Season 5 | 5.1 Update Notes |SMITE|
- Wildwolves .gr
- Jan 20, 2018
- 8 min read
NEW GOD SKINS











CHAOS BUNDLE
Fiendish Flight Jing Wei
Fiendish Rage Cu Chulainn
Ragnarok Metal Theme
Ragnarok Loading Screen Skin
Molten Key
750 Gems
MISC.
Candy Hearts (Jump Stamp)
My Hearts (In Fountain FX)
Tears of Joy (Global Emote)
Season Ticket Loading Frame
NEW DESIGN FEATURES
Conquest Map
Completely New Visuals
Mount Olympus vs. Tartarus, the Underworld.
Hades has used the chaos of Ragnarok to bring Tartarus directly against Mount Olympus. The map is now divided into two halves as these forces fight for dominance.
Everything from the Jungle, Towers, Phoenixes, Bases, Titans, and much more have been completely re-done visually.
All characters remodeled
Lane Minions Visual Update
Harpys Visual Update
Cyclops Mage (Blue) changed to Satyr
Cyclops Brute (Red) changed to Manticore
Cyclops Thief (Yellow) changed to Centaur
Cyclops Rogue (Purple) changed to Chimera
Oracles Visual Update
Gold Fury Visual Update
Fire Giant Visual Update
Titans Visual Update
Map Size Adjustments
Dev Notes – Conquest will be 20% wider come Season 5. We are doing this to slightly slow down rotations and increase the importance of gaining advantages around the map through positioning choices. The way players position themselves and what sources they choose to farm will have a larger impact and the increased size will allow players to try more complex strategies. Most of this width was added to the jungle, with each lane not changing too much in size.
Increased map size by roughly 20%.
Jungle Layout and Atmosphere
Dev Notes – The jungle has been redesigned from the ground up to provide a brand new experience for Conquest players of all types. Lines of sight have been shortened to prevent players from seeing too far into the jungle. The jungle paths have been changed to improve navigation and fighting within friendly and enemy territory. Also, jungle camp positions and the distances between them have been adjusted, most notably the speed buff.
The layout of the Jungle has undergone many changes. There are more winding paths and narrow locations.
The Speed Buff camp has been moved further back into the Jungle. A Harpy camp has taken its place.
The Oracles now have their own camp across from the Gold Fury.
Jungle Fog has returned!
Map Key Features & Landmarks
Dev Notes – Conquest is a large map with many twists and turns; and in a hectic teamfight with abilities flying past you it is important to know where you are at. The map is now perfectly symmetrical along the horizontal axis with a clear rift dividing the two sides, helping players learn the map from either side and helping them to always know where they are. Major objectives and key landmarks are high above the jungle treetops helping to guide players while traversing the new Jungle.
The map is now perfectly symmetrical along the horizontal axis.
The map is now divided into two halves by a rift down the center, providing a clear reference for players crossing into enemy territory.
Major locations like the Gold Fury and Fire Giant have elements that are located higher than other map features, giving players clear landmarks while moving through the more narrow and windy Jungle.
Map Feedback Adjustments
Dev Notes – While working on the Conquest update we wanted to make some changes to help the map better convey useful information, especially to explain some less obvious mechanics. Titans are immune unless a Phoenix has been defeated, which is now conveyed by them breaking loose from their Crystal when a Phoenix dies. Similarly, Phoenixes provide bonus health to Titans which is better conveyed by a visual link on the ground between the Titans and the Phoenixes. Towers are also getting improved visuals on who they are targeting, helping players figure out what is happening during a tower dive.
Titans are now encased in a crystal, and are broken whenever they lose their immunity.
Phoenixes have a visual link to the Titan to indicate how many Phoenixes are affecting the Titan’s health pool.
The pads under the Towers and Phoenixes will now light up on the current targets screen to indicate that they are being targeted.
Gameplay Pacing Changes
Dev Notes – We’ve made targeted adjustments to reduce early snowballing and to slow down the first few levels of Conquest. Adjustments were made to the jungle camps so that, when stolen, they provide a smaller increment of advantage versus the previous season, where stealing a buff camp could end up crippling the opposing team. Splitting has been reduced to encourage players to split up and make tactical decisions around the map. This should feel quite different from the current meta where players are forced to stay together to farm optimally.
Reduced XP Split Bonus from +50% to +20%.
Minions hit by Towers will now retain 25% of their gold reward instead of losing all of it.
Minions and Jungle Monsters now gain additional XP and Gold over time. Details for each change can be found in the Map NPC Adjustments section.
Respawn time of Buff Camps reduced from 180s to 120s.
Respawn time of Middle Harpy Camps reduced from 120s to 90s.
Respawn time of Back Harpy Camps reduced from 80s to 60s.
Conquest start time increased from 60s to 90s.
Map NPC Adjustments
The Jungle Camps and the Lane Minions are having many numerical adjustments with two goals. First, we want to reduce the speed of the early game and ramp up the late game to ensure smooth pacing across the entire match. Next, we want to give Junglers the ability to solo farm the jungle. All minions and Jungle camps have had their initial worth reduced and they will now gain increasing gold and experience values as the game progresses. This should allow players to have more meaningful skirmishes early without sudden spikes of power deciding the whole match. Players will still be able to generate a lead, especially through taking objectives, but this effect will not be as significant until later in a match.
Jungle Monsters & Buffs
All Jungle monsters will now reward an additional 9 XP and 2 Gold every 3 minutes. These rewards accumulate over time.
Buff Camp, Buff Holder
XP reduced from 160 to 116
Gold reduced from 60 to 48
Base Health reduced from 790 to 470
Base Physical Power reduced from 32 to 24
Base Physical Protection reduced from 16 to 8
Health/Min increased from 120 to 125
Power/Min increased from 0 to 2
Buff Camp, Small Minion
XP reduced from 40 to 20
Gold reduced from 20 to 16
Base Health reduced from 160 to 115
Health/Min increased from 65 to 72
Power/Min increased from 0 to 2
XP Camp, Large Harpy
XP reduced from 58 to 34
Gold reduced from 38 to 30
Base Health reduced from 470 to 410
Base Physical Power reduced from 17 to 11
Power/Min increased from 0 to 2
XP Camp, Small Harpy
XP reduced from 45 to 22
Gold reduced from 28 to 22
Base Health reduced from 375 to 150
Base Physical Power reduced from 14 to 8
Base Physical Protection reduced from 7 to 5
Health/Min increased from 35 to 55
Power/Min increased from 0 to 2
Oracles
Oracles have been moved out of the Gold Fury pit and instead placed across from the Gold Fury. They will still provide the same vision benefit.
XP reduced from 65 to 40
Gold reduced from 42 to 33
Physical Protection reduced from 20 to 12
Health/Min reduced from 130 to 100
Power/Min increased from 0 to 2
Yellow (Speed) Buff
Reduced Movement Speed from 20% to 15%
Purple (Void) Buff
Added 5% Protection Reduction.
Jungle (Objective)
As stated above, we’ve added a XP/Gold scaling component to many camps so that their value increases with the game length. The Pyromancer, Gold Fury, and Fire Giant are no exception. This increases the importance of objective control as the match progresses towards the mid and late game.
Gold Fury
Gold Fury now spawns at 5:00 (previously spawned at 1:00)
Base Health increased from 2550 to 3000
Physical/Magical Protections reduced from 25 to 20
Health/Min reduced from 280 to 225
Physical/Magical Protections/Min increased from 0 to 1
Team XP Reward/Min reduced from 10 to 5
Team Gold Reward/Min reduced from 8 to 6
Pyromancer (NEW)
Replaces the Portal Demon
The team that defeats Pyromancer has their Fountain buffed for 90s.
Upon exiting the fountain, players will gain +40% Movement Speed for 15s. Entering combat will immediately remove this buff.
Health/Min reduced from 280 to 200
Physical Protection/Min increased from 0 to 2
Magical Protection/Min increased from 0 to 1
Team XP Reward/Min increased from 0 to 5
Team Gold Reward/Min increased from 0 to 3
Fire Giant
Base Health reduced from 6650 to 6000
Power decreased from 155 to 130
Physical Protection reduced from 100 to 90
Health/Min increased from 160 to 175
Power/Min increased from 0 to 2
Team Gold Reward/Min increased from 0 to 6
Enhanced Fire Giant (NEW)
Appears when Fire Giant respawns after the 25 Minute mark.
Grants an enhanced version of the normal Fire Giant buff:
+100 Magical Power
+65 Physical Power
Regenerate 4% of your Max Health and 2% of your Max Mana every 5 seconds
Deal +20% Damage vs. Towers and Phoenixes
Minions
In addition to the scaling XP and gold rewards, Minions are also gaining some additional health and will be dealing reduced damage to gods. We want to encourage players to spend a little more time in lane fighting their opponents. Previously, minions died too quickly and deal too much damage. These factors encouraged gods to clear the wave as quickly as possible. Additionally, when minions are pushed to an enemy tower they will prioritize attack that tower instead of any enemy minions that come into range. This will make each small tower push more impactful.
Lane minions will now reward an additional 5 XP and 1 Gold every 3 minutes. These rewards accumulate over time.
Lane minions now deal 40% less damage to Gods.
Lane minions will now prioritize Towers, Phoenixes, and Titans over Minions, Deployables, and Pets.
Ranged Minion
XP reduced from 45 to 25
Base Health increased from 265 to 305
Note: Fire Minion Base Health is unaffected
Melee Minion
XP reduced from 60 to 45
Base Health increased from 365 to 420
Note: Fire Minion Base Health is unaffected
Brute Minion
XP reduced from 60 to 45
Base Health increased from 700 to 805
Note: Fire Minion Base Health is unaffected
Towers/Phoenixes
With all the changes above, we wanted to ensure towers could still defend themselves against enemy minions at the same pace as always. We increased the damage they do to minions only, but also increased their actual power to make early game tower dives slightly more difficult. We also reduced their protections across the board to encourage taking down towers at all stages of the game, instead of taking them all down in one clean sweep.
Towers and Phoenixes will now deal an additional 15% damage to Minions.
Tier 1 Tower
Protections reduced from 150 to 125
Power increased from 170 to 200
Tier 2 Tower
Protections reduced from 150 to 125
Power increased from 200 to 230
Phoenix
Protections reduced from 150 to 125
Protections reduced from 150 to 125
Tutorial
Conquest Tutorial has been updated to take place on the new map
This tutorial is intended for very early beginners only.
All Gamemode Gameplay Adjustment
Kill Bounty Change
Assists now provide a bonus gold to players based on their level difference from the killed target, rather than the killers level.
Season Ticket
New Fantasy Point Store
Players will be able to spend their earned Fantasy Points to unlock skins directly. Each Patch a few of these skins will be replaced with new skins previously only unlockable through Chests. Be sure to keep an eye on the store as new skins get rotated in!
Points Spent in the Fantasy Point Store will not reduce your current Season Ticket Progress. The Levels of the Season Ticket are tracked by your Total Earned Fantasy Points, rather than your current amount.
Additional ways to Support your Favorite Teams will arrive in future patches.
Ranked
NEW feature – First Pick TP Bonus
The player who it First Pick in Ranked will receive bonus +3 TP if their team successfully wins.
God Leaderboards
Adjusted the formula to better account for amount of games played and the individual players skill.
Soft Reset
Ranked will undergo a Soft Reset with the launch of Season 5. Players will need to play 10 Qualifying Matches before being placed based on their Season 4 Performance and the results of their 10 Qualifying Matches.
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