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Thread: Lord of Darkness | 5.8 PC Update Notes

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    Senior Member Prestigious GongsunYiru's Avatar
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    Lord of Darkness | 5.8 PC Update Notes

    Lord of Darkness
    5.8 PC Update Notes

    Lord of Darkness

    Passive – Heart of Cold

    Every successful Basic Attack impales the enemy with a brittle crystal. Upon reaching 3 stacks of Heart of Cold, the enemy explodes for extra damage in an area around them.

    • Damage : 15% + (1% * your level) of your Total Basic Attack Power

    Crystallized Curses

    Chernobog conjures a large crystal of curses and hurls it at the target location dealing damage on landing. After several seconds the crystalline curses explode dealing damage again and rooting any enemy in the area. The crystal can be detonated early by firing at it with Vicious Barrage.

    • Damage (Initial) : 50/80/110/140/170 (+80% of your Physical Power)
    • Damage (Explosion) : 50/80/110/140/170 (+80% of your Physical Power)
    • Root Duration : 1s
    • Mana Cost : 60/65/70/75/80
    • Cooldown : 15/14/13/12/11s

    Vicious Barrage

    Active: Chernobog fires an enlarged crystal shard that can pierce enemies and deals damage like a basic attack. This applies a single stack of Heart of Cold to all enemies it passes through and instantly detonates Crystallized Curses. Chernobog gains increased Attack Speed for several seconds after using this ability.

    • Damage : 100% of your Basic Attack Damage
    • Attack Speed Increase : 30/40/50/60/70%
    • Duration : 3/3.5/4/4.5/5s
    • Mana Cost : 80/85/90/95/100
    • Cooldown : 12s

    Into Darkness

    Dash forward with your wings in a shadowy form, dealing damage to enemies on the way and slowing them. If you collide with any wall, you connect with it becoming a shadow on the wall for a few seconds. You are unable to be hit or targeted during this time. You gain a second dash to leave the wall or can cancel the ability to leave early.

    • Damage : 60/75/90/105/120 (+45% of your Physical Power)
    • Slow : 25%
    • Slow Duration : 2s
    • Mana Cost : 70
    • Cooldown : 18/17/16/15/14s

    Ultimate – Living Nightmare

    During a brief channeling period, Chernobog summons shadows at the location of all enemies that apply a stacking Slow and last for 8s. Chernobog can select any of his shadow clones to fly towards. Once he reaches the location he takes the place of his shadow, refreshing his cooldowns, as well as temporarily obtaining damage mitigations, extra movement speed and every attack triggers Heart of Cold.

    • Damage Mitigation : 20/25/30/35/40%
    • Movement Speed : 30%
    • Bonus Stat Duration : 6s
    • Mana Cost : 80/90/100/110/120
    • Cooldown : 110s


    With this patch we kick off our Divine Uprising event, where we unveil our upcoming plans to release 3 new pantheons into the game. Join Bellona as she embarks across the world meeting these new gods.

    Unlock all of the rewards in a chapter to unlock an exclusive skin! For the Slavic Chapter the ultimate reward will be Cosmic Chernobog.

    Unlock all of the rewards in all three chapters to unlock the limited Tier 5 Draconic Bellona!

    Check out the Divine Uprising website for more details!


    eUnited Cu Chulainn

    Chompy Chibi Fenrir

    Fat Loki Cabrakan

    Northern Ranger Hachiman
    Evolved Warrior’s Blessing

    At the start of Season 5, Warrior’s Blessing seemed to pale in comparison to the other Blessings so we brought up its power to make it more attractive. Throughout Season 5 this item has dominated the solo lane, keeping its owner healthy while warriors who choose other options fall behind. After seeing its continued success and power it brings over the course of the game, we are reverting one of the buffs from that patch.

    • Decreased protections gained from evolving this item from 15/15 to 10/10

    Soul Reaver

    Mage itemization underwent many changes at the start of this season. We buffed many items to help balance out the loss of the Rod of Tahuti passive, one of which was Soul Reaver. We are partially reverting this change as mage builds have settled down. This item is intended to have high burst potential and that feature should come at a hefty cost.

    • Increased cost from 2650 to 2750

    Stone of Fal

    When purchased, Stone of Fal provides powerful anti-burst defence. However at a high gold cost, a long cooldown on the effect, and a high trigger threshold it became a very risky pickup that could put you behind. We are reworking the passive to trigger most reliably against multiple ability bursts while lowering the cost to make it more affordable as a defensive pickup.

    • Decreased Cost from 2500 to 2300
      Anytime you would be dealt more than 20% of your Max Health by a single Magical ability, that damage is instead reduced by 10%. This effect has no cooldown.

    Oni Hunter’s Garb

    Oni Hunter’s Garb had an all or nothing passive, making its use cases very restrictive. We have redesigned it to provide smaller amounts of damage mitigation for every enemy god around you up to 3. This lets it reach a similar amount of strength as the old passive but contribute smaller effects with only 1 or 2 enemy gods nearby.

      For each enemy god within 55 units of you, you gain a stack of 2% damage mitigation. This caps at 3 stacks.


    The Hero of the Trojan War has been a very popular pick and ban since his ability to join Ranked and SPL matches. His early pressure combined with a strong Crowd Control allows him to quickly overpower opponents, even if his late game isn’t at the same level of other picks. We are reducing the spread damage he gets with Shield of Achilles, while reducing the double-tap damage from Combat Dodge. These should help lower the early pressure he brings and allow players to bring him to the mid and late game where his Achilles’ Heel really shows.

    Shield of Achilles

    • Decreased the damage to targets in the outer cone from 80% to 70%

    Combat Dodge

    • Decreased Damage from 65/105/145/185/225 to 55/95/135/175/215


    Aphrodite’s Kiss requires constant management. Players must balance the ability between kissing their allies to quickly heal or stunning enemies and take an increased cooldown. We want to help Aphrodite players have more control over a fight by allowing them to switch targets much more quickly, allowing Aphrodite to save allies just in time with heals or her ultimate and then quickly follow up by stunning an enemy.


    • Decreased Cooldown of this ability if you hit an ally from 3s to 1s

    Guan Yu

    Guan Yu’s hit chain has some unique animations that feel like they should have specific effects other gods have on theirs. His third hit which is a large swipe will now cleave enemies in the area, and the final hit which is a long forward strike will now have longer attack range. Along with this is passive is getting a tweak, allowing him to maintain maximum stacks as long as he stays in combat. As a god that is known for his extended fighting capability due to his low cooldowns, he now has a passive that matches that playstyle.

    Basic Attacks

    • The third hit of Guan Yu’s hit chain now cleaves.
    • The last hit of Guan Yu’s hit chain range has been increased from 12 to 16.
    • The first two hits of Guan Yu’s hit chain have remain unchanged.


    • Stacks now only reset when out of combat, rather than being consumed by a single ability


    Khepri has been having a hard time protecting his teammates lately. Solar Flare should be a strong poke and setup crowd control but it struggles to threaten and control enemies. We are bringing up the root duration while also increasing the late game power of this ability, bringing him more inline with other supports.

    Solar Flare

    • Increased Root duration from 1.3/1.4/1.5/1.6/1.7s to 1.5/1.6/1.7/1.8/1.9s
    • Increased Damage from 50/100/150/200/250 to 60/115/170/225/280


    Kuzenbo is seeing a shift to reduce some of the frustration when fighting him (Shell Spikes), while allowing the other abilities of his kit to shine through. Shell Spike’s damage reflect is being reduced, but the cooldown reduction per tick of Shell Spikes on NeNe Kappa will also apply to Sumo Slam. His ability to control enemies in a teamfight will be heavily influenced by how many times he can reflect damage. Additionally, Water Bowl is seeing an increase in damage mitigation. Smart Kuzenbo players can maximize this mitigation to really get into the middle of a fight and cause disruption with relative safety.

    Water Bowl

    • Increased Damage reduction per stack from 1% to 1.5%
      As a result, Maximum Damage Reduction increased from 10% to 15%

    Shell Spikes

    • Decreased Damage Reflected from 20/25/30/35/40% to 10/15/20/25/30%
    • Decreased Mana cost from 50/55/60/65/70 to 50 at all ranks
    • This ability now decreases the cooldown of Sumo Slam as well as NeNe Kappa by the same amount


    Back in Season 4 Nemesis was adjusted to improve her weak early game and fix her inability to contribute to a fight outside of her ultimate. These changes were successful for her at the time, but with Season 5 the Meta has shifted and Nemesis benefits greatly from it. Fast jungle clear and higher bases damage are even more important than before. We have adjusted her a few times in Season 5, as well as some items she uses, but she still has a strong early presence that translates into a strong late game. We are bringing down the base damage of her primary clear tool, Slice and Dice. This should make her more comparative to other junglers in terms of clear speed while also lowering her mid to late game burst potential.

    Slice and Dice

    • Decreased Damage from 50/80/110/140/170 to 40/70/100/130/160


    Terra has been rockin’ it since the ultimate rework, showing how impactful her aggressive frontline playstyle can be. However, the swing she brings to a teamfight is very difficult to deal with. We are reducing the damage mitigation/amplification swing in half to give teams a strong opportunity to engage against Terra while giving high level players the ability to quickly focus down Monolith. Terra players will have a harder time dancing around Monolith before needing to decide to break it or flee.


    • Decreased amount of hits it takes to destroy Monolith from 5 to 3

    Earthen Fury

    • Decreased Damage Mitigation from 10% to 5%
    • Decreased Damage Amplification from 10% to 5%


    In our last round of changes we focused on improved clear through Berserker Barrage, but these changes did not help him enough in that department. In most cases, Berserker Barrage is not the correct ability to take for level 1 jungle clear. Mjolnir’s Attunement is getting a buff towards minion and jungle camp clear, allowing the return hit to deal more more damage. This makes it clearly the best option for his early jungle pathing.

    Mjolnir’s Attunement

    • Increased the amount of damage the return hammer deals to minions from 50% to 80%


    Vamana suffers from very high mana costs, limiting his ability to trade in lane and causing him to mostly focus on wave clear. We want to allow him to have the same flexibility with his abilities as other Warriors do.

    Clear the Path

    • Decreased Mana cost from 70/75/80/85/90 to 70 at all ranks

    Armored Umbrella

    • Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80


    • Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80


    Xbalanque relied on getting kills to activate his passive which resulted in very high variability and frustration if teammates happened to take the last hit. Xbalanque should have control over his ability to stack his passive through his own play. Dawn Of Night now stacks off Xbalanque’s player damage dealt, allowing him to more reliably reach his maximum stacks assuming he can aggress the enemy team successfully. Rising Jaguar is also getting a mana cost reduction in the late game when he wants to spend more mana on Branching Bolas.

    Dead of Night

    • This ability now stacks off of player damage dealt instead of kills. Every 1000 damage dealt by Xbalanque will provide him with 1 stack.

    Rising Jaguar

    • Decreased Mana Cost from 60/70/80/90/100 to 60/65/70/75/80

    New FREE Gods

    These Gods will be unlocked for all players starting in Update 5.8.

    • Kukulkan
    • Nemesis
    • Bellona
    • Ares
    • Artemis

    Tutorial Update

    The Intro map, Basic Tutorial and Arena Tutorial have been combined into a single tutorial level.

    New Cosmetics

    • Slavic Fountain Skin
    • Slaivc Loading Frame
    • Merica! Global Emote

    Awesome Chest

    New Additions to the Awesome Chest

    • Playmaker Ne Zha
    • Oblivion Hound Cerberus
    • Oblivion Queen Discordia

    Fantasy Points Store

    New Additions to the Fantasy Points Store

    • La Roca Hercules
    • Star Tamer Bastet
    • PrivaTyr Tyr

  2. #2
    Senior Member Honoured LittlePebble02's Avatar
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    That Xbal buff makes me want to cry.

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    Senior Member Honoured amelixo's Avatar
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    that new god just looks so infuriating to play against...

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    His ult would be insane on an assassin. Honestly he looks great but the 30% movement buff on the ult would be worth so much more on an assassin with their smaller basic attack penalty.

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    Member Follower kingasce13's Avatar
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    Quote Originally Posted by damienmc90 View Post
    His ult would be insane on an assassin. Honestly he looks great but the 30% movement buff on the ult would be worth so much more on an assassin with their smaller basic attack penalty.
    Would be cool if he was made a ranged assassin like Sylvanus is a ranged guardian would be unique besides we don't have enough mixed class types only three magical ADC two magical assassins and two warrior assassins.

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    Quote Originally Posted by kingasce13 View Post
    Would be cool if he was made a ranged assassin like Sylvanus is a ranged guardian would be unique besides we don't have enough mixed class types only three magical ADC two magical assassins and two warrior assassins.
    That wouldn't really change anything, unless he'd have access to the katana tree. Ranged basics have a 50% movement penalty, if he were melee instead it is only a 35% penalty so his 30% movement buff would help a lot more in terms of sticking to his target. I mean its a global ult where you pick an opponent to stick to, being a hunter just makes it easier to get away from him after he uses it than it would be for an assassin.

    I suppose depending on how slow the stacking slow from his ult makes opponents it may help him stick, but to keep things in perspective if Cernnunos uses the slow on his 1 and builds frostbound and Atalanta's bow he still won't move as fast as his target while basic attacking.

    Ullr can be a melee hunter, don't forget him.

    Also Fat Loki(since there is a skin and everything now) is sort of like a guardian assassin hybrid.

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    Member Worshipper Yuisoku's Avatar
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    Morrigan, Chronos and Izanami made a baby with a new aegis escape

    Sorry sorry, forgot you Athena
    Last edited by Yuisoku; 05-02-2018 at 08:11 PM.

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    looks pretty balanced so far, cept for rotating
    When life gives you lemons......complain about the lemons!
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    Fat Loki Cabrakan! Easily top 5 or top 10 Smite skins of all time!

    Chernobog - A hybrid AA-based Assassin-Hunter god, designed for Jungle. Interesting ultimate. People can do some real troll combos eg Athena + Nox + Chernobog.

    Item Balances - Valid changes for Warrior's Blessing and Soul Reaver. Interesting Stone of Fal change. Very very bleh Oni Hunter's Garb change.

    Achilles - Good toning down of his kit.
    Aphrodite - QOL.
    Guan Yu - Strong new passive + cleave 3rd auto.
    Khepri - Helpful changes but still won't push him up in viability.
    Kuzenbo - A good change, toning down the reflect damage, making him less of a reflect bot, while increasing his irritant and engage factor, allowing him to spam both Kappa and Sumo Slam.
    Nemesis - Pity for her. Puts her way down.
    Terra - Good toning down. Called for a nerf in my thread. But imo, she still needs a slight tweak to balance her. She will still be a top top support pick and banned heavily.
    Thor - No comment.
    Vamana + Xbalanque - Helpful change, especially for Xbalanque, because now you will get a power buff as proper reward for early aggressive poke.
    Last edited by loupblanc10kai; 05-03-2018 at 04:41 AM.

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    Member Follower Yuls's Avatar
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    Guan Yu and Xbal are going to be op when this patch hits.

    Guan Yu is just going to hit his face on his 231 keys during team fights now with almost no thought needed outside of when to use your ult.

    And Xbal only needs 6000 damage for 30 power over every other hunter in the game for free. That's way too good for only 6000 damage on top of his ult he brings. I hope they don't let that go live and change the damage numbers to something higher.

    And the new god looks really op as well with such low CDs and his clear should be nuts with the highest base damage on his 1 out of all the hunters plus 80% two times. People are just going to use his ult to take poke damage and ult back into a fight with full HP and CDs which is dumb. I don't think the ult removing CDs is a good idea since that's really anti fun. And 70% attack speed for 5 secs on a 12 sec CD is way too good on top of everything else he has.

    I'm just not a fan of most of this stuff coming this patch. Too much anti fun. Not enough of a nerf for Terra and Achilles either which makes her and him still a top pick/ban. I liked the Aphrodite change and Kuzenbo change. Nem nerf and Khepri buff were alright as well. Vamana change is really nothing great when you look at what Guan Yu got in the same patch.

    Item changes are fine and I think all of them were good changes.

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