SMITE Update 11.40 Brings the 7.4 Bonus Balance Update

smite update 11.40

As part of the big Witch of the Woods update released a few weeks ago, Hi-Rez Studios has rolled out the 7.4 bonus update. Console gamers will see this as SMITE update 11.40 and we’ve got the full bonus patch notes.

SMITE update 11.40 patch notes:

Bonus Balance is loaded with meta nerfs this update, as well as some changes to SMITE’s newest god: Baba Yaga. Bonus balance will continue to be separated from the main update by containing only top meta nerfs, adjustment to the newest gods, or high priority fixes that impact the game in a wider sense, like some Joust and Duel changes we have planned for this week.


Map Balance
Recently we adjusted a series of variables on the Joust map, with mostly successful results. Fixing minion scaling per minute has had a slightly more intense effect on the map late game which has led to some frustrating gameplay scenarios. We are toning back the tankiness of fire minions into someplace between the current state and previous state. This should give players a better chance of fighting back from losing a phoenix.
Joust and Duel
  • Melee Fire Minions
    • Decreased Max Health scaling from 20 to 10
    • Decreased Physical Protection scaling from 1 to 0.5
    • Decreased Magical Protection scaling from 1 to 0.5
  • Ranged Fire Minions
    • Decreased Physical Protection scaling from 1 to 0.5
    • Decreased Magical Protection scaling from 1 to 0.5
  • Brute Fire Minions
    • Decreased Max Health scaling from 40 to 20
    • Decreased Physical Protection scaling from 2 to 0.5
    • Decreased Magical Protection scaling from 2 to 0.5
God Balance
Baba Yaga will forever hold a special place in SMITE history for both being a crazy unique character, and also for being the first god shipped while working from home under quarantines. Baba launched in a clearly underpowered state which was exacerbated by some bugs. Baba is seeing damage increases to her ability 2 and 4, as well as increased projectile speed on her 4. This goddess has potential to be powerful, and we expect to see that soon after these buffs and more bug fixes.

  • Increased base damage from 55/95/135/175/215 to 65/105/145/185/225
  • Increased Magical Power scaling from 60% to 70%

  • Increased Burst Damage Base from 60/85/110/135/160 to 75/105/135/165/195
  • Increased Burst Damage scaling from 30% to 35%
  • Increased Burn Damage scaling from 10% to 12.5%
  • Decreased travel time of the Witchfire Bolt from 0.8s to 0.53s
  • Added 10% Magical Power Scaling to the amount of Shield HP gained at all ranks
In a similar realm as Thor, Heimdallr has been nerfed multiple times and his core metrics have dropped considerably, yet his ban rate remains at the top of the top of the list. We are decreasing one key damage hit, which is his initial hit on his Ultimate ability. We are also decreasing his vision radius to limit his utility.

  • Decrease Vision Radius from 120 to 80

  • Decreased initial hit from 150/240/330/420/510 to 120/200/280/360/440.
  • Decreased initial hit scaling from 90% to 70%.
Some impressive plays have been happening via Horus crazy ultimate ability: To the Skies. We have seen phoenix rotations and jungle boss baits like never before. Horus has picked up in popularity, especially in ranked, but his win rate still falls behind. That is why we are keeping this a small nerf. We are partially reverting the amount of speed he gains while ulting to limit his strategic options, especially for competitive play.

  • Decreased Movement Speed Horus gains from 135% Increase to 70%
An old god is now the new top meta! In a patch filled with nerfing newer gods, it’s great to see some old favorites still dominating the ranked scene. Hun Batz has become a top pick in S7 and he maintains a stronger win rate than most of the other gods we are nerfing here today. We are toning down his damage from his passive as well as increasing his ultimate cooldown. Hun Batz’s ultimate is the premier assassin team fight ultimate and it should have a cooldown to match its effectiveness.

  • Decreased Empowered Basic attack from 20% to 15%

  • Increased Cooldown from 100s to 120s
The Master Wizard continues to dominate ranked and pro play, especially in pick rate. Merlin outputs a large amount of damage in the late game, especially to CC’d targets or jungle bosses. Merlin’s abilities have a high amount of ticks, which multiplies the magical power scaling to very high levels. These power scaling reductions should bring down his top-end damage across the board.

  • Decreased scaling per tick from 20% to 15%
  • Hits up to 8 times so total scaling decreased from 160% to 120%

  • Reduced max stacks of protection reduction from 8 to 6
  • Decreased scaling per tick from 20% to 15%
  • Hits up to 13 times so total scaling decreased from 260% to 195%
The Allfather has maintained very high metrics even through his last round of nerfs. This time we are focusing entirely on Odin’s Cooldowns. This warrior can dish out a lot of damage and CC, but can also protect himself through shields and leaps. It is a common frustration when playing against Odin to nearly have him dead but then his Raven Shout and Lunge come off cooldown and he escapes again. These slight cooldown changes across his kit will give his opponents more room for counterplay.

  • Increased cooldown from 15/14/13/12/11s to 16/15/14/13/12s

  • Increased cooldown from 15/14/13/12/11s to 16/15/14/13/12s

  • Increased cooldown from 12s to 14s
Sobek has risen from the Nile after his boost in HP scaling and self healing. This additional capability to stay out for longer allows him to fulfill the support role in poke and roaming situations much more effectively. His raw ability to survive engagements however has become too potent due to the combination of this extra HP, healing, and passive protection. A reduction to his passive will make him more vulnerable in direct fights while still keeping the more active sustain he brings himself.

  • Changed to per-level scaling from 10 per stack to 4+0.3 per lvl
Even after considerable nerfs the god of thunder has held a near-top ban rate for multiple updates. The past nerfs have affected his metrics heavily, but he is clearly still considered a top god pick by a huge majority of players. We are applying an additional nerf, albeit a smaller one, to bring down Thor’s all-in damage a bit more, which is where he seems to continue to excel the most.

  • Decreased Physical Power Scaling from 100% to 90%
Ullr has performed gloriously lately, with skyrocketing popularity in high end ranked and competitive scenes. Ullr brings heavy pressure and quick rotations to a team, all while being able to play multiple roles. We are increasing Ullr’s mana costs to slow down his ability to spam, and we are also decreasing the base damage on his primary lane clear ability. These changes should keep him more in line with the rest of the Hunter class.

  • Decreased Base Damage on Bladed Arrow 90/140/190/240/290 to 80/130/180/230/280
  • Increased Mana cost from 50 to 50/55/60/65/70

  • Increased Mana cost from 60 to 60/65/70/75/80
This unique healer-guardian is defined by her ability to cast her abilities repeatedly. We do not plan to add any specific rules to change this, but we can limit how many abilities she can cast by slowing down the gain of her Omi. We are combining that with another base damage nerf to her primary damage ability, to ensure Yemoja deals less damage even when building no magical power.

  • Increased the level at which Yemoja gains additional Omi from levels 4 and 12 to 6 and 14

  • Decreased Base Damage from 40/80/120/160/200 to 40/75/110/145/180

Once we get more details regarding the next content drop, we’ll let our readers know.

Source: SMITE

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