Патч 4.13 |
Автор темы:
Nature_renamed_562435_14022021
Дата создания: 13.07.2017 09:34
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Патч 4.13
Skins, VPs, etc.
"It’s time for another summer road trip through the Battleground of the Gods! We'll be releasing new Summer of SMITE content over the next several patches. Every time you buy a Skin, you’ll get to pick your favorite souvenir from our in-game shop. Then complete two specific Quests to unlock your bonus item forever! There are seven keepsakes to claim, plus an ultimate reward only available when you collect all eight Skins: one honey of a Limited Skin, only available during Summer of SMITE 2017!"
Conquest “During the first half of the season, we a multitude of strategies develop on the Conquest map. Initially, it began with heavy early pressure, but organized competitive play teams have developed different methods of pushing games further and further towards the mid and late game. However, these coordinated strategies are less effective in un-organized play (Casual and Ranked) and have left a feeling that games are too heavily weighted towards the early game. XP gain is what allows a team to secure early leads (through Levels) and Gold is what allows teams to close out games (by being an item ahead). Jungle Monsters that are split with the whole team are seeing a reduction in total XP, while the Gold Fury is seeing a significant reduction in global XP provided. Teams who are able to secure the jungle effectively will still gain a lead, but the lead will be less significant. Additionally, we are increasing the health of the Tier 2 Tower and Phoenix while also increasing the health defeated Phoenixes respawn at. Teams who draft towards the late game will feel better able to defend against early sieges and potentially turn the fight as their strength comes online. Since these are large changes to the pacing of Conquest we will be watching closely to see how teams and players adapt towards mid and late game strategies.”
*“The Siege mode is due for some updates. Console players and lower end PC players often had frame rate issues. We have improved this by doing a large visual pass on Siege, mostly affecting the foliage on the map. Some balance and bug fixes will accompany the optimization updates. The mode often leads to very 1-sided games where teams snowball and win very quickly. The Wild Juggernaut will be tougher to kill in the late game and Controlled Juggernauts will give a reward to the entire team who slays them."*
NEW Items Hastened Fatalis “Season 4 has been a wild ride when it comes to Hastened Fatalis. Fatalis was buffed to help the Gods that needed the item, like Basic Attack Assassins and Mage ADCs. However, Hunters took the item and dominated with it, forcing multiple nerfs. Rather than reducing it back to its previous status (and therefore having the same problems), we are splitting the Hastened Fatalis effect (now called Haste) onto a melee-only Katana (Hastened Katana) and Magical Power Ring (Hastened Ring). Hunter’s who wish to go fast will still have a new option (Atalanta’s Bow), but will no longer have access to the Haste effect.”
“Because this item is now Melee only we are able to adjust the stats and Gold to better reflect what a Basic Attack Assassin may desire. This additional control we have over item balance in the future also extends to Hastened Ring.”
“Unlike Hastened Katana, Hastened Ring will only provide Haste for a short window and on a Cooldown. This 4 second window should allow Freya, Sol, and Chronos players to make use of their main stim, but should reduce the frustration that can occur when this effect was being applied permanently. The bonus Magical Power will however help them make up the difference through their Mage Abilities while the effect is on Cooldown.”
“The raw chasing and juking power of Fatalis was what made it so valuable to Hunter’s. While not as potent, this cheaper alternative will allow Hunters to still benefit from reduced Movement Speed Penalty (through increased Movement Speed) as long as they are continually damaging targets.”
“Anti-heal applied through Basic Attacks is a strong passive effect, but while it was on Witchblade it was a bit awkward. Toxic Blade takes the passive from Witchblade and pairs it with stats that are more desirable to Hunter’s and Basic Attack Assassins/Warriors who need to limit the amount of healing an enemy team is outputting.”
“Shaman’s Ring is receiving a new passive that introduces one of our main new features, Evolving Items. While Rangda’s Mask, Lono’s Mask, and Rage have has passives that give a bonus once fully stacked, they didn’t have any treatment to show off that a player had successfully completing it. Now as players complete the stacks, the item will change in icon and in the case of Shaman’s Ring receives a completely new passive. After dealing the required damage, this item provides a new passive that allows the wearer of Shaman’s Ring to deal more damage to targets they recently damaged. This style of passive could be strong on Mages with a high amount of regular poke such as Vulcan, Thoth, or Agni.”
“Relics and Relic Upgrades are seeing a change going into Mid-Season. Previously, some Relics received Cooldown reductions while some received new effects. We are shifting nearly all Relics (with the exception of Aegis Amulet and Purification Beads) to gain a new effect when upgrades while we leave their Cooldowns at the same base length." Aegis Amulet
“Bracer Of Undoing has seen a rise in play with its last round of changes, becoming a popular pick. While anti-heal is a strong counter, having access to the Cooldown Reduction in its base form gave it a bit more utility than it should have. Players will now need to invest in the upgrade to gain access to this additional utility."
Heavenly Wings “Heavenly Wings and Horrific Emblem were often tied together, with one countering the other creating a tricky balance problem. We removed the Slow Immunity from Heavenly Wings to embrace this countering, but it ended up with both feeling lackluster and seeing little play. We are re-adding the Slow Immunity to Heavenly Wings to give players a way to stop heavy slow comps while adding an additional effect to Horrific Emblem that will still allow it to be useful, even if the slow it cleansed by Heavenly Wings.”
“Magic Shell and Meditation were always a Math problem for players. Did Shell mitigate more than Meditation could heal? The answer often dictate what support players picked up. Shell and Meditation are receiving new effects that will better define the difference between these two actives. Shell will now provide a short duration Shield, allowing well times usages to mitigate a heavy amount of Damage (or allow a skilled enemy to wait out the duration). It’s upgrade will also counter Basic Attack Gods by providing block stacks, giving teams a counter to an out of control Hunter. Meditation will provide a flat heal that can be used at any stage of the fight and be effective, while it’s upgrade encourages teams to use their Abilities rapidly to escape or engage their enemies."
“With the redesign of Magic Shell we had the open space to pair the “Ghostwalk” effect with a buff that compliments its use cases much better: damage mitigation. Phantom Veil will now be even better at keeping your teammates alive if they become trapped by player made walls.”
“Sundering Spear has been a hot topic during the first half of the Season. Starting out as a weak Relic, teams quickly began realizing the strength it could have leading to heavy usage. As a Relic is was good at both engaging onto the enemy team while being able to secure kills that may have otherwise gotten away. We are changing the way it deals damage to encourage using it at the start of a fight by having it deal a percentage of the targets current health, removing the ability for this relic to kill an enemy on its own. Additionally, the ability to shred a target is on the upgrade only. Players who want this strength will need to invest to obtain it.”
“Teleport Glyph has long been a staple of the solo lane. Warriors could effectively farm Levels and Gold above the rest of the players and be anywhere at a moment's notice. We are toning down this strength by only allowing players to Teleport to towers with the base Relic. This will limit the solo lanes ability to rotate unless the invest the Gold into the upgrade (or into other options like Movement Speed).”
Rangda’s Mask “Rangda’s Mask was a high risk/reward item that was a bit too risky. We are reducing the stacks required to reach its maximum strength while allowing a more gradual increase in strength until it reaches maximum stacks. Players who want to heavily focus on early game pressure and kills may find the reward to be worth the risk.”
“Frostbound Hammer on Hunters has been a point of frustration for many players. We are reducing the strength of this effect on Ranged Basic Attacks to allow players more opportunity to play around slows from a distance.”
“Rage stats are remaining the same, but it is receiving the Evolve treatment, similar to the new effect of Shaman’s Ring. Lono’s Mask and Rangda’s Mask are also receiving this treatment.”
“Bumba’s Mask is an item that we have been watching closely. While some teams value building this item on more than just the Jungler, we have seen other strategies compete and don’t want to restrict this item unless it truly becomes a must buy in too many roles. In our Conquest changes, we increased the overall amount of Health (and therefor Healing) in the Jungle, so we are bringing this down a bit to accommodate for the Health increase of the minis.”
“Bancroft’s is a current staple for Mages, given its raw power and ease of building due to Tiny Trinket’s price. We are increasing the cost of Bancroft’s and reducing the base Lifesteal this item provides. While it will still be strong, Mages may find other build strategies no longer overshadowed by Bancroft’s Talon.”
“Dynasty Plate Helm was an incredibly cost efficient item, allowing for a large spike in both offensive and defensive power. A small reduction in its offensive and defensive abilities will keep it from being a must buy and help separate the early game and late game Mage builds.”
“Celestial Legion Helm is receiving a new identity as a cheap anti-physical item for Mages. This item will quickly gain stacks of Physical Protection as long as the owner doesn’t take Physical damage from enemy gods. However, in extended or frequent engagements this item will lose effectiveness, making this a strong choice to deal with burst but a less ideal choice when dealing with sustained damage and long fights.”
“Vampiric Shroud has always been a defensive and sustain oriented starter, but didn’t offer enough to justify it over Sands of Time or other starting choices. It is being re-designed to provide a small amount of Physical Protection and the ability to restore more health without requiring last hits on minions. Mages or Guardians who often find themselves dealing with Minion or Physical damage in the early stages of the game can pick this up and be more effective in those situations."
“With Toxic Blade now providing Basic Attack characters with anti-heal, Witchblade is being refocused as a more offensive boxing item. With stats like Attack Speed and Lifesteal to help Basic Attacks be more effective and an aura that reduces nearby enemies ability to box with Basic Attacks, players can pick this up and look for favorable one-on-one scenarios.”
Relic Dagger “Relic Dagger is seeing a slight shift in power. Players can now rely on a Flat reduction of Cooldown for their Relics, while also seeing a bit more Health to make up for the loss of Attack Speed. Guardians and Warriors who often did not have value for the Attack Speed may find the extra tankiness and utility worthwhile, depending on their Relic choices.”
“Telkhine’s Ring and Shaman’s Ring are no longer Attack Speed oriented items, and so their passives have been adjusted to apply to more Mages in general. Telkhine’s Ring new passive allows low Cooldown or combo Mages to stack up a large amount of Power, either increasing their damage as a fight becomes extended or allowing for their finishing ultimate to have a large impact. With extra Movement Speed it will also help Mages/Guardians find the right positioning to get this extra damage off.”
“Void Stone (and it’s Tier 2 Ward Stone) now provide bonus Health and less Magical Power. Aggressive Guardians who want to better enable their Mages will find this item more desirable due to the flat health having synergy with their high defenses. In this Patch, we also paired Health with 2 other Magical Protection items, even when their Physical “Counterparts” do not. In general, Magical Protection is a more niche stat due to standard team compositions as well as damage sources on the map. Because of this these items need the additional bump to feel impactful.”
“Similar to Void Stone, the added Health increases this item’s ability to serve a defensive role. Additionally, we are increasing the MP5 and Passive to make sure the utility provided by this item feels impactful.”
“Oni Hunter’s Garb had a powerful effect, but lacked the raw stats and strength for it to make it into players builds. The additional health and passive adjustments help this item feel impactful when it needs to be.”
Ao Kuang “Ao Kuang’s old Passive was a bit clunky when it came to generating Stacks (such as it not following out-of-combat rules) and didn’t help Ao Kuang in fights that went longer than his initial opening. His new Passive rewards successful executes that will give him additional potency throughout the rest of the game and in extended fights. His base stats have also been adjusted to allow Ao Kuang to have a bit more staying power when it comes to his Mana pool.”
“Bakasura is seeing targeted changes to help him feel like chore oriented in the jungle (by needing to eat minions on cooldown, or he risks not having enough minions for his ultimate) while also giving him access to his more utility based ultimate more often. By being able to get 2 Stacks of Minions by eating a large monster, Bakasura can prioritize ganking and invading more effectively rather than needing to be by a Minion every time Eat Minion comes up. Additionally, with extra Minions comes bonus utility when it comes to taking objectives or pushing towers (as well as additional confusion when he ults, which also now happens more often).”
“Chiron is receiving a nice bump to his utility, clear, and overall Ability flow. Training Exercise now applies the Mark for Masterful Shot to targets hit, allowing for a better clear path for the teacher while also increasing his mid and late game poke potential.”
“Chronos’ old Passive was entirely an extension of his Accelerate Ability. All of that functionality of the old Passive has now been moved to Accelerate leaving a place for a new Passive. Time Lord gives Chronos additional Magic Power as the game continues on. Not only does this further solidify his identity as a Late Game God, but the pressures of time will be felt by the enemy team.”
“Funeral Rites often felt limited as a single death could completely wipe away the Aura. These Stacks are no longer lost on death and Isis players will now receive a reward for successfully reaching maximum Stacks.”
“Kuzenbo is receiving feel good updates and bonus utility effects that should help his performance. NeNe Kappa now Slows targets who are hit by the initial throw, rewarding Kuzenbo players for their accuracy. Sumo Slam is seeing a Cooldown reduction along with a more responsive turn. Finally, Watery Grave will no longer knock targets so far outward. These changes cause the God to provide his team with more controlled disruption more often."
“Ne Zha has long had an interaction where players could beads while under the effect of Wind Fire Wheels, effectively losing their Purification Beads Cooldown before rising into the air. This largely came down to a discrepancy between his visual animation and the animation he plays. Now, players will have a window of opportunity to use Purification Beads (or allies can use effects like Geb Shield) after they have initially been hit to escape their fate. Additionally, there is now protection while on the way up so players should no longer be able to fire a Purification Beads that will no longer help them.”
“As stated in the 4.11 notes, we are making adjustments to Nemesis to make her feel less frustrating to fight while opening her playstyle up to more than just using her ultimate. Divine Judgement’s protection shred has been reduced to allow defenses to still have some impact while Slice and Dice no longer Slows for 50% at max rank. Players will feel less helpless when afflicted by both effects and should allow for teammates to better assist their debuffed ally. To make up for this, Swift Vengeace and Slice and Dice are seeing Damage increases. This should help Nemesis feel more impactful with stronger pressure against squishy targets with increased Jungle clear. She will still be valued for her unique Ultimate’s ability to shred, but will not be as meta reliant as she once was.”
“Clay Soldiers is receiving a massive update that has been requested for some time. Nu Wa players can now mark targets for their Clay Soldiers to pursue allowing Nu Wa players to have confidence when committing to their burst combo. If the Nu Wa player does not want to mark a target they have that option still available to them.” God Balance (CONT) Raijin “The long awaited Raijin rework is here! Each Ability has been adjusted with the goal of reducing frustration while empowering Raijin to feel effective in fights. Percussive Storm’s hitbox has been improved and has been moved to the center, allowing this to be a more reliable source of Damage. Raiju now deals his Damage over time so enemies can react to it better, but it will gain the additional utility in the effect of a Slow. Both of these main damaging Abilities have also seen cost reductions, while Raiju has seen a Cooldown reduction. These changes work well with his new Passive which encourages rapid usage of each of his skills. Thunder Crash is also seeing some adjustments allowing players to interact with Raijin while he is still visible before he teleports to his new location. Finally, Taiko Drums is seeing a reduction in Power on the Taunt and Fear drums. Players will now have to choose between damaging enemies or controlling enemies, and enemies who are controlled will now have more Health once the effect is over. Additionally, all ultimate projectiles will travel more slowly. Raijin will however have a bit more time to make this decision after the Ultimate has been activated. Taiko Drums is also seeing a pass at making the sounds and visuals more distinct for each effect."
“Blessing of the Nile is getting a nice quality of life adjustment. Previously, Blessing of the Nile would fall off while in the full duration of Sobek’s Ultimate, which felt awkward. Now, Blessing of the Nile lasts for 6 seconds, allowing more time for Sobek to land a new Ability or fully charge his Ultimate on a target.”
“Susano has gone through multiple adjustments to bring his frustration down. These changes have not been completely successful. His mobility from his Passive combined with his Abilities was very difficult to counter, and in most cases he could get all of his Damage off and escape through raw Movement Speed alone. His mobility-focused Passive is being replaced by new one: Gathering Storm. Successfully hitting an opponent with an Ability will provide a Stack, and at 4 Stacks his next skill will deal bonus Damage. The amount of Stacks makes it so Susano needs to commit all of his skills onto an enemy to get the full Damage (unless he wants to dedicate his Ultimate as well), but this removes his escape potential. To adjust for this bonus Damage, Storm Kata is seeing a base and scaling Damage reduction, making Passive and safe Susano players deal less Damage overall.”
“Bladed Arrow and Thrown Axe are seeing a large Mana reduction that should open up Ullr’s build options a bit more (as well as being able to spend Mana on his other skills). Additionally, his main stim will now be better at early ranks, allowing Ullr more raw potency until the very late stages of the game.”
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Re: Патч 4.13
о дх11, х64 клиент, хай-рес текстуры, хоть что-то
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