Magi's Cloak
- Renamed to Cleric's Cloak
- Magi's Blessing
- Talisman Tree
- NEW - Talisman of Energy
- Dev Notes-Talisman of Energy is bringing the old passive of War Flag to a true tank item. Players who spend a good amount of time around their allies will be able to stack this item to the fullest and give their team a big boost to their aggressive stats.
- 2250g
- +50 Magical Protection
- +300 Health
- NEW PASSIVE - Getting a kill or assist on enemies causes you and allies within 55 units to gain stacks of energy. Energy stacks provide 1% Movement Speed, 1% Attack Speed, and 5 MP5 per stack. Lasts 6s and stacks up to 10 times.
- Heartward Amulet
- Increased Health from 200 to 250.
- Increased Magical Protection from 45 to 55.
- Emerald Gem Tree
- Gauntlet of Thebes
- Dev Notes-Gauntlet of Thebes was redesigned in Season 4 and became an immediate staple of support builds. However, its ability to quickly make an entire team tanky led to many balance issues. This item is getting a new stacking and evolving design that works only on assists. This allows it to be the powerful team tankiness item that it was before while keeping its power in check.
- Increased cost from 2150 to 2400.
- Decreased Health from 300 to 200.
- NEW PASSIVE - For each assist on a lane minion, gain 1 stacks. Stacks provide 1 Physical Protection and 1 Magical Protection. Evolves at 50 stacks.
- EVOLVED PASSIVE - Provides an aura of 20 Magical Protections to you and allies gods within 70 units.
- Kusari Tree
- Oni Hunters Garb
- NEW PASSIVE - When 3 or more enemy gods are within 55 units of you, you gain a 5% Damage Mitigation Buff.
- Steel Mail Tree
- Sovereignty
- Increased Health from 200 to 250.
- Increased Physical Protection from 40 to 50.
- Breastplate Tree
- Dev Notes-"Spectral Armor provides a specific counter to heavy Critical Strike builds and gods, but at the cost of stronger overall defensive choices. While Critical Strike was less impactful in Season 5, by adding a situational counter we can look at those items and gods and tune them knowing that this counter option exists. We will be watching the interaction of this item against gods & builds it affects closely and will make adjustments as needed."
- Spectral Armor
- Decreased Physical Protection from 70 to 60.
- NEW PASSIVE - Critical Strikes deal 50% bonus damage to you instead of 100%.
God Balance Graphic submitted by /u/TripleCharged [link] [comments] |
iRaffer is no longer on NRG Posted: 06 Feb 2018 12:03 PM PST |
iRaffer showing how to properly use Morrigan's ult Posted: 06 Feb 2018 03:09 PM PST |
Terra Fanart Posted: 06 Feb 2018 03:27 PM PST |
Appreciation for Panthera/Epsilon/NRG Posted: 06 Feb 2018 02:10 PM PST https://pbs.twimg.com/media/CrYbvmfUEAQV760.jpg Everyone heard the news today about iRaffer leaving, but the image up above will always and always will be the greatest smite roster to ever play the game. Take a moment to appreciate the amount of skill that made us go PogChamp, bringing us two great seasons and two great championships. Nail biting close games at Worlds, and just overall being a great example as to what a team should be. Without NRG, other teams would have never ever gotten better, I think it's fair to say that NRG literally forced teams to paly better to catch up to them. I know that 3 original members still remain in NRG, but its not the same without Dimi and the troll iRaffer. The original NRG era has ended, but they're legendary legacy of being the greatest team to ever play SMITE has not. submitted by /u/TheMaulum [link] [comments] |
Hel Fanart Posted: 06 Feb 2018 01:05 PM PST |
HiRez, is it too much to ask for a non-exclusive T3 for each character before they get exclusive skins? Posted: 06 Feb 2018 02:33 AM PST |
Big Shout Out To Hi-Rez Posted: 06 Feb 2018 10:15 AM PST |
Why the stuck on defeat/victory haven't been fixed? Posted: 06 Feb 2018 12:25 PM PST It happens every so often but this time we were trying to report a toxic player on our team. Couldn't do that cause of this dumbass bug that been here long enough for them to fix. submitted by /u/MsDiamondz [link] [comments] |
No changes to jungle practice? What gives? Posted: 06 Feb 2018 04:49 AM PST What's the deal? If you aren't going to change it, why not get rid of it? - Fire giant hasn't changed
- Ra still has old scalings (wah wah i'm crying, if it doesn't match real game stats, it needs looking at)
- With all the stacking now in the game, stacking is still a chore.
- Minions don't scale.
- gOLD fury (heh)
- no way to test damage against towers/tanks
Heroes of the storm has an amazing practice mode, you can change cooldowns, spawn an ally, pick your enemy, reset your towers, pick level etc. What's the reason? "the engine won't allow it" "it's on the radar" "soon" It makes the game look very unprofessional if such simple things such as Ra scalings FIRE GIANT being completely wrong. submitted by /u/penisofkerrykatona [link] [comments] |
When are we getting a Mythymoo and Punkduck announcer pack? Posted: 06 Feb 2018 03:09 AM PST |
Ex-Paragon player here! Posted: 06 Feb 2018 11:16 AM PST I just wanted to say I'm loving the game, and this new season 5 map is looking suspiciously similar in aesthetics to something I used to play. 😉 submitted by /u/SunGodSalazar [link] [comments] |
With the reduced cost of war chalice "I just forget to buy wards lol" is no longer a valid excuse to not ward. Posted: 06 Feb 2018 12:11 PM PST Not that it ever was to begin with. If you regularly forget to buy wards, buy the chalice. 300 gold is a small price to pay for not being an ass. Wards win games, it's that simple. If you're not warding, you are hindering your team's performance. EDIT: And don't forget if you're buying wards on every back anyways, chalice pays for itself in 3 backs. After that you actually end up saving gold. submitted by /u/Count_Zakula [link] [comments] |
It’s finally come to that point..... Posted: 06 Feb 2018 11:21 AM PST |
F. asking the real Questions Posted: 06 Feb 2018 05:06 PM PST |
Favor is no longer granted when practicing against bots Posted: 06 Feb 2018 02:16 PM PST Why would hirez remove a small incentive to have people like myself and other relative newbies not make complete fools of ourselves playing a god never played before in pvp? I mean do they want people to just yolo it and make casual conquest matchmaking even worse? Cause that's what I'm gonna do since there's no point in wasting 20 minutes when absolutely no reward is given. I mean what can you even get with favor if you already have the god pack? Just simple recolored skins right? Makes no sense to remove it imo. submitted by /u/HillaryIsGod [link] [comments] |
[God Concept] Parvati, The Divine (Dedicated Healer/Basic Attack Mage!) Posted: 06 Feb 2018 07:08 AM PST I tried my hand at another basic attack mage, but this time one that is more support oriented than DPS oriented. She'd work similar to light stance Hel, dishing out lots of heals and switching to damage just to get a combo off. I'd imagine she'd be one of the most squishy gods in the game as well, since her sustain us difficult to shut down otherwise. Pantheon: Hindu Role: Mage Pros: High Utility, High Sustain. Cons: Low Damage, Low Mobility, Low Defense. Parvati's heals can only be made a maximum of 70% ineffective through antiheal items and abilities. [Toggle Off] Parvati's basic attacks damage enemies within 25ft of the target. [Toggle On] Parvati imbues her palms with restorative energy. Her basic attacks now only heal allies for 6/9/12/15/18 (+5% magical power) health per shot. She has no basic attack penalty during this time. Toggling this ability costs 10/9/7/6/5% of her maximum health and being hit with hard CC toggles the ability off. Parvati gains 10/15/20/25/30% attack speed for 6s. Her basic attacks now apply a burn that deals 5/15/25/35/45 damage (+5% magical power) to enemies every .5s for 1s (stacks up to 3 times). Using Bountiful Blessing on an enemy with 3 stacks of burn from this ability grants Parvati 50% movement speed for 1.5s. - Ability 3: Bountiful Blessing
Parvati bounces a heal from ally to ally that heals for every bounce for 5 bounces. The first of the 5 bounces can originate on an enemy; damaging and rooting them for 1.5s, but bounces onto allies from that point forward. Bounces travel up to 70 units and prioritize low health allies first. Damage: 80/120/160/200/240 + 50% magical power. Heal: 20/35/50/65/80 + 15% magical power. (works similar to chain lightning from Zeus, the less allies being healed, the more potent the heal... the more allies being healed, the less potent the heal, and once an ally has been healed, that ally has to be within 70 units of another ally for it to bounce to a new target.) When activated while an enemy is leaping near Parvati, she and any allies nearby gain a shield for 4/4/5/5/6s. Also, all damage from the jump is reflected back at the attacker instead. If used without being leapt at, her team gains half the shield amount and the cooldown is reduced by 30/35/40/45/50%. Shield: 100/200/300/400/500 (works extremely similar to Awilix's ultimate in terms of activating the ability and is an amazing anti-initiation tool for team fights against gods like Odin, Bellona and Tyr.) Appearance/Personality Parvati would be a mature woman, around mid to late 40s, who seems completely at bliss. She's wise, calm, and sincere with her words. She'd float and have 2 hands normally. After toggling Lifegiver, two more hands would form. After using Penance, she grows 4 extra hands for a total of 6. Shed also inspire heavily from this. Voicelines: To Athena - "You and my son have more in common than you know." To Kali - "You had your fun, but I'm here to stay." To Agni - "Until you return my energy, I feel no remorse." To Bakasura - "Begone gluttonous demon!" To Chang'e - "I am sorry. I do hope everything works out for you." To Ganesha - "I'm sorry my son, but you hold no power over me." To Sobek - "What was your parents excuse for you looking like that?" Recommended • Pen Boots (for damage) • Chronos Pendant (for more heals, shields and in-hand damage) • Demonic Grip (3 basics should be landed before hitting enemy with Bountiful Blessing) • Asclepius (bonus heals/passive synergy) • Telkhines Ring (extra attack speed = more heals and damage) • Situational (Winged Blade/Shield of Regrowth/BoV) submitted by /u/iPickled [link] [comments] |
What I'm doing to help Ranked & observations thus far... Posted: 06 Feb 2018 12:31 PM PST As has been known for a while, and most recently stated in this post one of the problems with the matchmaking in ranked is that there aren't enough people for the match maker to give a narrow spread of skill. I dabbled in ranked back in Season... 2? Since then I played exclusively casual. I know I'm not going to be pro; I have no illusions of doing so. I have the reflexes of a 45 year old man because, well, I'm a 45 year old man. But I hold my own in casual. I have some good games, some bad games, but generally eek out a few more wins than losses. So given that, and the fact that ranked could use more people to give the match maker an easier time constructing matches I've decided to not play casual Conquest this season unless ranked doesn't pop in a reasonable amount of time. But, in doing so I'm trying to do the following differently than from casual: - Trying to stick more to the META than I do in casual.
- Trying not to give in to salt. If it's not constructive, I'm not going to say it.
- Every match, win or lose, I tip someone at least 25% FP for either their performance in the match or how personable they were. The only exception being if I'm on a team full of salty people BMing everyone else while thinking their shit don't stink then noone gets the tip.
I decided to do this last week and have since put in more rounds of Conquest than an average week. Here's what it's been like so far. First, I don't think people understand how qualification or ranking works. We're at the beginning of the season and everyone's rankings have been reset. That means people of wildly different skills are being thrown into matches together. I have had people state several times, "How did you lose that lane? How?" It's self evident; the other person was better. I know Smite.Guru's states are not official, but they can give a rough idea of how two people compare to one another. In one round where I got creamed the other person had a smite.guru estimated ranked ELO 800pts higher than mine. I did my best, he was better. Over time as ranks diverge and the confidence in those ranks by the MM solidifies chances are I'll never be placed in a match with him again. People need to realize that such a divergence isn't going to happen in a week; nor ever if the population remains low. Second, The salt runs so freely in ranked. So, so freely. I know I'm not great so I'm not going to complain about others. But it amuses me to be whined at by people I can spot making simple mistakes. If people were to approach the game with what they were doing wrong and try to fix that instead of looking at everyone else (whom they cannot fix) they might be able to improve. For example, last night I engaged far too often. I didn't let people die. I tried to save everyone, even with insurmountable odds. It was dumb, I need to sometimes let other people die when the best result is they live and I die and the likely outcome is we both die. I need to ward more. Several times I've had the oracle for minutes and not placed a ward. That shit's got to stop. Third, voice comms are rare and useful comms even less so. I've had one round where I tipped 50% FP to a Thanatos. It wasn't because he ran away and hypercarried. It's because he was on comms with useful information. Better still, he was calling plays. While the rest of the team weren't on comms as much we followed his plays. I think that alone was a great boon. And he did it without salt. Hell, I'd tip gems to people who do that. Anyway, enough of that. Point is there's one more body in the player pool. By itself it doesn't mean anything. But I hope more people who do play Conquest regularly will hop in to help the ranked community stay healthy. And for the love of dog, stop with the salt. Yikes! submitted by /u/Greydmiyu [link] [comments] |
Hi-Rez is ramping it up! Posted: 06 Feb 2018 08:02 PM PST Keep up the good work guys and girls. This season is already such a breath of fresh air and I'm loving it thus far! submitted by /u/Nikoswuaveee [link] [comments] |
Why I love the Season 5 Mage. Standard-Mid and Deviations. How to build. Posted: 06 Feb 2018 08:11 AM PST So, as Season 5 is coming out for Console I decided to share some of my knowledge on the Season 5 Mid-Lane. First off, I'm only going to be going over the Mid-Mages, I won't be covering Mid-Laners such as Ullr. Also, what I suggest is not neccessarily the best, it is ok to try out different things instead of exactly copying this build, let me stress that this is not necessarily the best build. To kick things off, I am in love with mid-laning in season 5. I am a jungler, and I still am, but I've been playing mid quite a bit, and it is amazing. A lot of Mages are viable in the mid-lane and with Mage's Blessing, many mages can work especially in several different combos with their teammates. On top of that, T1 Boots were raised to 500 gold, encouraging players to look into more diverse builds making the mid-lane very creative instead of having a set build that works. I've been watching streams of pro-players etc. (Wolfy and PrettyPriMe in particular) and have noticed one common recurring theme that seems to work extremely well. High-end players in the mid-lane are building Mage's Blessing + Tier 1 Chronos Pendant, into T3 Pen/CDR Boots, into Chronos Pendant, then into Warlock's Staff. This may be a little confusing at first, why would you want T1 Chronos Pendant instead of boots? I researched it and it makes quite a bit of sense. The first game that I tried it in was a Ranked CQ match as Hel, needless to say, I went 21/7/x assists, and we won that game. So, what are the perks of the magical t1 pendant. First over all, you're not settling on wasting 500 gold so you can have 6% movement speed for the first 3-5 minutes of the game, not buying t1 boots is the most important thing in Season 5 mid-laning, it's a waste of gold that should be used in early potential. Secondly, the pendant gives you MP5 for sustain on top of Mage's Blessing and it gives you a burst of extra early game damage to outclear your opponent and poke them out, for example, in my Hel game I was in a 1v2 lane against Mercury and Scylla, and I out cleared the both of them and poked them out of lane, merely because of this start, I was also able to maintain health and mana via healing and mana sustain (Edit: Also note that you start with 2 Health Pots and 3 Mana Pots or Vice Versa to sustain), while they were poked out I was able to farm camps and gain a lead on top of the lead I gained from a 1v2 lane. On your first back (assuming you didn't die already) you should be about level 5 and you can probably get t2 or t3 boots, maybe an Oracle Chalice, wards, or some more pots if you're god has trouble sustaining. After Tier 3 Boots, you're gonna want to finish Chronos Pendant so that it was a worthy investment, also, you don't even have to go Chronos Pendant, you can branch into Doom Orb or even Tahuti, but simply because of the massive mp5 and CDR boost that Chronos has to offer, I normally find myself buying Chronos. After Chronos, your next investment should be Warlock's Staff, it's almost a necessity right now for mages and is the current staple mage item. Warlock's adds a great deal of health and damage that increases with stacks. Now, the icing on the cake is that Mage's Blessing should be evolving sometime while building Chronos or Warlock's. Now, for some deviations that I've seen and that I think can be viable (All of these builds have Mage's Blessing). I'm not going to go in-depth into these, but I'll give you the gist of it. T1 Warlock's -> T3 Boots -> Warlock's Staff + T3 Boots. This build gets Warlock's up and running early while maintaining early game damage, this works on many mages with passive mp5 in their kits somewhere and just need that need a little extra hp faster to bulk up and survive powerful ults etc.. The next is the same thing as Warlock's except replacing warlock's with Bancroft's, this is a decent build for gods that require early game lifesteal and can use it well, I see this build a lot less often as the others, but it's alright on a couple of gods. As for the rest of your build, you're going to want to counter-build your opponents with protections, pen, or damage. I hope I helped you guys with building mid-lane mages in season 5, don't down-vote if you disagree please, just be civil and tell me why you disagree in the comments section and we can discuss it, thanks! TL;DR: Building Mage's Blessing, T1 Pendant = Major Early Sustain, Wave Clear, and Damage allowing you to win the lane and all you're sacrificing is 6% movement speed, and 1 Health or Mana Pot. I also explain some deviations from that start and how to build on top of this start up to 4 items including Mage's Blessing and why it works. submitted by /u/ReEvolu [link] [comments] |
I really hope they update Jungle practice soon. Posted: 06 Feb 2018 08:31 AM PST Especially with season five here on all platforms, it is important for players to have a place to practice builds and landing abilities. Right now, it's not that efficient tto use the built in practice mode. You can't even test protections and mitigation due to nothing being able to really hurt you. I was excited to test new builds and things in practice because I love theorycrafting. Its what kept me playing MTG for years. However, the only way to really theorycraft is in a real match and I'd rather not make 9 people suffer due to my weird builds. submitted by /u/GReaper5 [link] [comments] |
[Skin Concept] Tooth Fairy Zhong Kutie Pie Posted: 06 Feb 2018 07:43 PM PST |
On console we can’t see the exact amount of enemies protections Posted: 06 Feb 2018 09:29 AM PST Since the new %pen is worth in certain cases, on console we should be able to see the exact amount of protections of the enemies like pc players can actually do(opening the tab) submitted by /u/Noxturnalis [link] [comments] |
Rama. Posted: 06 Feb 2018 07:18 AM PST |
Can we get Sheela as a Celtic goddess please Posted: 06 Feb 2018 09:09 PM PST |
I was learning Ravana and proceeded to make this nice Loki juke Posted: 06 Feb 2018 01:00 PM PST |
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