Valley of Victory Patch Notes
Release Date: March 1, 2017
Guan Unicorn – Adventure’s Gold Vault
Voice Pack Available!
Swashbuckler Susano – Adventure’s Gold Vault
Voice Pack Available!
Conqueror Nike – Victory Bundle
Voice Pack Available!
Heaven’s Rave Zeus – REMIX Chest
Voice Pack Available!
Final Boss Thanatos – 400 Gems
Heaven’s Rave Zeus Special Emote
Last year, we experimented with new game modes like Fafnir’s Wonderland and Xing Tian’s Mountain. After the amazing positive reaction to these fun and unique modes, we wanted to keep introducing new experiences to players that go beyond the standard modes. This is where Adventures comes into play! Every 6 weeks, there will be a new Adventure that players can participate in that will introduce very new and unique experiences for a limited time.
Our first Adventure brings Capture the Flag to SMITE in Nike’s Valley of Victory. The map itself features two bases connected by caves with buffs spread around that increase your Damage, Movement Speed, or even grant you a giant Health Shield to keep yourself alive while carrying the Flag. Play as either Hercules, Ymir, Anubis, Artemis, or Loki as you try to outplay your opponent and take the victory!
In addition to new game modes, each Adventure brings other content along with it. The Adventures Vault will open with this patch. By purchasing the Victory Bundle, you will obtain a ton of items and a Golden Key that will let you open the golden door inside the Adventures Vault. Once unlocked, you will be able to select from one of two Limited Skins. Each new Adventure will introduce a new Skin into the Golden Door and each Bundle will give you a new Gold Key to unlock more.
15x Team Worshiper Booster
Banner Plant Global Emote
1 Gold Key
Adventures Gold Vault
Guan Unicorn Guan Yu
As Kuzenbo, knock up an enemy God 3 times in a single use of your Watery Grave Ability.
As Kuzenbo, reflect back 280 Damage in a single use of your Spiked Shell Ability.
In SMITE, Towers have bonus protections when there are no Minions present. This is to make Towers more difficult to take without a full team present or a Minion wave to assist with the push. A few gods had the ability to spawn Minions of their own and this removed these backdoor protections. In 4.3, we are removing the ability for god-spawned Minions to remove backdoor protections and now only lane Minions will be able to take away these protections.
With this change, we looked at all the characters who benefited from being able to remove these protections and either buffed them directly to compensate or are watching their performance before we make adjustments in future patches. Bastet and Nu Wa were gods that received a direct buff to compensate for these changes and Bakasura and Vulcan are gods we are keeping a close eye on for the future.
Tower’s Backdoor Protection is no longer removed by God pets.
Aura Items have some inconsistent effects and descriptions making what they did unclear. We have made a pass on all Aura Items that provide stat adjustments to enemies and allies and made them only affect enemy and allied gods respectively. We also updated the descriptions of these Items so they are consistent with each other.
All Aura items that provide your allies with a benefit or enemies with a reduction will now only apply to gods. This excludes Mystical Mail and Emperor’s Armor.
Updated the descriptions of almost all Aura Items so their wording is consistent.
Passive: Now only applies to Gods.
Hand of the Gods
Fixed the description stating this Relic did no Damage to Jungle Bosses.
Rituals have seen some great moments, but have also sometimes led teams to win fights in ways that felt unfair due to some of the powerful benefits they provided. Frenzied Rituals duration of 10 seconds allowed teams to chain multiple Rituals together, leading to little or no downtime in a fight without investing too much into the strategy. We are reducing the duration to 5 seconds which will force teams who want to chain these for an extended duration to invest more of their Gold.
Reduced Frenzied Ritual Duration from
10s → 5s.
Rallying Ritual allows for players to take advantage of many opportunities by teleporting directly to their allies. However, the potential for players with this Ritual to quickly charge the Titan and end the game has proven to be a frustrating experience. Rallying Ritual can no longer be used on a target that is being teleported to already or a target that is currently teleporting. This Ritual can still be used to get to a key location quickly for a large cost, but dropping onto the Titan will require more members of your team to be near the Titan to get everyone there.
Rallying Ritual can no longer be used on someone that is already being teleported to.
Rallying Ritual can no longer be used on someone that is currently teleporting.
With Season 4, we made Bumba’s Mask require a last hit to discourage teams stacking multiple Masks and receiving a large amount of sustain from it. This led to frustration in games where teammates could stop you from receiving crucial healing and Gold when you needed it. We have changes how the passive works to now reward the closest Bumba’s Mask wearer rather than whoever got the last hit. This should result in a less frustrating experience while still hitting our original goal.
Bumba’s Mask no longer requires last hitting of Jungle Monster to receive Passive benefit.
Bumba’s Mask will now only apply the Passive Bonus Health/Mana/Gold to the closest God with Bumba’s Mask that is within assist range of a defeated Camp.
Sands of Time
In 4.3, we are making changes to all of the Mage Starter Items and how much Mana they restore. After seeing how players experimented with Starter Item choices, it became clear that Mana sustain was the highest priority for most Mid Laners, leading them to buy Sands of Time. Vampiric Shroud was often not considered viable because it didn’t give enough return to justify being more difficult to kill in the early game and Soul Stone was ignored largely due to a lack of Mana return that made using its Passive difficult.
Sands of Time, however, should continue to be the premiere Mana Regeneration Starter Item and to make sure it isn’t overshadowed by a more powerful Soul Stone and Vampiric Shroud. It too is receiving a slight increase to the MP5 it provides.
PASSIVE: Increased MP5 per stack from
1.5 → 2.
PASSIVE: Now heals 40 Mana when consuming 5 stacks.
PASSIVE: Increased Mana restored from
5 → 8 per enemy killed.
Shield of Regrowth
Shield of Regrowth has become a powerful tool for gods with any form of self healing. When purchased, this item clearly caused many gods to suddenly jump up in overall performance. In this patch, we are increasing the cost and reducing the Health provided so there is more of a downside to this item and will continue to monitor how it affects builds and individual god performance.
Increased cost from
2000g → 2100g.
Reduced Health from
300 → 200.
Bastet had a large amount of value tied to her ability to remove backdoor protections. With the change coming in 4.3 to backdoor protections, we wanted to provide Bastet with more power elsewhere. Open Wounds will now help her abilities hit harder allowing her to be a more effective Assassin.
Open Wounds: Increased Damage from
15% → 20%.
Izanami is a God who previously struggled in Season 3 and then found herself in a strong position in Season 4. One of the last changes we made to her involved increasing her Basic Attack Damage and per level scaling to better help her in the early and late game respectively. We are reverting only the Base Attack Damage change which affects her early game to allow other hunters to have a better chance at fighting back against her level 1 wave clear.
Base Damage decreased from
40 → 36.
Kuzenbo has made quite a splash on the battleground of the gods. We have gotten a ton of positive feedback on Kuzenbo’s style and personality and are excited that players are enjoying him. In this patch we wanted to address some balance concerns that arose. Kuzenbo is a very aggressive Guardian who wants to be in the front line mixing things up, but he was lacking some Damage and utility to make him as desirable as other Guardians.
Watery Grave received a number of changes to address this. It now lasts for a shorter duration but hits harder up front and Kuzenbo can now move faster during it, allowing him to provide more burst to a fight and chase hit targets. Sumo Slam is also seeing a Damage increase for when a target is pushed into a wall or through Minions, and Shell Spikes can now be activated while under the effects of Crowd Control. Changes to Sumo Slam and Watery Grave should make Kuzenbo more impactful in a fight and changes to Shell Spikes will force enemy players to be more reactive.
General: Fixed progression on the stats page showing as “undefined”.
Water Bowl: Fixed a description error to properly convey the Damage Mitigation this Passive provides.
Shell Spikes: Can now be activated while Kuzenbo is under the effects of Crowd Control.
Sumo Slam: Increased Damage from
65/95/125/155/185 → 80/110/140/170/200.
Reduced Duration from
2.8s → 2.1s (one less maximum Knock-up).
Increased first hit Damage from
60/100/140/180/220 → 80/130/180/230/280.
Increased per tick Damage from
30/50/70/90/110 → 40/65/90/110/140.
Increased Movement Speed Buff from
35% → 45%.
Fixed an issue where Kuzenbo could be Knocked-up during the warm-up for this Ability.
Nu Wa was another god who benefited from her ability to remove backdoor protections and is receiving a buff to compensate. She will gain additional burst and poke damage through targeted adjustments to Shining Metal.
Increased Magical Power Scaling from
50% → 65%.
Decreased Minion Explode Magical Power Scaling from
30% → 25%.
Osiris lately hasn’t been fitting his title of “Broken God of the Afterlife”. While he has a strong laning phase and can box well early, his build options in the mid and late game are limited due to his low Physical Power Scaling. Sickle Strike and Spirit Flail are seeing Damage increases around their scaling to give Osiris a few more build options and power in the mid and late game.
Sickle Strike: Increased Damage from
60/100/140/180/220 (+30% of your Physical Power) → 60/105/150/195/240 (+40% of your Physical Power).
Spirit Flail: Changed Damage from
80/130/180/230/280 (+50% of your Physical Power) → 70/125/180/235/290 (+75% of your Physical Power).
Ratatoskr has become a go-to Jungler for players in Season 4. His ability to buy his Acorn out of the base combined with the new decisions available to Junglers caused him to perform even better than in Season 3. We are making a few adjustments to his Abilities without hitting his Damage that should give players more opportunities to play against him.
Acorn of Yggdrasil is now more expensive at the second tier which will have an impact on early game Item build decisions. Dart will now only be reduced by 1 second each time a god is hit with Flurry or Acorn Blast which will give enemy players more opportunities to catch this trickster, and Through the Cosmos now has a smaller landing radius requiring Ratatoskr players to be more accurate with where they want to land.
Acorn of Yggdrasil:
Increased the cost of Acorn of Swiftness from
500g → 700g.
Acorn of Yggdrasil remains at 1600g.
Dart: Decreased Cooldown Reduction from Flurry and Acorn Blast from
2s → 1s per god hit.
Through the Cosmos: Reduced Landing Radius from
25 → 20.
We kept a close eye on Sol and after watching her under-perform in Season 4, we began looking at ways to improve her utility and her Damage outside of her Stellar Burst. This led us to look at Radiance. Radiance helps Sol in quite a few ways. It is her main source of quick heat generation and also provides her with some sustain. We are increasing her sustain at all ranks and reducing the Cooldown, giving her access to this utility more often and earlier. Supernova is also seeing a Damage increase to reward Sol players more when they land multiple hits.
Fixed an issue where this wasn’t proccing “On Heal” effects.
Decreased Cooldown from
15s → 13s.
Changed the Healing from
5/10/15/20/25% of Missing Health → 25% of Missing Health at all ranks.
Supernova: Increased Damage of successive hits from
20% → 30%.
Terra has been under-performing after the direct nerfs, Item changes, and meta shifts from Season 4. Rather than bringing back some of the power of her healing, Terra will receive more of a punch in her Damage potential. Monolith will now deal a flat amount of Damage when Terra breaks it, giving her some extra Damage when engaging an enemy team.
Monolith now deals 70/100/130/170/200 (+50 of your Magical Power) immediately when broken by Force of Nature.
Reduced the Damage Per Tick from
15/20/25/30/35 → 10/12/14/16/18.
Overall, Monolith now deals 20 more Base Damage at all Ranks.
Fixed an issue where Monolith could be damaged by Minions or Jungle Monsters.
Thoth initially struggled at all levels of play but with the introduction of the Stun on Evade and Punish we saw Thoth see some success for players who really mastered this challenging god. To many players though, this Ability had the potential to be too punishing. The ability to Stun more than one target is generally reserved for Abilities with conditional trigger conditions or Ultimate Abilities. Evade and Punish’s projectile will now stop at the first enemy god hit, removing the ability for him to stun multiple gods.
Evade and Punish: Evade and Punish now stops on the first Enemy God hit.
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