Ironmouse Persephone
Crossover | VShojo
Silvervale Skadi
Crossover | VShojo
Nyanners Serqet
Crossover | VShojo
Kson Nemesis
Crossover | VShojo
Vei Nu Wa
Crossover | VShojo
Apricot Izanami
Crossover | VShojo
Classic Artemis
Base God Skin
Stalker Artemis
Reworked God Skin
Artemis Masteries
Reworked God Skin
Shackled Souls Ares
Normal | Hope Reborn
Demon Dasher Ne Zha
Normal | Hope Reborn
Twisted Jester Thoth
Normal | Hope Reborn
Wallpapers can be found in the Community Resource Bank
New Crossover Event: VShojo Welcome to the VShojo Event! This special event celebrates the amazing talents of the VShojo virtual Content Creators with a range of exclusive skins and bundles! There are 6 new VShojo-themed skins to collect, featuring your favorite virtual personalities with their unique styles. In addition to the skins, there are also 2 bundles available for direct purchase or to roll from the VShojo chest. If you collect all the items from the event, you’ll receive an exclusive VShojo cosmetic bundle! Don’t forget to tune into Twitch and watch your favorite VShojo personalities to unlock more cosmetics such as Avatars and Announcer Packs!- VShojo Event Skins
- Vei Nu Wa
- Ironmouse Persephone
- Nyanners Serqet
- Silvervale Skadi
- Kson Nemesis
- Apricot Izanami
- VShojo Event Cosmetics
- VShojo Jump Stamp
- Zentreya Global Emote
- Sakura Level Up
- Vshojo Global Emote
- Apricot & Skulls Death Mark
- Pals Jump Stamp
- VShojo Music Theme
- Gamer Girl Loading Frame
- Bubi Ward
- Artemis Remodel
- This Goddess has a new default look!
- This is automatically applied to her default, mastery skins and her Stalker skin
- Classic Artemis will be for sale in the store priced the same as other Classic Skins
- HUD Updates
- Made the background more opaque for the Scoreboard, the PC VGS list, and all other pop up screens for better readability
- Fixed an issue where the Minimap and other element opacity was resetting when users re-entered the HUD editor page
- Fixed an issue where Reset All wasn’t resetting opacity of elements after applying
- Console Item Store can now use D-Pad to navigate directly between the filter list, item list, and inventory
- Console Item Store can now shortcut jump between store filters with the bumper buttons. (Offensive, Defensive, Utility)
- Console Item Store entire UI element is now larger for better visibility from a distance
- Console Ability Screen and Ability Pop Ups have increased font size
- Fixed more issues regarding the HUD editor moving multiple elements at once, not saving opacity settings properly, and not resetting edits properly
- Fixed an issue where the HUD editor menu would relocate to an unintended spot after applying a change
- Fixed an issue where the Updated and Classic HUD options text was not localized properly to all languages
- Fixed issues where Chang’e and Ratatoskr had difficulty purchasing items on the new HUD while out of base
- Fixed an issue where the item shop display options weren’t saving between games
- Fixed an issue where HUD Health Bars on Gods, Jungle Camps, and Towers were not scaling with 4k monitor resolution
- End of Match Lobby
- Added an animation to the commendation button to more clearly convey when the button transitions from commend to invite
- Quick Party
- The Friends List now has a home screen element that will display in the bottom right called the Quick Party Menu
- This element will show your friends in a prioritized order to make it easier to see who is ready for a party invite. Friends who are online, not in a party, and not in-game will be prioritized to the top
- Players can now tag friends as favorites, and those friends will always be prioritized to the top of the list and the party invite menu
- Runescape Cape Loadout
- This loadout has been removed from the player profile loadout list
- This will appear in the pre-match lobby instead
- Select any skin that has a cape, and a new option will appear
- Capes can now be previewed in real time on the character in the lobby and then locked in for that match or all future matches (until manually adjusted again)
- UI
- See the HUD section above for HUD bug fixes
- Fixed an issue with Multiqueue in the End of Match Lobby where the Play Again button wasn’t queuing the correct matches selected in the Multiqueue menu after matches
- Updated the Joust and Duel UI panel art for Ranked to reflect the correct and current maps
- General Gameplay
- Achievements
- Addressed problems with multiple achievements on Steam, Xbox, and Playstation not being awarded after completion. We will be following up on community feedback to ensure this is resolved
- Addresses issues with the following achievements:
- Adept of Mastery
- Arena Welcomes You!
- Blood and Sand
- Hard Carry
- Ice isn’t Nice
- Joust Welcomes You!
- Objective Killer
- Rooted!
- Super Cheer
- Valiant Jouster
- Last Man Standing
- Master Assailant
- Adept of Mastery
- Diamonds are Forever
- Conquest
- Fixed an issue where Maui could pull enemies and minions on top of map geometry on the Conquest map
- Fixed an issue where a piece of rock geometry near the Order and Chaos base wasn’t counting as a proper wall for some God abilities
- Achievements
- Gods
- Set
- Fixed an issue where his Sandstorm would go on cooldown for a second time if the cooldown ended before the ability finished
- Nox
- Fixed an issue where she could die outside of the map when Shadow Step expired on an ally while in Heimdallr ultimate
- Erlang Shen
- Fixed an issue where his ultimate was reducing FPS after casting
- Martichoras
- Fixed an issue where his Passive was reducing FPS after being activated
- Vamana
- Fixed an issue where Erosion was reducing his ultimate shield after each tick
- Chang’e
- Updated the tooltip of Moonflower Dance ability by removing the Lifetime duration text
- Cupid
- Updated the tooltip of Share the Love to mention the ability provides passive stacks
- Ra
- Updated the tooltip of his ultimate ability to mention True Damage
- Kali
- Fixed an issue where her Lash ability Lifesteal was proccing certain healing item passives
- Janus
- Updated the tooltip of his ultimate ability to reflect the correct in-game % penetration value
- Ix Chel
- Fixed an issue where her God voice pack was playing incorrect voice audio
- Baba Yaga
- Fixed an issue with her Baba Beans skin showing some auto attack stretching FX
- Lancelot
- Fixed an issue where his ultimate shield was ignoring Erosion’s passive and not applying correctly
- King Arthur
- Fixed an issue where his Overhead Slash ability was doing more damage than intended at certain ranks
- Susano
- Susano’s Storm Kata has been fixed so that is now behaves like all other similar multi-fire abilities in the game (Nemesis Dash and Xing Tian Leap being the closest examples)
- This means the ability will now proceed into a neutral state (basic attack) after firing each stage while in quick cast or instant cast mode. Normal Cast will still default to the next targeter.
- Additionally, when in normal cast mode, you can now cancel the next targeter earlier by pressing the appropriate input while Susano is animating.
- Set
- Items
- General
- Fixed an issue where certain items were still broadcasting their purchase to the team unintentionally
- Rod of Tahuti
- Fixed an issue where certain gods were still gaining increased healing benefits from the passive of this item
- Cannoneer’s Cuirass
- Fixed an issue where this item was providing bonus gold to more than the one intended target
- Diamond Arrow
- Fixed an issue where the % penetration provided from this item was higher than intended
- Bumba’s Spear
- Fixed an issue where the % penetration provided from this item was higher than intended
- Archdruid’s Fury
- Fixed an issue where the Passive internal cooldown was being affected by Cooldown Reduction
- Death’s Embrace
- Fixed an issue where the Passive Cooldown Reduction wasn’t working on Freya and Poseidon’s in-hand stim abilities
- Envenomed Deathbringer
- Updated the tooltip text to be more consistent with Malicious Deathbringer
- Toxic Blade
- Updated the tooltip to specify the passive only procs on enemy Gods
- Demon Blade
- Updated the tooltip of the passive to reflect the correct in-game % penetration value
- General
Game Modes
Conquest:
- Decreased setup time from 110 to 90 seconds
- Both teams are now granted full information of the in-world and minimap respawn timers for Fire Giant, Gold Fury, and Pyromancer immediately after these Bosses are defeated. Players will no longer have to visit the camp to see the timer for the next respawn
- The Totem now has an in-world and minimap respawn timer
- The Pyromancer’s minimap icon now displays when the Runic Bomb is available for pickup
- Decreased the delay before the Pyromancer’s Runic Bomb reward can be picked up from 1 to 0.5 seconds
- Tower Bastions now have a smaller health bar that displays their exact HP value
Joust & Duel:
Last November we changed up the Joust Maps, and since then we have been collecting a great deal of data and feedback. We are excited to be introducing some new changes to both of these game modes to address some persistent balance issues and to provide some fresh new gameplay. The 2 modes will be getting a lot of individual changes, but this one will be shared across both. Increasing gold gain in SMITE tends to tip the scales in favor of more aggressive DPS oriented builds and gods. Joust has been historically dominated by tanky builds and gods at high levels, so this change should help unseat them, but we also have a lot more to cover in this update! Duel also tends to have gold lagging behind the expected curves on other maps, so it will also be receiving this change- Increased setup time from 45 to 60 seconds
- Increased base Gold Spooling rate from 6 to 7
Joust Only:
Big changes are coming to Joust! First we are changing up the map again to keep the mode feeling fresh and provide a more direct pvp experience. We are banning ALL starter items for the mode. Starter items are more specifically designed and balanced for conquest, and although they can work well in other non-conquest maps, Joust has proven to have more unique pacing of combat, xp, and gold that leads to them causing more problems than they solve. Joust tends to be a 2 tank, 1 dps meta in the highest skill tiers and ranked queues, and has been like this for a long time. This update aims to introduce some Joust-specific mechanics to help change up this meta without having any unexpected effects on other maps/modes. There will be a new Purple Buff in place of the previous XP camp, opposite of the Bull Demon. This will encourage more use of Hunters or other Basic Attack focused Gods. Also, Purple and Red camp will be gaining an additional anti-tank to help give DPS gods a further boost to counter their tanky opponents. Towers and Minions will also be getting increased aggressive effects to disincentivize tanky heavy comps that usually rely on hard dives.- Joust returns to the Chinese Sky Joust map!
- Starter items have been removed from this mode
- Decreased XP Sharing Bonus from 0.75 to 0.55
- Contestable XP Camp replaced with Purple Void Buff Camp
- Buffs
- Purple Buff – Void
- Grants +15% Attack Speed
- Basic Attacks reduce the target God’s Protections by 2% plus 2%/1% of your Physical/Magical Power from Items for 3 seconds
- Stacks up to 3 times
- Blue Buff – Mana
- Grants +15 MP5 to you and nearby Allies within 55 units
- Hitting an enemy God with an ability restores 4% of your missing Mana
- This can only occur once per ability cast
- Red Buff – Damage
- (Unchanged)
-
- Grants +5 Physical +10 Magical Power
- Increases Physical and Magical Power by 20%
- Purple Buff – Void
- Towers and Phoenixes
- Tower and Phoenix shots apply a Protections Shred debuff to Gods that lasts 3 seconds
- Stacks up to 3 times
- -8% Physical Protection
- -6% Magical Protection
- T1 Tower
- Increased Physical Power from 170 to 235
- Tower and Phoenix shots apply a Protections Shred debuff to Gods that lasts 3 seconds
- Lane Minions
- Increased base Health, Power, and Protections stats to achieve parity with Conquest’s Lane Minions
- Increased Damage multiplier vs Gods from 0.6 to 0.8
- Swordsman
- Increased base Gold Reward from 17 to 19
- Archer
- Increased base Gold Reward from 12 to 14
- Brute
- Increased base XP Reward from 60 to 70
- Increased base Gold Reward from 17 to 21
- Buff Camps
- Buff Holder
- Decreased XP Reward from 185 to 90
- Decreased Gold Reward from 65 to 35
- Buff Guard
- Increased XP Reward from 22 to 30
- Decreased Gold Reward from 13 to 12
- Buff Holder
Duel Only:
This unique 1v1 mode brings a unique set of challenges for both players and devs. Duel breaks from many of SMITE’s core design goals, so it often requires unique changes to it. We are introducing an entirely new mechanic specifically for this mode! The Duel Orb is an extra reward to ensure that kills result in meaningful progress toward ending the game. Currently in Duel, its very possible to win most of the 1v1 fights, but end up losing to a god that pushes towers or objectives more effectively. These new orbs will give the winning god a big boost toward killing their next tower, and provide a huge additional boon to successfully slaying your opponent.- Duel Orb
- Gods now drop a Duel Orb pickup on death
- The pickup remains on the ground for 5 seconds before expiring
- Duel Orb grants a buff for 15 seconds
- Movement Speed increased by 20%. Basic Attacks stun Towers and Phoenixes for 3 seconds and bypass 50% of Backdoor Protections
- Damage Camp
- Buff Guard (Small Tiger)
- Increased base Health from 90 to 250
- Buff Guard (Small Tiger)
- XP Camp
- This camp now spawns 3 Small Tigers
- Small Tiger
- Decreased XP Reward from 75 to 30
- Decreased Gold Reward from 13 to 12
Items
Percent-Damage Mitigation Stat This first change is an important bit of upkeep for SMITE, although it won’t directly impact balance right away for most players. The amount of % Mitigation a player can get from items will now be capped. Currently, the most common builds involving these items bring players to about 24% mitigations, so the cap won’t hurt them immediately. However, having this cap in place introduces more flexibility in how we can buff these items back in the future. Tank durability is a big focus of this update, an important follow-up to the DPS nerfs from the last bonus update. If we need to continue adjusting this, we can now more safely increase % mitigations in the future.- % Damage Mitigation from items will now be capped at 25%
- God Abilities that provide % Damage Mitigation will not stack with items
- If you gain % Damage Mitigation from gods and items at the same time, only the larger value will be used
- God Abilities that provide Damage Mitigation have no cap
- So if you have 25% from items, then used Baron’s Ult and gain 35%, you will actually have 35%, not 60%
- If you have 25% from items and then use a Rank 1 Ravana Ult, gaining 10%, that 10% will have no effect.
- Notable exceptions are: Aegis Amulet, which will always make players damage immune (100% Damage Mitigation) and Osiris Passive: which provides unique Magical and Physical mitigations, not overall mitigations, so Osiris Passive is not affected by the cap or item vs god rules. These would stack as usual.
- 2600 Gold
- +75 Physical Power
- +10% Physical Lifesteal
- +7% Movement Speed
- PASSIVE – Killing an enemy god forges a shield from their blood with Health equal to 200 + 10 per Player Level for 20s. While the Blood Shield is active you gain +10% movement speed.
- Cost Increased from 2100 to 2250
- Decreased cost from 2100 to 2000
- Passive shifts
- Increased Damage per level from 5 to 10
- Decreased Gold provided from 25 to 15
- Decreased Cooldown from 20s to 7s
- PASSIVE – Your next successful basic attack on an enemy lane minion causes it to explode, instantly killing it, dealing 50 (+10 Per Level) magical damage to enemies in a small area and providing 15 bonus gold to your nearest ally. This can only happen once every 7s
- You now gain some of the buff effects that ally minion’s obtain with each stack
- PASSIVE – When you are Basic Attacked by an enemy god, you and friendly lane minions within 40 units gain a stack, up to a max of 3. Stacks provide 10% Attack Speed and 7 of each Protection and last for 8s. Minions gain double the effects from each stack. Stacks cannot be gained more than one per second
- Decreased cost from 2250 to 2100
- Decreased Cooldown from 20s to 15s
- Reworked passive
- AURA – Allied gods within 55 units take 30% reduced bonus damage from Physical Critical Strikes.
- PASSIVE – When you get hit by a Critical Strike, you gain 15 Physical Power and 20 Magical Power, stacking up to 3 times and lasting 6s.
- This item provides Gold per enemy minion/jungle monster assist rather than requiring having the lowest gold on your team
Gods
Hel Nerf In the Season of Hope, 10.4, we wanted to make healing gods stronger, while also lowering their healing amount. Many of the gods did experience this effect, but Hel continued to plummet in win% in most skill levels. Since then we buffed her utility and damage a bit more, which has helped her win% and made her a powerful pick in high-skill environments. We are happy with those damage and utility changes, but she is showing signs of having too much healing still, so we are nerfing that today with a change that we expect will align with our initial vision for 10.4. Restoration (Decay)- Decreased Self/Ally heal from 55/70/85/100/115 + 5 per level to 45/60/75/90/105 + 4 per level
- Decreased Self heal scaling from 6.5 per level to 5.5 per level
- Decreased Ally heal from 7/9/11/13/15 + 1.1 per level to 6/8/10/12/14 + 0.9 per level
- This ally healing is halved for minions
- Increased Cooldown from 11s to 12s
- Increased Cooldown from 11s to 12s
- Increased Cooldown from 10s to 13s
- Increased cooldown from 15s to 16s
- Decreased Physical Power gained from 60/70/80/90/100 to 45/55/65/75/85
- Fixed a bug where this ability was providing a base amount of Shield per tick rather than a percentage of Vamana’s Max. Health
- Vamana now gains 0.75% of Max. Health per tick
- Introduced a Shield Health cap of 1000 Health
- Decreased Cooldown from 17s to 17/16.5/16/15.5/15s
- MP5 Decreased from .3 per level to .2 per level
- Hachiman now gains Attack Speed per stack
- 2% +.1 per level for each stack
- 20% Attack Speed at level 20 at max stacks
- Increased Damage from 10/15/20/25/30 + 110% of your Basic Attack Damage to 20/30/40/50/60 + 120% of your Basic Attack Damage
- Increased Base Damage from 85/140/195/250/305 to 95/150/205/260/315
- Decreased Cooldown from 13s to 12s
- Fixed an issue where Jormungandr would lose the Movement Speed provided from this ability when revealed from Stealth
- Decreased Cooldown from 16/15/14/13/12s to 14/13.5/13/12.5/12s
- Increased Base Damage from 60/75/90/105/120 to 70/85/100/115/130
- Increased Base HP5 from 6 to 9
- Increased Base Physical Protection from 23.8 to 25.2
- Increased Damage from 80/135/190/245/300 to 90/145/200/255/310
- Fixed a bug where Sandstorm would go on cooldown immediately after teleporting to a Spawn of Set
- This caused issues with CDR where Set could cast Sandstorm twice but the second ability would have an inaccurate duration
- Now the cooldown always starts after the Sandstorm finishes
- Cooldown decreased from 14s to 10s
- Decreased Cooldown from 13s to 11s
- Increased Base Damage from 90/130/170/210/250 to 100/140/180/220/260
- Increased Minion effectiveness from 25% Healing and Damage to 35% Healing and Damage
- Decreased Cooldown from 17/16/15/14/13s to 14/13.5/13/12.5/12s
- Tyr now has an additional benefit based on the stance he is in when this ability is used
- Guard
- Tyr now stuns enemies hit for 1s on landing
- Assault
- Tyr deals 25% increased damage from this ability if used from Assault stance
- Guard
- Updated Icon and visual FX
Non-Conquest Balance
This Update has a lot of non-conquest adjustments in the form of Joust and Duel changes, so we wanted to take the opportunity to evaluate our gods for any more outliers between Conquest and Non-Conquest performance. We have already applied these changes to a lot of the most obvious candidates, which are listed here as a reminder. In looking for new gods to add to the system, we aimed to find gods that had significantly lower win% and play count compared between Conquest and Non-Conquest. Kuzenbo, Nemesis, and Olorun all perform especially poorly in Non-Conquest, and Olorun was even buffed across all modes as well due to his low performance. Atlas and Horus were the two gods with the single biggest gains in Non-Conquest, with Horus also receiving a normal nerf due to his especially high Conquest performance. We plan to continue to use this system sparingly and only for the biggest outliers in SMITE. Many gods have different stats between modes, but a huge majority of them are within an acceptable range. In general, we want Gods’ natural strengths and weaknesses of their design to be present and a factor of the gameplay.Buffs:
- Kuzenbo
- -5% Damage Taken
- Olorun
- -10% Ultimate Cooldown
Nerfs:
- Atlas
- +5% CDR on Non-Ultimate Cooldowns
- +10% Ultimate Cooldown
- Horus
- +5% Damage Taken
- Nemesis
- -10% CDR on Non-Ultimate Cooldowns
- -5% Damage Taken
- Shackled Souls Ares: Brent Mukai
- Demon Dasher Ne Zha: Cat Protano
- Twisted Jester Thoth: Gabriel Warburton
- Vei Nu Wa: Vei
- Ironmouse Persephone: Ironmouse
- Nyanners Serqet: Nyanners
- Silvervale Skadi: Silvervale
- Kson Nemesis: Kson
- Apricot Izanami: Apricot