SMITE Version 3.12.3494

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3.12 - Mid Season Update | July 6, 2016

T ErLangShen Default Icon.png New God: Erlang Shen - The Illustrious Sage

ErlangShen Promo.jpg

Icons ErLangShen Passive.png Howling Celestial Dog (Passive)

Each time Erlang Shen hits an enemy with a Basic Attack, his dog hits as well for 15% of his Basic Attack power, which trigger items for Basic Attacks at 15% of their normal damage and can Critical Hit.

Icons ErLangShen A01.png Spot Weakness

Erlang Shen opens his third eye and analyzes the enemy's strengths and weaknesses. When activated, Erlang Shen gains additional Physical Damage (+25/40/55/70/85 + 15% of your Physical Power) on each strike, and ignores Basic Attack movement penalties for the duration for 5 seconds. While on Cooldown, successful Basic Attacks reduce the Cooldown of this ability. Cost : 60/65/70/75/80. Cooldown 14s.

Icons ErLangShen A02.png Pin

Erlang Shen launches a spear that damages enemies (85/130/175/220/265 + 45% of your Physical Power) on impact. Enemies in the dead center of the effect when it lands are Crippled and Rooted in place for 1.15/1.3/1.45/1.6/1.75 seconds. Cost: 50/55/60/65/70. Cooldown: 12s.

Icons ErLangShen A03.png 72 Transformations

Erlang Shen transforms into an Mink or Turtle and charges forward. Cost: 65/70/75/80/85. Cooldown: 18/17/16/15/14s.
Mink: Damages all enemies (90/150/210/270/330 + 85% of your Physical Power), stopping on first god hit and increasing Attack Speed (+15/20/25/30/35%) for 6s.
Turtle: Knocks up all enemies in path dealing damage (75/125/175/225/275 +40% of your Physical Power) and gains a health shield (70/110/145/180/215) for 12s.

Icons ErLangShen A04.png 9 Turns Blessing (Ultimate)

Erlang Shen Taunts nearby Enemy gods, gaining Damage Mitigation (10/11.25/12.5/13.75/15%) for the next 4s. Afterwards, if Erlang Shen is still alive he is healed for a flat amount (150/240/330/420/510) plus 20% of his Maximum Health. Cost: 80/85/90/95/100. Cooldown: 85s.

New God Skins

T Khepri ChefSpecial Icon.png Chef's Special Khepri

Releasing on July 12th, 2016.

New God Cards

New Voice Packs

New Avatars

Achievements

Ah Muzen Cab

Achievement Combat AMC Disarm.png
Disarm
As AMC disarm an enemy god using bees.
Achievement Combat AMC HowSweet.png
How Sweet
As AMC pick up 5 stingers in a single match.

Hercules

Achievement Combat Hercules EarthBreaker.png
Earthbreaker
As Hercules knock an enemy up five times in a single match using earthbreaker.
Achievement Combat Hercules Ricochet.png
Ricochet
As Hercules Use excavate to hit an enemy god twice, in one use, and kill them on the second hit.

Odin

Achievement Combat Odin BirdBomb.png
Bird Bomb
As Odin kill fifteen enemies in a single match using Ravenshout and Lunge together.
Achievement Combat Odin CageMatch.png
Cage Match
As Odin kill four enemy Gods inside of your Ultimate, Ring of Spear.


Summer of Smite 2016

Merdusa Promo.jpg

  • Summer of Smite is back! Over the next two months, we'll be adding new content every week to unlock, as well as bonus rewards for unlocking a certain amount of items, plus a free Enigma Treasure Chest for every item purchased in the Summer of Smite event! The first unlock will be Rock-a-Bellona Bellona, with Chef's Special Khepri, and the bonus loading frame coming out next week.
  • Rock-a-Bellona Bellona
  • Chef's Special Khepri (release on 7/12)
  • Bonus Reward: New Loading Frame – Tropical Paradise (release on 7/12)

Miscellaneous

  • The Item Store layout for Starter Items now matches our previous updates to Relics and Consumables.
  • Updated UI elements to make it more clear when you are in Auto Skill and Auto Buy modes.

Relics

Thorns Relic.png New Relic - Thorns

A variation of one of our favorite old Active Items has returned with a new name to fit the Relic scheme. The ability to reflect damage is especially effective on high HP characters vs. Hunters, Mages, and Assassins.

  • Using this item reflects 40% of all damage you take, before mitigations, for the next 5s back to its owner as Magical Damage. Cooldown – 120s.

Phantom Relic.png New Relic - Phantom

Players can now become a phantom at any time, passing through players and the obstacles they create. Phantom comes with an additional bonus that removes the movement penalty for basic attacking, allowing Hunters and Assassins to be extremely aggressive.

  • Using this item allows you to pass through players and player made objects for 5s. It also grants a 100% reduction to Basic Attack Movement Penalty for the duration. Cooldown – 140s.

Blink Relic.png Blink

By reducing the time out of combat, Blink will now function better as an escape if distance is created, or a re-engage tool. With its increased Cooldown in Season 3, we want to ensure Blink still allows players to use it in multiple ways.

  • Time out of combat before Blink can be used reduced from 5s → 3s.

Curse Relic.png Curse

Curse has been a potent Relic, due to its powerful Slow and ability to counter healers very effectively. In combination with other Season 3 item changes, healers have been struggling to make an impact, so this aspect of Curse is being adjusted.

  • Healing Reduction decreased from 65% → 50%.

Frenzy Relic.png Frenzy

  • Also applies a 20% Attack Speed increase for the duration.

Scout Relic.png Scout

Scout is meant to be a viable starting option for supports, but was often outclassed by other Relics. With Scout's new ability, supports can use it as a gold source for warding the right spots. This should both improve the viability of the Relic as well as improve games by definitively rewarding skilled ward placement.

  • Revealing enemy wards with Scout causes you to gain 25 gold per ward revealed.
  • Cooldown reduced from 140s → 120s.

Sprint Relic.png Sprint

  • Duration reduced from 6s → 5s.
  • Cooldown increased from 140s → 150s.

Sunder Relic.png Sunder

We want Sunder to not only be a damaging ability, but reward players who hit the correct targets. Sunder will now provide an Attack Speed reduction to targets hit, as well as provide a more potent Protection shred. This allows Sunder to serve as a strong damage tool, as well as a serious debuff tool.

  • Protection Reduction increased from 25% → 30%.
  • Also applies a 30% Attack Speed Reduction to the Sundered target.

Teleport Relic.png Teleport

Teleport has long been a staple of the Solo Lane, creating interesting combat situations when used with wards and towers. With this change we aim to increase the amount of counterplay so that Teleporting feels more tactical and calculated, rather than an emergency entrance or exit.

  • Increased Channel time from 3s → 4s.

Wrath Relic.png Wrath

Wrath is the primary Jungle control Relic, but hasn't been picked up often by the Assassins or Guardians of SMITE. With the increased damage to jungle bosses and the added Stun, this Relic becomes much more versatile while still serving its original purpose of jungle camp clear.

  • Using Wrath now Stuns nearby enemy gods for 1s.
  • Increased damage to Jungle bosses from 1000 → 1250.
  • Cooldown increased from 60s → 90s.

Item Changes

RitualDagger T3.png New Item - Ritual Dagger

Relic augmentation is something we are very excited to try. Ritual Dagger is launching with a set of stats that is useful to a wide array of gods, allowing for many different types of Relic based strategies.

  • Ancient Blade Item Tree.
  • 2000 gold
  • +200 Health
  • +10% Cooldown Reduction
  • +20% Attack speed
  • +10% Movement Speed
  • NEW PASSIVE – Whenever you use a relic, the duration of that relic's effects are increased by 50%.

EmperorsArmor T3.png New Item - Emperor's Armor

The ability to strengthen and weaken towers is a new and potentially powerful effect. Emperor's Armor will allow for Guardians, Warriors, or even some riskier tower divers to tip the odds in their favor when fighting around structures.

  • Iron Mail Item Tree.
  • 2100 gold
  • +250 Health
  • +30 Physical Protection
  • NEW PASSIVE – AURA – Damageable enemy structures within 55 units have their Attack Speed decreased by 30%. Damageable allied structures within 55 units have their Attack Speed increased by 30%.

AdventurersBlade T2.png Adventurer's Blade

  • Removed Crowd Control Reduction.
  • Movement Speed increased from 7% → 10%.

Ancile T3.png Ancile

As an anti-Mage item for Warriors or Assassins, the additional damage from Ancile's old Passive wasn't proving very useful. Ancile now provides additional Magical Protection, as well as an additional form of Crowd Control. This added utility ensures that players who successfully ambush the enemy will have an extra advantage.

  • Increased Magical Protection from 40 → 60.
  • NEW PASSIVE – Whenever you take Magical Damage from an enemy ability you unleash a shockwave that Silences all enemies within a range of 20 units for 1s. This effect cannot trigger more than once every 60s.

BancroftsTalon T3.png Bancroft's Talon

Bancroft's Talon allows players who are at low Health to be a major threat, but players needed to be in extreme danger to feel the full benefits of this item. Making the Power buff max out earlier lets players use the risk and reward mechanics of this item more effectively.

  • PASSIVE updated – The 100 Power from this item's Passive will now be gained when at 25% HP, up from 0% HP.

GoldenBow T3.png Golden Bow

Early in Season 3 we made an adjustment to Golden Bow that shifted it from a niche item to a mainstay of Hunter builds. After review and a lot of community feedback, we don't feel that this was a positive change for the overall balance of the game. Hunters with Throwing Dagger or Golden Bow are too good in all lanes at all points in the game. Hunters are the staple duo laner because they need help in the early game to reach their full power level in the lategame. Throwing Dagger and Golden Bow removed that progression, while also washing out the differences between each god in the Hunter class. Hunters with stronger clear potential suddenly saw their advantages nullified. Guardians with stronger clear to augment weak early game Hunters also saw less play. Moving forward without this item will allow there to be specific pros and cons to each Hunter, as well as make the class easier to balance. SMITE had many successful seasons without this item, and only a small amount of time where it dominated the meta. We feel strongly that SMITE's core goals of pros and cons between different gods and different team comps will be much healthier without this item. We will keep a very close eye on Hunter balance going forward to ensure that there is a number of viable options.

  • Removed from the game.

ThrowingDagger T2.png Throwing Dagger

  • Removed from the game.

Heartseeker T3.png Heartseeker

Heartseeker's Passive was not providing enough power to justify buying it. By allowing the +40 Power to persist for three seconds this item will provide much more of a punch to players who can land many attacks in rapid succession.

  • NEW PASSIVE – Hitting an enemy with a basic attack helps you gain focus, increasing Attack Speed by +3% per stack (max 5 Stacks). At 5 stacks your next ability cast consumes the stacks and provides an additional +40 Physical Power buff for 3s.

RuneforgedHammer T3.png Runeforged Hammer

Runeforged Hammer's new passive is meant to synergize with front line Warriors. Gods that want to infiltrate the enemy formation will be able to use this item to effectively mark a target for death with a single Slow.

  • NEW PASSIVE – AURA – Enemies who are within 20 ft of you and are Slowed take 10% more damage from all sources.

GenjisGuard T3.png Genji's Guard

  • Updated Visual FX when triggered.

SpectralArmor T3.png Spectral Armor

Ghostwalk was an interesting ability but attaching it to an expensive Physical Protection item made it very difficult to use. With the changes to Relics in this patch we kept the Relic interaction on Spectral Armor, but changed the effect to be cooldown reduction. Tanky characters can use this reduction to combo multiple abilities with the use of a Relic.

  • NEW PASSIVE – When you activate a Relic your cooldowns are reduced by 3s. This effect can only occur once every 20s.
  • Updated Visual FX when triggered.

God Changes

T AMC Default Icon.png Ah Muzen Cab

AMC is seeing an increase to his early game clear to solidify his position as a Hunter with powerful lane clear but limited mobility.

  • General
  • AMC's Basics Attacks offset distance has been reduced.
  • Icons AMC A03.png Honey
  • Increased damage from 8/21/34/47/60 → 13/25/37/49/61.

T Anubis Default Icon.png Anubis

Anubis has a focused kit that relies on high damage output and pinpointed Crowd Control. With the changes to Mummify and Death Gaze these strengths are highlighted, allowing Anubis to have more control over the fights he commits to.

  • General
  • Increased Base Movement Speed from 350 → 360.
  • Icons Anubis A02.png Mummify
  • Reduced Cooldown from 18/17/16/15/14 → 16/15/14/13/12.
  • Icons Anubis A04.png Death Gaze
  • Increased radius from 1.25 → 1.75.

T AoKuang Default Icon.png Ao Kuang

Ao Kuang can burst down gods in a variety of situations. With a full set of damaging abilities and an execute, it is important that players have some time to react to him. Dropping the damage on his easiest to confirm ability will help in that goal.

  • Icons AoKuang A03.png Wild Storm
  • Damage decreased from 90/140/190/240/290 → 80/125/170/215/260.

T Aphrodite Default Icon.png Aphrodite

Aphrodite is receiving a new Passive ability. Gods were considered for new passives based on community feedback and how the passive interacted with the kit. Her old passive only affected her Kiss ability, and has been relocated there. Her new Passive, Center of Attention, makes her increasingly harder to kill in large team fights, opening up her ability to support as a Mage. It also provides a unique bonus to her safety in that Aphrodite's stack number can alert her to enemies looking to gank her from the jungle.

  • Icons Aphrodite Passive.png New Passive - Center of Attention
  • Aphrodite gains 4 Physical Protections and 4 Magical Protections for each friendly and enemy god within 70 units of her. Stacks up to nine times.
  • Icons Aphrodite A01.png Kiss
  • Now provides 30% Mana Regeneration.

T Arachne Default Icon.png Arachne

While this change to Arachne's Web has balance implications, it's primarily being driven around improving the feel for both Arachne and for players on the receiving end of the ability. Web provided little to no feedback for enemy players, as it is just dropped on top of them instantly hitting. It was hard to understand what happened and why it happened. This new version will allow enemies to better read Arachne's actions, as well as provided more visceral feedback to Arachne players. This also adds a skill shot to Arachne, and with that extra difficulty the ability now always creates an initial web trail for her movement enhancement.

  • Icons Arachne A03.png Web
  • Now fires as a projectile of Web and Spiders!
  • Arachne shoots a line of Web forward. She is Immune to Slows and moves faster on Web. If the Web reaches max range a Web trap will spawn. Enemy gods who walk through the trap or get hit by the projectile are Slowed by 25%, revealed to Arachne, leave a trail of Web behind them, and are attacked by Broodlings. Arachne can only have two Web traps active at a time and the Webs last 240s.

T ChangE Default Icon.png Chang'e

  • Icons ChangE A03.png Moonflower Dance
  • Scaling on the healing portion of this ability increased from 30% → 40%.

T Fafnir Default Icon.png Fafnir

Fafnir was slightly underpowered launch, and will be getting some buffs to improve his abilities. Cursed Strength is designed to be a high risk high reward skill shot, so the Stun duration is being increased to make this worth the effort. Additionally, Dragon Breath is receiving a damage increase to make it more intimidating and help Fafnir confirm kills. Also, all of Fafnir's DoTs in Dragon Form have had their timing changed to apply damage on the initial hit for better readability.

  • Icons Fafnir A01.pngIcons Fafnir A01 B.png Cursed Strength
  • Stun increased from 1s → 1.5s at all ranks.
  • Damage over Time in Dragon Form now deals damage at 0s, 1.5s, and 3s, instead of 1s, 2s, 3s.
  • Icons Fafnir A03 B.png Underhanded Tactics
  • Damage over Time in Dragon Form now deals damage at 0s, 1.5s, and 3s, instead of 1s, 2s, 3s.
  • Icons Fafnir A04.png Dragonic Corruption
  • Damage over Time from dragon transformation now deals damage at 0s, 1.5s, and 3s, instead of 1s, 2s, 3s.
  • Dragon Breath: Increased Damage from 10/15/20/25/30 → 20/25/30/35/40.

T GuanYu Default Icon.png Guan Yu

Guan Yu's is gaining a new set of powerful tools to apply to different combat scenarios but his passive is being adjusted to only proc when at full stacks. Guan Yu has been locked into the role of group healer in the past but his new Passive will give him more ways to influence a team fight other than just healing.

  • Icons GuanYu Passive.png New Passive – Painless
  • Each time Guan Yu deals or receives damage he gains a stack. Stacks are gained from minions and gods. At max stacks the next ability used will have a boosted effect.
  • Maximum stacks increased from 20 → 30.
  • Icons GuanYu A01.png Conviction
  • Healing increased from 50/80/110/140/170 → 100/160/210/280/340 when boosted by Painless.
  • Icons GuanYu A02.png Warrior's Will
  • Slow increased from 30% → 60% when boosted by Painless.
  • Icons GuanYu A03.png Taolu Assault
  • Protection Steal increased from 2/4/6/8/10 → 3/6/9/12/15 when boosted by Painless.
  • Icons GuanYu A04.png Cavalry Charge
  • Slow increased from 20% to 40% and Stun increased from 1s → 2s when boosted by Painless.

T Hel Default Icon.png Hel

Hel is seeing a variety of buffs to help her compete with other Mages. Her utility and healing are her primary strengths, so those are being augmented even further to make her an attractive pick over a standard burst Mage.

  • Icons Hel Passive.pngIcons Hel Passive S2.png Stance Attunement
  • Decreased time takes to fully charge a stance from 5 → 3 seconds.
  • Icons Hel A02.png Hinder
  • Increased Slow from 10/15/20/25/30% → 20/25/30/35/40%.
  • Icons Hel A03 S2.png Inspire
  • Scaling increased from 30% → 40%.
  • Movement Speed buff increased from 15/17.5/20/22.5/25 → 25% at all ranks.

T NeZha Default Icon.png Ne Zha

Similarly to Aphrodite, Ne Zha's old Passive only affected one ability in a way that didn't feel rewarding. The new Passive has a Critical Chance buff attached to it that rewards you for staying in combat. It also retains the heal from Flaming Spear but does not consume the stacks, removing the cumbersome trade-off of his old Passive.

  • Icons NeZha Passive.png New Passive – Righteous Spirit
  • Ne Zha gains stacks from successful Basic Attack and ability hit, and 2x stacks from Critical Hits. Each stack provides him with .5% crit chance. Stacks are lost after being out of combat for 5s.
  • Icons NeZha A02.png Flaming Spear
  • Now heals up to 15% of Ne Zha's maximum HP depending on how many stacks of Righteous Spirit he has. (0.75% HP per stack).

T Odin Default Icon.png Odin

Odin's new Passive fits his lore very well and gives him a unique killstreak play style. This ability triggers from the deaths of allied and enemy gods anywhere on the map, so Odin will be powering up anytime a fight is unfolding. His old Passive still exists as part of his Ultimate, rewarding players for confirming kills inside the Ring of Spears.

  • Icons Odin Passive.png New Passive – Path to Valhalla
  • Whenever any god dies on the battleground, Odin gains 8% movement speed and 8% power for 8s. This buff can stack up to five times.
  • Icons Odin A04.png Ring of Spears
  • Odin gains permanent stacks of +5 Attack Power for each enemy god that dies inside the ring.

T Raijin Default Icon.png Raijin

  • General
  • Increased base Magical Protection from 25 → 30.
  • Removed Magical Protection scaling.

T Ratatoskr Default Icon.png Ratatoskr

  • General
  • Reduced HP per level from 75 → 73.
  • Icons Ratatoskr A03.png Acorn Blast
  • Reduced damage from 50/65/80/95/110 → 40/55/70/85/100.

T Sylvanus Default Icon.png Sylvanus

  • Icons Sylvanus A01.png Verdant Growth
  • Reduce time seed take to sprout from 12s → 5s.
  • MP5 increased from 6/10/14/18/20 → 20 at all ranks.

T Vamana Default Icon Old2.png Vamana

  • Icons Vamana Passive Old.png Sleeping Giant
  • Tooltip edited to remove the descriptions related to his Ultimate.
  • Icons Vamana BigBaby Old.png Colossal Fury
  • Tooltip edited to include all functionality of this ability.

T Vulcan Default Icon.png Vulcan

After experimenting with a few different passives for Vulcan we found that the best feeling came from a passive that rewards what he does best, poke enemy gods. His new passive increases his mobility and provides positive feedback to players that prioritize damaging enemy gods.

  • Icons Vulcan Passive.png New Passive – Master Craftsman
  • Whenever Vulcan successfully hits an enemy god with an ability he gains +20 MP5 and 15% Movement Speed for 5s.



Source