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Today's hotfix has a few bug fixes and a number of balance changes for SMITE 2:

God Balance:

Merlin:

  • Adjusted the timings of his Basic Attacks to better match his animation.
  • Made adjustments to Frostbolts timing and blending for better feels.

Conquest:

Jungle base health changes are reverted

  • Fire Giant’s base health increased from 4500 to 6300
    • As an example, Fire Giants spawned health at 15 minutes increased from 10,200 to 12,000
  • Gold Fury’s base health increased from 2200 to 2750
    • As an example, Gold Fury spawned health at 5 minutes is now increased from 3850 to 4400
  • Ancient Fury’s base health increased from 2560 to 3200
  • Pyromancer/Naga’s base health increased from 1800 to 2250
    • As an example, Pyromancer’s spawned health at 10 minutes is now increased from 3870 to 4320

Item Balance

  • Blink Buff
    • Reduced Cooldown from 240 to 210s
  • Sunder Nerf
    • Decreased Per Level damage from 6 to 4.
  • Ancile
    • Fixed an issue where this was sharing the cooldown with Hide of the Nemean Lion.
  • Arondight Nerf
    • Decreased Strength from 65 to 50.
  • Avenging Blade
    • Fixed an issue where the Movement Speed and Shred applied to non-god targets.
  • Bragi’s Harp Nerf
    • Reduced damage dealt to Structure and Jungle Bosses by 50%.
  • Sun Beam Bow Nerf
    • Reduced damage dealt to Structure and Jungle Bosses by 50%.
  • Obsidian Shard Shift
    • Increased cost from 2400 to 3050.
    • Increased Penetration from 15% to 25%
      • The tooltip currently states 25% but is currently giving 15%.
  • Titan’s Bane Shift
    • Increased the cost from 2450 to 3100
    • Increased Penetration from 15% to 25%
      • The tooltip currently states 25% but is currently giving 15%.
  • Warrior’s Axe Nerf
    • Decreased Strength from 15 to 12.
    • Decreased True Damage Base from 40 to 30.
    • Increased Heal Base from 20 to 30.

Bug Fixes:

  • Merlin Stances and flat cooldown changes fix
  • Fixed an issue where Merlin Ability 1 (Eclipse/Radiate/Frostbolt) FX would track dead enemies
  • Fixed an issue with Merlin’s Elementary Mastery FX
  • Fixed an issue with Merlin's ability and enemy coloration
  • Fixed and issue where Cupids Heart Bomb was not stunning enemies.
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Hey y'all,

We wanted to respond quickly to the rushing objective meta that has developed. Most of these changes are targeted at addressing that.

Outside of that Arondight was a top performer and while we want to keep the active strong, it was also too good in the stats it provided.

Titan's Bane and Obsidian Shard are part of a larger scale Penetration adjustment we want to do, but felt like getting this in could allow Carries and Mids to have a much more potent tool against being run down by bruisers and tanks; but with a cost indicative of how strong the effect is.

Warrior's Axe is also being adjusted to discourage Carries from starting it while still keeping it viable for the brawlers in the Solo lane.

Originally posted by Constant_Revenue2213

Have you thought about adding more power to the AS items and adding additional passives to the carry starters to make them more viable? I think sharpshooter arrow got a deserved nerf but now it’s less viable than Smite 1’s Ornate Arrow. I’d much rather have Ornate or Diamond than Sharpshooter its current state. Also the lifesteal on Leather to Hunters Cowl is ABYSMALLY USELESS.

There should be some distinguishable benefit to using it vs just getting bumba’s dagger. Especially since Dagger now provides AS. I get it everyone hates when ADC’s are melting everyone but this community has to get over that it takes 20 mins for these characters to get online. It’s ridiculous that every patch is another nerf to adc items.

It's something we have kept an eye on, but so long as people who are building Death's Toll, Leather Cowl, and Ornate succeed (outside of top level player most people build these and succeed, with Ornate being a bit underwhelming) the flexibility is cool.

Warrior's Axe was hit mostly because it led to a lot of play pattern frustration. Trading some stats for stronger jungle control near the lane with Bumba's feels like an interesting tradeoff, and I see why top level values it.

That strategy does become weaker as a whole with this patch, so in theory reasons for doing it are also going down compared to the more standard starters.

Another reason for buffing them would be to just bring up carries as a whole, but as a role they seem to be doing OK. So yeah, we could buff them but the urgency for that doesn't seem super high.

Originally posted by dank_summers

Thank you the sun beam bow meta has been one of the worst

Im confused about the pen items though, is the current patch still only giving the 15%

No, they will give 25%.

Since Merlin Patch they SAID they give 25%, but were giving 15%. The change means the tooltip is now correct. The note was there just so people didn't think we were nerfing the item by adding ~700 gold to them.

Originally posted by pyro745

Can you confirm the %pen amount on Heartseeker? Not sure if it’s still the case, but for a while it said: 10% pen 10% pen

Making it seem like it had 20% total?

That is a UI display bug. Because we 'unified' Physical and Magical Penetration across the board, all these items actually have X% Physical Penetration and X% Magical Penetration.

Our tooltips automatically generate what stats an item has, and for these items we have to override it but we missed that on Heartseeker.

tl;dr Yes, it is only supposed to provide 10% Penetration.

Originally posted by Zoso_65

I am not fully up-to-date with Smite 2, but from what I have seen matches are usually not lasting very long. The increase in Pen % is of course nice, but the cost increase in pretty drastic. Won't it simply take to long for mages to get their items online? Tanks with hybrid items are running them down pretty effectively.

If objectives aren't being rushed down as quickly, it probably lengthens the game which helps this case.

Just looking at a random sampling of games, ~500GPM is pretty reasonable pace, underestimating a hair. So this delays the item a teamfight if you are teamfighting around every ult cooldown. Napkin math, but feels fair.

It does delay it but if you are identifying that tank pressure is disrupting your play, saving for a tool that will be more strongly countering to that I think is a fair tradeoff.

Our future changes will make this a bit easier, but if we just buffed it without raising the cost it creates a different side of the % Penetration issue.






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