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Thread: Cyber Shadow | 5.12 Update Notes

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    Senior Member Prestigious GongsunYiru's Avatar
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    Cyber Shadow | 5.12 Update Notes



    Cyber Shadow
    5.12 Update Notes


    From https://www.smitegame.com/news/cyber...2-update-notes
    GOD SKINS


    Primal Fire Ares


    Baroness Izanami
    Exclusive


    Shadow Spirit Ah Puch
    Exclusive


    Cyberfox Da Ji
    Exclusive
    ITEM BALANCE
    Reinforced Shoes

    While the offensive boots have their pros and cons and see quite a lot of use, the utility boots struggle to compete. We are are increasing the base survivability Reinforced Shoes bring both upfront and in extended teamfights.

    • Increased Health from 75 to 100
    • Increased max passive stacks from 6 to 7

    Reinforced Greaves

    • Increased Health from 75 to 100
    • Increased max passive stacks from 6 to 7

    Travelers Shoes

    Travelers Shoes and Talaria Boots are also seeing a bump to ensure they feel like an impactful utility choice when compared to their more offensive counterparts. With a slight bump in damage these boots should contribute enough damage for players looking to roam around the map fast.

    • Increased Magical Power from 20 to 25

    Talaria Boots

    • Increased Physical Power from 15 to 20

    Demonic Grip

    In this patch we are looking to help Magical carries which have been struggling in the later stages of this split. Demonic Grip is a core item that provides a large amount of Attack Speed and Shred, but without enough power behind it it is difficult to bring into a build until much later. With a boost to the power it provides it is a much more attractive choice.

    • Increased Magical Power from 50 to 65

    Telkhines Ring

    Telkhines is the late game powerhouse item for Magical carries, but the Power and passive was not bringing enough to really highlight Basic Attack damage for these carries. We are increasing both the Power this provides as well as the passive to really allow Magical carries to pack a punch late game.

    • Increased Magical Power from 70 to 90
    • Increased Power Scaling on Passive from 8% to 10%

    GOD BALANCE
    Artemis

    Artemis has been showing off her late game carry potential this season, using Tusky and her ability to pressure her opponents to great effect. While susceptible to ganks, the Crowd Control immunity from Calydonian Boar really allows her to kite her opponents for support to arrive if she doesn’t turn the fight on her own. We are lowering the CC Immunity duration to lower how long Artemis can play without worrying about Crowd Control from her opponents.

    Calydonian Boar

    • Decreased CC Immunity from 3s to 1.5s.

    Athena

    Athena is the most contested god in the entire SMITE Pro League. She has been picked or banned in almost every game, with a relatively balanced performance. Athena is a popular pick but not necessarily a dominant one, so we want to be careful with her adjustments. One key aspect of her kit that pros seem to use more often than the average player is her late-game ultimate. They will often dive with Athena, drawing out a lot of cooldowns and poke damage, then return to base, heal, and ult back into the fight. We want to slow down this specific strategy to help curb her power level only at the highest levels of play.

    Defender of Olympus

    • Decreased Base Damage from 350/450/550/650/750 to 350/430/510/590/670.
    • Increased Cooldown from 110/105/100/95/90 to 110s at all ranks.

    Baron Samedi

    Baron Samedi arrived to the party in a grand fashion! We are specifically looking to bring down the amount of damage he is dealing through Vivid Gaze and when Life of the Party connects. Combined with a few other bug fixes that will also lower his damage output (such as not gaining 10% Magical Power while consuming his Brew) he will rely more on the control he brings to the fight than his currently high burst. We will continue to watch his performance after these nerfs to really get a feel for any future adjustments.

    Hyesteria

    • Decreased bonus damage targets take while at max hysteria from 25% to 20%.

    Vivid Gaze

    • Fixed an issue where the second beam hit did 30% of the first beam’s damage, rather than the listed 15%.
    • Reduced Magical Power scaling from 80% to 70%

    Wrap It Up

    • Fixed an issue where targets with root immunity were still being rooted.

    Life of the Party

    • Decreased Base Damage on Hit from 140/210/280/350/420 to 100/170/240/310/380

    Camazotz

    Camazotz is getting a bump to his mana pool and costs as well as his sustain from Essence Drinker. These changes will help Camazotz stay out and engage his opponents more frequently without needing to return to base as early.

    General

    • Increase Base Mana from 220 to 240.

    Essence Drinker

    • Increased Lifesteal and Healing Bonus from 3% to 6%.

    Screech

    • Decreased Mana cost from 60/65/70/75/80 to 50/55/60/65/70

    Chernobog

    Chernobog’s global slow has really enabled him to excel at high level play, allowing teams to engage or flee under his watch. We are making the slow slower to get going, allowing enemies more room to counterplay this effect. Vicious Barrage is also having it’s attack speed reduced keeping his late game power a bit more in check.

    Vicious Barrage

    • Decreased Attack Speed Buff from 30/40/50/60/70% to 20/30/40/50/60%

    Living Nightmare

    • Decreased Shadow Slow from 5% stacking 4 times to 4% stacking 5 times.

    Fafnir

    This grumpy dwarf is getting a few small buffs to help him play more smoothly. Fafnir’s ultimate requires him to use all of his abilities to get the most out of the ability, which can cause big mana problems for him. We are decreasing the mana cost of two of his abilities to mitigate this. He also had slightly lower base HP5 than the rest of the guardian pool so that is being brought up to a more normal level.

    General

    • Increased Base HP5 from 5 to 7

    Underhanded Tactics

    • Decreased Mana Cost from 70 to 60

    Draconic Corruption

    • Decreased Mana Cost from 100 to 70

    Mercury

    Mercury both excelled at early game clear speed and late game carry potential, causing him to really run up the ranks. We are reducing the base damage for the early ranks of Made You Look to keep his clear speed more in line with his late game potential.

    Made You Look

    • Decreased Base Damage from 90/120/150/180/210 to 70/105/140/175/210

    BUG FIXES
    General

    • Gods should no longer fly into the air and die if they become stuck inside walls. Now gods should find the closest safe position and be placed there if they somehow do end up in a wall.
    • Fixed an issue where stance changers passive meter cooldowns didn’t match their actual cooldowns.
    • Fixed an issue where Janus could ult out of bounds on the Clash map.\
    • Fixed an issue where daily bundle prices didn’t visually update when coupons applied to them.
    • Fixed an issue where party leaders would get an incorrect “invite declined” popup after invites were accepted.
    • Fixed an issue where god tooltips would remain on screen too long, covering UI on new screens.
    • Clan Rosters will now show avatars.

    Spectator

    • Fixed an issue where all kills appeared as red team kills.
    • Fire Giant UI Icon should now properly appear on gods who are buffed by it.
    • Skip Forward keybind has been fixed.
    • Particle FX for which team killed a neutral camp show be more visible now.
    • Fixed an issue where spectator would see 2x bottom bars overlapping upon loading into the game.
    • Fixed an issue where gold fury and fire giant UI looked incomplete until they spawned the first time.

    Console

    • Fixed an issue where you could not scroll through all items in the item builder.
    • Fixed an issue where players got no UI feedback when trying to buy/rent a god they could not afford.
    • Fixed an issue where players could get stuck in the tutorial.

    Audio

    • Increased Polar Vortex Kukulkan’s Ultimate volume
    • Increased Senpai Da Ji’s abilities volume
    • The Following Voice Packs have been remastered for more consistent volume
      • Default Tyr
      • Renegade Awilix
      • Quetzakukulkan Kukulkan
      • Run.exe Mercury
      • Grim Shadow Nox

    Medusa’s Deathmatch

    • Fixed an issue where sometimes players couldn’t see their allied gods or their pedestals.
    • If a god’s pet gets the last hit on an enemy god, the pet’s owner will now properly get the power buff reward.
    • Fixed an issue where the End of Match Lobby would show incorrect information or not enough players.
    • Fixed an issue where viewing the adventures leaderboard could crash the game.

    Gods

    Baron Samedi

    • Fixed an issue where Baron Samedi gained an additional 10% of his Magical Power while consuming Baron’s Brew.
    • Fixed an issue where Life of the Party couldn’t be used while Crippled.

    Cernunnos

    • Fixed the missing FX on the Cursed King Cernunnos skin.

    Chernobog

    • Fixed an issue where Chernobog could reveal enemies for longer than intended if he died while using his ultimate.

    Kali

    • Fixed an issue where Kali passive meter wouldn’t let her choose a new target after respawning.

    Nike

    • Fixed an issue where lobby animations sometimes did not play correctly.

    Odin

    • Fixed an issue where bird bomb combo would not work as intended if he had Evolved Hide of the Urchin.

    The Morrigan

    • Fixed an issue where The Morrigan’s Item Build would be missing when she uses her Ultimate.
    • Changed The Morrigan’s ultimate so that she does not trigger death effects when reverting back to The Morrigan.

    Ne Zha

    • Ne Zha’s Armillary Sash will no longer go on cooldown if interrupted before it has any gameplay effect.

    Ra

    • Fixed an issue where Ra’s model would turn strange directions while moving and basic attacking.

    The Morrigan

    • Fixed an issue where The Morrigan’s Item Build would be missing when she uses her Ultimate.
    • Changed The Morrigan’s ultimate so that she does not trigger death effects when reverting back to The Morrigan.

    Vamana

    • Fixed an issue where Vamana’s ultimate would not be extended in duration from taking hits.

    Ymir

    • Fixed an issue where Ymir’s ultimate would create debuff icons for his passive ability with different text.

    MISCELLANEOUS
    Primal Fire Bundle

    • Primal Fire Ares
    • Primal Fire Recall Skin
    • Primal Fire Ward Skin

    International Announcer Pack Bundle

    • Russian Announcer Pack
    • French Announcer Pack
    • German Announcer Pack
    • Portuguese Announcer Pack
    • Spanish Announcer Pack

    Awesome Chest

    • Abyssal Executioner Chaac
    • Dashing Deceiver Loki
    • Road Rebel Hercules

    Fantasy Points Store

    • Jag.Rar Xbalanque
    • Grim Eclipse Hou Yi
    • Covert Ops Bastet

    Fantasy Point Tipping

    • This feature has been removed from the game to prepare for a new positive player behavior reward system launching in 5.13

  2. #2
    Senior Member Chosen Zaveana's Avatar
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    I don't know if I'm more disgusted in the fact his release was so bugged or the fact they don't understand why he's so good.

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    Quote Originally Posted by Zaveana View Post
    I don't know if I'm more disgusted in the fact his release was so bugged or the fact they don't understand why he's so good.
    They reduced passive damage buff and ult damage, and they fixed the bugs on his 1 and 3. He doesn't need any more nerfs than the ones he got to his passive/ult. The 1 damage was an unintended bug and is being fixed(so i wouldn't call that a nerf).

    Twas destroying a Baron earlier with Chang'e, she avoids his whole kit so easily

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    Senior Member Chosen Zaveana's Avatar
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    Quote Originally Posted by damienmc90 View Post
    They reduced passive damage buff and ult damage, and they fixed the bugs on his 1 and 3. He doesn't need any more nerfs than the ones he got to his passive/ult. The 1 damage was an unintended bug and is being fixed(so i wouldn't call that a nerf).

    Twas destroying a Baron earlier with Chang'e, she avoids his whole kit so easily
    He lacks consistency and is in no way fixed and will be nerfed again.

    His 3 does not count as a hard cc, with 30 hysteria it hits twice on anyone around the target for upwards of 800 damage full build with no target god limit, despite the actual target only getting hit once, despite it not being stated in the skill description.

    The pull on his ult does not trigger CC immunity from Magi's cloak and only works on the stun. The balance team probably thought it was their place to decide if they wanted another Nox running around but it isn't. They need to keep gods consistent. Hysteria needs to go down faster the further away you are from Baron, he's no longer the life of the party, I'm back home.

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    Senior Member Infamous Outso187's Avatar
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    Quote Originally Posted by Zaveana View Post
    He lacks consistency and is in no way fixed and will be nerfed again.

    His 3 does not count as a hard cc, with 30 hysteria it hits twice on anyone around the target for upwards of 800 damage full build with no target god limit, despite the actual target only getting hit once, despite it not being stated in the skill description.

    The pull on his ult does not trigger CC immunity from Magi's cloak and only works on the stun. The balance team probably thought it was their place to decide if they wanted another Nox running around but it isn't. They need to keep gods consistent. Hysteria needs to go down faster the further away you are from Baron, he's no longer the life of the party, I'm back home.
    Hades pull doesn't trigger Magis either afaik.

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    His 3 shouldn't count as hard CC because like ALL roots it isn't. It states his 3 does damage to the target over 4 seconds. It also states if the target has 30+ hysteria then after 1 second(3s duration left) the snake will attack gods around the target every second.

    True it doesn't state how many times it can hit the same god but it does say what it does... Take the text and you can interpret it the way it happens.... So after 1 second(4s left) every seconds the snake strikes(strikes at 3 and 4 seconds in). I would personally have thought the snake strikes 3 times with how it is written but you know whatever.

    As far as i know Magi's doesn't over a duration of immunity, so why would you even want his pull to pop the bubble.... If it popped it would still pull you, you'd just lose your protection to the stun.

    I do think his CC types should be more consistent with resistances(assuming that's the consistency you're talking about) but they already said they are fixing his bugs on the 3 where it wasn't being treated as a slow/root. What other inconsistencies are there....

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    Quote Originally Posted by damienmc90 View Post
    His 3 shouldn't count as hard CC because like ALL roots it isn't. It states his 3 does damage to the target over 4 seconds. It also states if the target has 30+ hysteria then after 1 second(3s duration left) the snake will attack gods around the target every second.

    With the description the only proper assumption is that it should hit any gods in range of the target with 30 hysteria, apply the same slow effect into root and damage them once for the damage of the full duration. It in fact damages them twice for the full duration. Which is more damage than the target is actually taking.

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    Quote Originally Posted by Zaveana View Post
    With the description the only proper assumption is that it should hit any gods in range of the target with 30 hysteria, apply the same slow effect into root and damage them once for the damage of the full duration. It in fact damages them twice for the full duration. Which is more damage than the target is actually taking.
    I understand what you are saying, but that is only an assumption you made. It never stated it only hits any particular god 1 time, and it made it pretty clear it would strike more than once. It might not be completely clear on what those strikes will be like but it certainly doesn't say otherwise.

    There are other instances in the game where upon reading it i expect 1 thing, but in practice i get something else. Like this it has always been due to a matter of interpretation and expectation. It isn't labeled improperly, just not very thoroughly.

    Again just because that is what makes sense to you(and probably everyone) doesn't mean it is doing anything unintended currently. I assumed it would only hit surrounding gods once as well, but that isn't what is written in the ability description.

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    Quote Originally Posted by damienmc90 View Post
    I understand what you are saying, but that is only an assumption you made. It never stated it only hits any particular god 1 time, and it made it pretty clear it would strike more than once. It might not be completely clear on what those strikes will be like but it certainly doesn't say otherwise.

    There are other instances in the game where upon reading it i expect 1 thing, but in practice i get something else. Like this it has always been due to a matter of interpretation and expectation. It isn't labeled improperly, just not very thoroughly.

    Again just because that is what makes sense to you(and probably everyone) doesn't mean it is doing anything unintended currently. I assumed it would only hit surrounding gods once as well, but that isn't what is written in the ability description.
    It's not an assumption, it's the only way it can be read the lack of description and no comment from Hi-Rez makes me believe it's just a glitch which would make more sense. The description says what it does but it does even more than that, I don't know what's more unintended than that? It's an obvious glitch.

    What is written in the description is that it'll hit enemies for the full damage over time. 336 vs 672 damage is not full damage over time, it's double damage in a aoe in 1/4 the time. It's a glitch.

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    Quote Originally Posted by Zaveana View Post
    It's not an assumption, it's the only way it can be read the lack of description and no comment from Hi-Rez makes me believe it's just a glitch which would make more sense. The description says what it does but it does even more than that, I don't know what's more unintended than that? It's an obvious glitch.

    What is written in the description is that it'll hit enemies for the full damage over time. 336 vs 672 damage is not full damage over time, it's double damage in a aoe in 1/4 the time. It's a glitch.
    Again, a matter of interpretation. Full damage over time per strike. I already knew it'd do that much damage immediately, only thing i didn't know is it would attack the same target multiple times.

    I had assumed it just attacked 1 random nearby person per second for 3 seconds(so up to 3 other opponents hit). That was just an assumption though, if it strikes all nearby opponents per strike then we got the situation we're in now. It doesn't say it is doing anything other than what it currently does, our assumptions are the only things making it appear to be an issue.

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