Page 1 of 8 1 2 3 ... LastLast
Results 1 to 10 of 72

Thread: Inner Demon | 5.6 PC Update Notes

  1. #1
    Senior Member Prestigious GongsunYiru's Avatar
    Join Date
    Aug 2014
    Posts
    4,760
    28
    Level completed: 40%, Points required for next Level: 1,441
    Achievements:
    Repped! First Class Repped! Second Class Reputation Distributor Repped! Third Class Discussion Ender
    Awards:
    Guru
    Rep Power
    21

    Inner Demon | 5.6 PC Update Notes



    Inner Demon
    5.6 PC Update Notes


    From https://www.smitegame.com/news/inner...c-update-notes
    GOD SKINS


    Inner Demon Hel
    Limited


    Jackal Tech Anubis
    Limited


    Dashing Deceiver Loki
    Exclusive


    Abyssal Executioner Chaac
    Exclusive


    Violet Sorceress Aphrodite
    Limited


    Road Rebel Hercules
    Exclusive
    INNER DEMON ARENA


    Hel’s Inner Demon Arena

    The Arena Game Mode has a complete new environment with many new features!

    New Hazards

    • Dangerous water pools on the map will kill players if they stay there too long.

    New Objectives

    • 3 Serpent Demons will spawn in the center of the map every 2 minutes.
    • Whichever team kills 2 of the 3 will get a Titan Juggernaut.
    • These juggernauts follow normal arena juggernaut rules, except they will attack nearby enemies when stopped.

    Demon Jungle Buffs

    • All Jungle buffs will last 60s instead of 120s, but have more powerful effects.
    • Demon Red buff provides 20% Movement speed in addition to Power.
    • Demon Blue buff provides 10% Damage Mitigation in addition to Cooldown and Mana Regen.
    • Demon Purple Buff provides Haste effect in addition to Basic Attack Power and Attack Speed.

    The Bonus Round Returns!

    • Slay your opponents in a 5v5 deathmatch after the game for extra points

    Quality of Life

    • Respawn timers have been changed for this Arena.

      • Respawn times for a team is now consistent based on time/performance.
      • This avoids the chances of a team dying and having an unexpectedly long or short respawn timer.
      • Teams still respawn in waves set by the time of the first player to die.

    • Tickets Earned Feedback

      • An in-game visual has been added to help players see what actions they are doing that subtract tickets from the enemy team.

    • Portal Animations

      • Minions and Juggernauts now walk directly into the portal instead of animating in ways that can confuse players if they are hittable or not.

    Inner Demon Bundle

    • Inner Demon Hel God Skin
    • Inner Demon Pedestal
    • Inner Demon Jump Stamp
    • Inner Demon Level-Up FX
    • Season 5 Gold Key
    • Bonus points earned from the Adventure

    ITEM BALANCE
    Rage

    Rage is the high Critical Strike chance item bringing a whopping 40% Critical Strike chance when fully evolved. Getting to the fully evolved state however was often too risky to be worth it. We are removing the bonus Critical Strike chance on evolving and moving it to the base item, allowing the item to have more impact and consistency immediately when built.

    • Increased Critical Strike Chance from 20% to 30%
    • No longer provides an additional 10% Critical Strike on evolving

    Soul Gem

    Since its reintroduction, mages have been experimenting with Soul Gem and finding plenty of success. This item fills a nice niche slot for mages looking to bring additional burst to a fight, but the bonus effect is often too impactful. We are toning down the Bonus Damage portion of this passive to avoid these exceedingly bursty or uncounterable situations.

    • Decreased Bonus Damage from 40% to 30% of your Magical Power

    Warlock’s Staff

    Warlock’s Staff is a common item for Mages to rush early, giving them ample survivability and power. We want mages to feel like there are other choices, but right now Warlock’s Staff is limiting that choice. We are reducing the amount of health this item receives from stacks, lowering the top end strength of this item.

    • Decreased Health per Stack from 4 to 3
      This item now grants 500 health when fully completed, down from 600 health

    Shield of Thorns

    This Relic and its upgrade have been quite potent since the later half of Season 4. We are happy to have relic diversity but Thorns can be especially frustrating and hard to play around. We want to make sure that damage reflect feels like it has enough risk vs reward, and currently it stacked on the reward side.

    • Decreased amount of damage reflected from 50% to 40%

    Shield of Thorns Upgrade

    • Decreased amount of damage reflected from 50% to 40%

    Hide of the Nemean Lion

    This item has very high protection stats to compliment its already powerful passive. We are taking the protections down slightly to make it a more difficult choice as a counter build option, instead of a catch all physical protection item.

    • Decreased Physical Protections from 80 to 70

    Celestial Legion Helm

    Celestial Legion Helm has not seen much use, but it does its job very well. For mages that want a single item to help reduce their chances of being one shot by enemy assassins, this is a great option. We are upping the protections slightly more to help draw attention to this item’s core goal.

    • Increased Physical Protection from 30 to 40

    Shogun’s Kusari

    Shogun’s has fallen out of favor due to past adjustments and the buffing of protection aura items. We want to make sure that Supports have options to bolster their entire team either offensively or defensively. This item was a 100% must-have for most of Season 4, so we are being careful with our buff here. Making it strictly better for the Support player but not as powerful aggressively should make the item an option without putting it over the top.

    • Increased Magical Protection from 40 to 50
    • Decreased Passive Attack Speed from 25% to 20%

    Jade Emperor’s Crown

    Jade Emperor’s is being adjusted for similar reasons as Shogun’s. We want this item to be a close choice between Sovereignty, Heartward, and Gauntlet of Thebes, while also giving Support players some additional tankiness.

    • Increased Physical Protection from 50 to 60

    Bulwark of Hope

    This item has a long history in SMITE, but with the creation of many new defensive items it has mostly fallen out of use. This items selfish effect and stats didn’t match the cost, so we are making it cheaper to help it better compare with similar items.

    • Decrease cost from 2550 to 2400

    Pestilence

    Pestilence has become one of the most commonly built tank items in the game. In many cases this item will be built even when the enemy team does not have significant healing. We are increasing its cost to deter people from building this unless they really feel that the healing reduction is necessary.

    • Increase cost from 2150 to 2250

    Rod of Asclepius

    Over the past few patches there have been many adjustments to anti-healing, so it’s about time there was adjustments to pro-healing as well. The anti-healing items have found solid spots in builds and are becoming even more popular. Most Healer gods are still performing quite well, but we want to give them more control over how much of a role healing will play in their games. Building Rod of Asclepius will provide more healing and power to better help them push through counter items.

    • Increased Magical Power from 75 to 90
    • Increased in combat healing bonus from 10% to 15%

    Toxic Blade

    Toxic Blade was in a strange spot compared to other anti-heal items. It provided the highest possible anti heal but had weak stats that didn’t apply well to most gods. As we have done with other anti-healing items, we are shifting it to make it slightly more attractive to core builds. This will come at a cost of reduced effectiveness of its passive.

    • Increased pen from 10 to 15
    • Reduced stack count of Anti-heal from 3 stacks to 2 stacks. (60% anti-heal to 40%)
    • Increased stack duration from 5s to 8s

    GOD FIXES
    Da Ji

    This targeter is small but with long range and could often get lost in the midst of combat. We are tweaking this visual effect to help Da Ji players choose the targets they intend to.

    Paolao

    • Made adjustments to the targeter so it is more visible while on the Pao Lao.

    Tyr

    Tyr’s allies should be able to follow up on his Fearless and generally combo with Tyr better than before. Tyr could do more harm than good by CCing enemies and taking them out of harm’s way both by movement and by actually making them untargetable. This will no longer be the case.

    Fearless

    • Targets hit by fearless no longer lose their hitbox while being pushed by Tyr and can be damaged.

    Janus

    This is an artistic fix only that has no effect on the timing or hitting of the ability. The portal on the ground should now more clearly signal when they have become active and players can fall into them.

    Portal

    • Changed the FX for the portal deploy to better match its actual deploy speed.

    Ne Zha

    Some of SMITE’s older gods had brief windows of immunity for themselves or their targets during animations that didn’t visualize this effect properly. We already fixed Sobek and Ao Kuang and will continue fixing these issues in this patch. This fix will adjust Ne Zha in that it will be easier for his allies to follow up on enemies after his ult, but also put him at risk to take damage sooner.

    Wind Fire Wheels

    • Ne Zha and the player he has grabbed are now damageable upon landing. Rather than losing their collision, they gain player pass through and Ne Zha gains CC immunity for the duration of their landing animations.

    Serqet

    Serqet will have similar results as Ne Zha. Both her and her target will be easier to damage as the ultimate finishes animating.

    Last Breath

    • Serqet and the player she has grabbed are now damageable upon during the throw. Rather than losing their collision, they gain player pass through and Serqet gains CC immunity for the duration of their throwing/thrown animations.

    Hercules

    Hercules had a very similar issue as Tyr except the duration is much shorter. This will have a minimal impact compared to Tyr.

    Driving Strike

    • Targets hit by Driving Strike no longer lose their hitbox while being pushed by Hercules and can be damaged.

    GOD BALANCE
    Ares

    You can hide behind walls but there is No Escape! Ares will now be able to affect players that are behind line of sight, helping him connect with enemies in tight corridors or targets that just dip behind cover both otherwise look hitable. This should help his ultimate have consistent impact during teamfights.

    No Escape

    • No longer requires Line of Sight to grab onto enemies.

    Cerberus

    Cerberus has had numerous adjustments to help him feel fluid while playing. Paralyzing Spit has had multiple targeter improvements to make it more accurate, with a few additional tweaks the make it more reliable. However, it will now respect diminishing returns like other stuns in SMITE. Soul Expulsion is getting increased range, allowing Cerberus to move through a fight effectively, and Stygian Torment is getting similar treatment to Ares; allowing anyone in the visual FX of the circle to be affected.

    Paralyzing Spit

    • This ability now goes through walls.
    • This ability has had numerous adjustments to better reflect the targeter. Players should notice this ability feels more accurate to the FX and targeter.
    • The radius of each projectile has been increased from 3 to 3.5.
    • The stun from this ability is now subject to diminishing returns.

    Soul Expulsion

    • Increased range from 50 to 55.

    Stygian Torment

    • No longer requires Line of Sight to afflict enemies.

    Hel

    Hel is receiving her updated passive meter this patch, allowing Hel players to see their cooldowns of their opposite stance. No more switching to heal only to find it is still on cooldown! Additionally, her Light Stance Basic Attack & 1 will now fire directly from her center, rather than being slightly offset. They should feel more accurate with this patch.

    Stance Attunement

    • Updated passive meter to show cooldowns of her opposite stance.

    Decay (Restoration)

    • Removed this projectile offset, this ability now fires directly down center and matches the targeter.

    Light Basic Attack

    • Removed this projectile offset, this ability now fires directly down center and matches the targeter.

    General

    • All ability icon art has been updated.

    Ne Zha

    Ne Zha’s ultimate is having its damage shifted to both help Ne Zha deal damage, but also making his damage more clear. Ne Zha historically had an extra hit that occurs right as his victim starts falling. This hit was redundant and sometimes confusing so it is being removed. The damage from this hit is being moved to the initial hit and landing hit. This both makes his damage occur at times that make sense, but also means ulting into a target that beads will still deal a bit more damage to the target.

    Wind Fire Wheels

    • Removed the damaging hit as the enemy god begins to fall.
    • Increased Initial and Landing damage from 60/100/140/180/220 (50% of your physical power) to 80/130/180/230/280 (65% of your physical power).

    Nemesis

    We last adjusted Nemesis in 5.4 with additional assassin specific nerfs (Blink and Heartseeker) and wanted to watch her performance before making any other adjustments. A few patches later she is still proving too difficult to fight against when she engages the backline with her ultimate. We are reducing the sudden damage Divine Judgement provides at later ranks, giving enemies more time to react and fight back against the Goddess of Vengeance.

    Divine Judgement

    • Decreased Damage from 20/25/30/35/40 to 20/22.5/25/27.5/30% of targets current health.

    Nu Wa

    Nu Wa’s Shining Metal had inconsistent per-rank scaling on the stun. We are fixing it (which is a slight nerf) to ensure it has consistent scaling. With her recent changes and some itemization, we feel she can endure the 0.1s difference.

    Shining Metal

    • Decreased stun duration from 1/1.2/1.3/1.4/1.5s to 1/1.1/1.2/1.3/1.4s.

    Sol

    Sol (and more particularly Mage ADC Sol) has been very impactful this split, pushing out even the top end of the hunter pool. Her passive when fully stacked gives her a large boost to her DPS that makes her very difficult to fight. We are toning this down the making fighting her more manageable.

    Sol excels in the duo lane position where players are getting less experience early on. While many gods can still make their impact by coming online in the late game, Sol comes online much earlier due to her passive. The large boost to her DPS it provides makes her very difficult to fight. We are toning this down the making fighting her more manageable.

    Unstable Manifestation

    • Decreased bonus Basic Attack damage from 25% to 20%.
    • Decreased Attack Speed from 1.2% to 1% (30% to 25%).
    • Decreased Magical Power bonus from 1% to .8% (25% to 20%).

    Terra

    The Earth Mother is getting a big change this patch, a whole new ultimate! She has always been incredibly strong performance wise, especially in competitive, but she did not feel impactful. In an effort to bring her performance into line, multiple tweaks were made that caused her to feel worse and worse to play (like the removal of the root from Shattering Monolith). Even after many adjustments it became clear that the idea of a global movement speed and healing ultimate would not work for the long term health of SMITE. Its effects would have to be measly numerically in order to balance the ability.

    Her new ultimate, Earthen Fury, provides a similar effect for her allies in a localized area that protects them from damage and heals them after being hit 4 times. In addition it applies stones to enemies as well, causing them to take more damage and providing additional burst damage if they are hit 4 times. With this ability no longer being global and having effects that are not Movement Speed and Cooldown Reduction, we feel safe in bringing back the control Monolith used to provide when shattered. Yes, it now roots again.

    Monolith

    • This ability now roots enemies when shattered.

    NEW ULTIMATE – Earthen Fury

    • Terra channels her strength into the world around her, buffing her allies and debuffing enemies for 10s. Allies gain 10% damage mitigation as well as a Heal over Time and protective stones that heal the ally if all 4 are activated. Enemies receive 10% more damage from all sources and harmful stones that damage the enemy if all 4 are activated. Stones are activated when an ally or enemy takes damage.

      • Radius : 55 ft
      • HoT : 5/8/11/14/17 (+2% of your magical power) every 0.5s for 10s
      • Heal : 100/150/200/250/300 (+30% of your magical power)
      • Damage : 200/250/300/350/400 (+60% of your magical power)
      • Cooldown : 90 seconds
      • Cost : 100 mana

    Thoth

    Thoth is a god in an interesting position. His statistical performance is low at all levels of play, making him a character we would be unlikely to nerf. However, his pick and ban rate and performance in SPL matches is showing him to be a problematic god at that level and is limiting diversity. We are tackling his late game survivability due to Evade and Punish’s cooldown rules.

    Thoth can dash and then hold his CC shot for 5 seconds, allowing him to dash again quickly after using the stun when managed properly. In this patch if Thoth chooses to hold onto his stun Evade and Punish will not go on cooldown. Thoth players will now need to choose between using the stun quickly to try and get the cooldown up quickly, or saving the stun at the risk of losing mobility.

    Evade and Punish

    • This ability will no longer begin its cooldown until Thoth fires the stunning projectile.

  2. #2
    Member Worshipper Yuisoku's Avatar
    Join Date
    Nov 2015
    Location
    Lolilandia
    Posts
    302
    4
    Level completed: 69%, Points required for next Level: 221
    Achievements:
    Full Profile! 1000 Experience Points 1 year registered Repped! Third Class
    Rep Power
    4
    Rainbowsplat looks like HiRez did this so we can get the drama. :3

    Wish they would nerf Crusher and Heartseeker which are main reason certain assassins are borked in S5 while they were mediocre in S4.
    Cerberus buff is unneeded. His 1 was fun and one of the most rewarding skill shots in the game, but yea lets make already strong ability even better

    For once Loki did not get annoying skin and the ability effects are beautiful aswell
    Last edited by Yuisoku; 04-04-2018 at 05:55 PM.

  3. #3
    Senior Member Chosen
    Join Date
    Feb 2017
    Posts
    1,673
    7
    Level completed: 21%, Points required for next Level: 716
    Achievements:
    1000 Experience Points 1 year registered Repped! Second Class
    Rep Power
    4
    Omg, loving the new Terra ult. Another damage mitigation area added to the game, and with a decent duration!

    Terra and Isis on a team is going to be strong, 25% damage mitigation in their overlapping ults. Definitely something to toss out on the enemy titan, or under their tower/phoenix, or in their fountain if we want to be bullies. Now if only they'd make Oni Hunter's mitigation up constantly instead of needing 3 nearby opponents. People might actually use it then.

    Terra and Odin will work nicely together as well.

  4. #4
    Senior Member Infamous PapaRodin's Avatar
    Join Date
    Jun 2014
    Location
    Germany
    Posts
    8,351
    27
    Level completed: 60%, Points required for next Level: 680
    Achievements:
    Repped! Third Class Repped! First Class Party Person Tagger Third Class Full Profile!
    Rep Power
    21
    Terra changes make my monolith rockhard and I feel guilty about feeling good about something so busted.

    The buffing and nerfing this time around feels like it is all over the place, so everything is as usual here I guess.
    No new god is unexpectedly undisappointing because I never even had the slightest doubt that this patch would have one.
    New Adventure I need to see a bit more off but it sounds awesome. Makes me wonder why we get this as an adventure instead of the regular arena again, but every Arena Adventure tends to do that so let us put that to the side as well.

    Skin cards look awesome. I might actually want to buy the adventure this time around if I have checked out the skins and deem them worthy.

    Have we seen the rewards for playing the adventure?
    Papa Rodins Words of Wisdom
    An Index Page for threads created by me for you.

    Last Update: Let's fix this God: Nu Wa!

  5. #5
    Trash Doggo Demigod Goobis's Avatar
    Join Date
    Mar 2014
    Location
    Trashcan
    Posts
    14,870
    38
    Level completed: 68%, Points required for next Level: 1,301
    Achievements:
    Veteran Repped! First Class Reputation Distributor Party Person Discussion Ender
    Rep Power
    40
    Nerfs Thoth because he's 100% P/B in SPL despite under-preforming elsewhere. Give him another pointless nerf that DOESN'T FIX WHY HE IS OBNOXIOUS instead of just admitting the stun was a mistake and rebalancing him.

    Ignores Ullr because he underpreforms everywhere despite being a 100% P/B in SPL. Bullshit that Thoth is in the exact same spot he is yet mister T5 can't get a real nerf.

    Cerberus is gaining popularity in ranked and is being spammed in SPL, buff him anyway.

    Another T5 recolor and probably the 90th exclusive/limited skin since out last DP. Wonder when weeb trash Thor is going to pop up again in a cyberspace event.

    Nerf Warlocks again and say that there is no versatility despite many still going Talon rush, Book, or a Hunter/Assassin in the mid lane as well.

    This patch is a shitfest and they have no idea what they are doing.
    Last edited by Goobis; 04-04-2018 at 09:16 PM.
    Your Local Resident Trash Doggo
    I'm cheating on Anubis, Camazotz is in the dumpster now.

  6. #6
    Member Follower loupblanc10kai's Avatar
    Join Date
    Sep 2017
    Posts
    232
    2
    Level completed: 75%, Points required for next Level: 126
    Achievements:
    Repped! Third Class 3 months registered 1000 Experience Points
    Rep Power
    2
    TLDR long review on Smite Patch 5.6

    Approved items in green text, thumbs down changes in red text, neutral/ambivalent in orange text.

    Hel’s Inner Demon Arena

    Sounds fun, especially with the bonus round.

    Inner Demon Bundle

    Kinda want this bundle, and kinda don't want this bundle. I assume this bundle is needed to farm the new Death Marks item, which sound like a really really nice cosmetic item. That's good and all, but a new currency is added right? And people have to farm them to get cosmetic items? Again another currency grind introduced, with an option to shorten the grind or with the currency only available via payment, either from real $ or gems.

    New God Selection Lobby

    Death Marks - New Customizable Item

    Turn Up Bundle

    Awesome Chest
    Godlike Chest


    Fantasy Points Store
    The King Bacchus
    The Marksman Rama
    Solstice Hel

  7. #7
    Super Moderator Godlike RainbowSplat's Avatar
    Join Date
    Aug 2014
    Location
    Somewhere lost in Time
    Posts
    18,505
    33
    Level completed: 14%, Points required for next Level: 2,941
    Achievements:
    Tagger Second Class Reputation Distributor 25000 Experience Points Repped! First Class Repped! Second Class
    Awards:
    Discussion Ender
    Rep Power
    50
    HiRez hates Mages and love Hunters it seems also goodbye Warlock wont bother to build you anymore
    *Disclaimer: I am a volunteer moderator. I work on best judgement and do not speak on behalf of Hi-Rez Studios.*

  8. #8
    Member Follower loupblanc10kai's Avatar
    Join Date
    Sep 2017
    Posts
    232
    2
    Level completed: 75%, Points required for next Level: 126
    Achievements:
    Repped! Third Class 3 months registered 1000 Experience Points
    Rep Power
    2
    Super duper TLDR long post.

    Item Balances

    Listing is in alphabetical order. I will also rate these changes in terms of the different impact in the various game modes, where applicable, even though I mainly do Joust.

    Bulwark of Hope - Decreased cost from 2550 to 2400

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Equal to all game modes imo. The 150 cost decrease is great, for this survivability item. Could be picked up very often in Duel, especially with Mages being especially strong in duel versus physical gods. Oh yeah, that 150 cost decrease will be very helpful. Genjis or Pesti will still be first magic prots item, but BOH can be that second magic prot item when needed. The mage can go Obsidian but the health shield from BOH will help immensely.

    Celestial Legion Helm - Increased Physical Protection from 30 to 40

    Conquest - Probably still will not be picked up in these game modes. Mainly since mages go boots and stacking item as first two items, while this item is specifically a cheap item especially helpful to immobile mages with no escape, to protect against early ganks while still providing power and MP5.

    Guardians going bruiser build / jungle - Probably not.

    Guardians Solo - Maybe? Especially if the Guardian Solo has weak early minion clear eg Ares, and expects to be double-teamed by enemy solo and jungler, both of whom are physical gods. This item is very cheap, providing power, decent enough physical prots, MP5. MP5 will be especially handy if the blue buff keeps getting stolen.

    Arena, Clash - Maybe? Again it will have better use for immobile mages against mobile assassins, and could be especially useful in preventing that single early kill from getting picked off by a Loki ult.

    Assault - Probably still will not be picked up.

    Joust, Siege - People should consider this item. Especially when Attacker's Blessing is near OP, and can be super snowbally. Ganks can occur on a super regular basis in Joust and Siege.

    Duel - Not likely.

    Hide of the Nemean Lion - Decreased Physical Protections from 80 to 70.

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Super duper understandable change. This change was likely made to make things a little bit easier for Hunters. The item will still be built, as and when situation demands it.

    Jade Emperor's Crown - Increased Physical Protection from 50 to 60

    Conquest - Interesting change. Possibility exists for Jade Em to be built in certain situations against certain comps, versus getting Sovereignty.

    Arena, Assault, Joust, Siege, Clash, Duel - With Attacker's Blessing being near OP, and super snowbally, I can see Jade Em being built, to debuff the power from Attacker's Blessing.

    Pestilence - Increased cost from 2150 to 2250

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Updated cost price reflects its value. Will still be built often. 100 gold increase is understandable.

    Rage - Increase Critical Strike chance from 20% to 30%. No Longer provides 10% Critical Strike upon evolving

    Don't care. I do not like Crit builds.

    Rod of Asclepius - Increased Magical Power from 75 to 90. Increased in combat healing bonus from 10% to 15%

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Too strong, especially considering its a double buff, giving extra power and on top of that 5% healing bonus scaling off that extra power? Needs to be changed.

    Only one stat should be buffed. Either Power or healing bonus. Not both. PLEASE CHANGE THIS.

    Shield of Thorns - Decreased amount of damage reflected from 50% to 40%
    Shield of Thorns Upgrade - Decreased amount of damage reflected from 50% to 40%

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - No comment.

    Shogun's Kusari - Increase Magical Protection from 40 to 50. Decreased Passive Attack speed from 25% to 20%

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Hard to assess its impact.

    Soul Gem - Decreased Bonus Damage from 40% to 30% of your Magical Power.

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Very strong item given a justifiable nerf. Maybe a bit too much of a nerf of 10%? Maybe 5%?

    Toxic Blade - Increased Pen from 10 to 15
    Reduced stack count from anti-heal from 3stacks to 2 stacks(60% anti-heal to 40%)
    Increased Stack Duration from 5s to 8s

    Conquest, Arena, Assault, Joust, Siege, Clash - Unsure, but less likely it will be picked up much.
    Duel - Could be impactful. Less anti-heal, but longer duration and more pen. Hm......

    Warlock's Staff - Decreased Health per Stack from 4 to 3(This item now grants 500 health when fully completed, down from 600 health. )

    Conquest, Arena, Assault, Joust, Siege, Clash - Disapprove of this change heavily. The previous power nerf was valid as the previous Warlock's was just very strong. This nerf is unnecessary imo.

    Just seems like they want to push mages towards Book of Thoth, so mages are high dps but more squishy, which could make for more entertaining SPL matches, because of possible huge swings from the death of a single Mage death.
    Last edited by loupblanc10kai; 04-05-2018 at 01:25 AM.

  9. #9
    Member Follower loupblanc10kai's Avatar
    Join Date
    Sep 2017
    Posts
    232
    2
    Level completed: 75%, Points required for next Level: 126
    Achievements:
    Repped! Third Class 3 months registered 1000 Experience Points
    Rep Power
    2
    God Fixes

    Da Ji
    Hercules
    Janus
    Ne Zha
    Serqet
    Tyr


    No comment here.

  10. #10
    Member Follower loupblanc10kai's Avatar
    Join Date
    Sep 2017
    Posts
    232
    2
    Level completed: 75%, Points required for next Level: 126
    Achievements:
    Repped! Third Class 3 months registered 1000 Experience Points
    Rep Power
    2
    God Balance

    Ares - No Escape - No Longer Requires Line of Sight to grab enemies

    Conquest - Could make for some entertaining SPL match highlights? Change can be justified since the ult is named No Escape. Now there really is no escape.
    Arena, Assault - Likely not much impact.

    Joust, Siege - Could be quite impactful here. Ares in Joust can be very strong.

    Clash, Duel - Likely not much impact.

    Cerberus
    Paralyzing Spit-This Ability now goes through walls, This ability has had it's targetter adjusted to feel more accurate, The Radius of each projectile has been increased from 3 to 3.5, The stun from this ability is now subject to diminishing returns
    Soul Explosion-Increased range from 50 to 55
    Stygian Torment-No longer requires Line of Sight to afflict enemies

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - JUST WHAT THE F*CK? The previous buff to his 2 was not enough?

    Maybe there is an upcoming Cerberus skin?

    Hel

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - No comment.

    Ne Zha

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Ok I guess. Specifically just helps in the situation where opponent beads against Ne Zha 3 auto ult combo, where you still get a bit more damage off your ult.

    Nemesis

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Ouch. This nerf is HUGELY IMPACTFUL.

    Nu Wa

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - No comment. People might complain, especially with the Soul Gem nerf.

    Sol

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Understandable nerf.

    Terra

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - I can understand the return of the root ability, as it is happy news for Terra fans, as that is great CC for teamfights, but because HiRez deems the old global ultimate too strong, they give a new ultimate which is even stronger?!



    Terra channels her strength into the world around her, buffing her allies and debuffing enemies for 10s. Allies gain 10% damage mitigation as well as a Heal over Time and protective stones that heal the ally if all 4 are activated. Enemies receive 10% more damage from all sources and harmful stones that damage the enemy if all 4 are activated. Stones are activated when an ally or enemy takes damage.
    Radius : 55 ft
    HoT : 5/8/11/14/17 (+2% of your magical power) every 0.5s for 10s
    Heal : 100/150/200/250/300 (+30% of your magical power)
    Damage : 200/250/300/350/400 (+60% of your magical power)
    Cooldown : 90 seconds
    Cost : 100 mana

    The combination of 10% damage mitigation + burst heal for allies and 10% damage taken + burst damage for enemies is TOO STRONG. Yes, the reward seems conditional, where its only triggered when all 4 stones are activated..... but still WTF?

    The numbers just have to be changed.

    New Terra skin coming soon?

    Thoth

    Conquest, Arena, Assault, Joust, Siege, Clash, Duel - Understandable.
    Last edited by loupblanc10kai; 04-05-2018 at 02:20 AM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •