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No Man’s Sky Update 3.15 January 27 Flies Out (Update)

Hello Games has released the first title update for No Man’s Sky for 2021! Gamers will see the No Man’s Sky update 3.15 January 27 patch live now for consoles  and PC!

Clocking in at 11GB on PS4, this is an unannounced update, though given the size, we are expecting some meaty stuff in it.

No Man’s Sky Update 3.15 January 27 Patch Notes:

Update: Hello Games has released the official patch notes!

Hello everyone,

Thank you to everyone playing the Next Generation Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes have been combined into patch 3.15, which will be live on all platforms today.

Patch Notes

  • Stability improvements on PC.
  • Resolution and performance for PSVR have been significantly improved when running on a PS5.
  • Fixed a rendering-related crash on PS5.
  • Xbox Series S in high quality mode now has the improved ultra settings introduced in the Next Generation Update.
  • Loading times on PS5 have been improved.
  • PS5 install size has been optimised.

Hello Games has currently not released the official patch notes yet, though we’re expecting them to share it later in the day. That said, here are the notes from the Experimental branch per Hello Games (via Steam):

Experimental Branch Update 26/01
  • Fixed a visual issue when using the terrain manipulator.
Experimental Branch 19/01
  • Stability improvements on PC.
  • Resolution and performance for PSVR have been significantly improved when running on a PS5.
  • Fixed a rendering-related crash on PS5.
  • Xbox Series S in high quality mode now has the improved Ultra settings introduced in the Next Generation Update.
  • Loading times on PS5 have been improved.
  • PS5 install size has been optimised.

Note that while the changes and fixes in Experiemental are usually rolled out in release versions, there are differences in each. That said, we’ll update the post once we know more.

Same as before, if you spot any gameplay-related changes or technical tweaks, let us know down in the comments below.

Update: We’ve updated the post to reflect the official patch notes released by Hello Games.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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IO Interactive’s James Bond Game “Project 007” Will be an Original Story, Possible Trilogy of Games in the Works

Fans of the James Bond franchise will be pleased to know that IO Interactive is serious on taking on 007, as The Gamer has reported that the studio behind the Hitman series is creating a completely original story for the franchise — where they are doubling their staff and exploring the possibility of making a trilogy of games based on the popular British secret agent.

According to the report, IO is creating a second studio just to house their staff — which has grown from 200 to 400 developers working on Project 007. The game will not feature and past or present iterations of Bond from the big screen — so don’t expect any Daniel Craig, Pierce Brosnan or the late Roger Moore or Sean Connery. Instead, it will be a completely new digital actor taking on the role of the famous MI6 British secret service agent, and it will be an adventure that won’t adapt any existing material by Ian Fleming or otherwise.

“Today we [have] 200 employees and I expect that we will [have] over 400 employees over the next few years. So, there is no doubt that the Bond agreement means an insane amount to us.”

With the license to develop James Bond games in their hands, Danish website DR also notes that IO is looking to create a James Bond universe of games just like their Hitman games — with their sights set on a trilogy of 007 games. IO Interactive director Hakan Abrak even noted how special this honor was being given the rights to one of most popular spy franchises in the world.

“It’s very, very special – a boy’s dream. Sometimes it’s still a little hard to understand that it’s us [making] James Bond.”

Check out our previous post on “Project 007” being announced as well as the teaser trailer released for it.

Tim Villasor

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The Elder Scrolls Online Blackwood DLC Out in June, New Dungeon Out in March

While The Elder Scrolls Online (ESO) players got a trailer for the Gates of Oblivion features last year, Bethesda has dropped a ton of new info regarding the MMORPG’s future in the latest Twitch devstream, and it’s all about The Elder Scrolls Online “Blackwood” and a new dungeon!

First up, The Elder Scrolls Online Blackwood is the first major expansion hitting ESO this year and it’s out this June 1 on PC, and June 8 on consoles! Check out the trailer and details below.

The Elder Scrolls Online: Blackwood is this year’s massive story Chapter, tasking players with uncovering the schemes of the Daedric Prince Mehrunes Dagon 800 years before the events of The Elder Scrolls IV: Oblivion. Blackwood packs more than 30 hours of new main storyline, tons of side quests, countless quality of life features, and, for the first time ever, introduces Companions who will adventure through Tamriel alongside the player. The new Chapter will take players from the walls of the Imperial City of Leyawiin, first featured in The Elder Scrolls IV: Oblivion, to the murky bogs of Shadowfen, and of course to the mysterious region of Blackwood where players will uncover the Daedric plot at its heart.

The new Rockgrove Trial, Oblivion Portal World Events, unique Chapter-specific rewards and more will provide ESO players and newcomers alike with an amazing year of deadric destruction.

Here’s more details via the game’s website:

Gates of Oblivion Releases:

  • Flames of Ambition (March 8 for PC/Mac and Stadia* and March 16 for Xbox One and PlayStation®4)
  • Blackwood (June 1 for PC/Mac and Stadia* and June 8 for Xbox One and PlayStation 4)
  • Unannounced Q3 DLC dungeon pack (date TBD)
  • Unannounced Q4 DLC story zone (date TBD)

THE ELDER SCROLLS ONLINE: BLACKWOOD

The Elder Scrolls Online’s major Chapter update for 2021, Blackwood, will continue the Gates of Oblivion adventure and feature over 30 hours of new story content, allowing you to explore a colorful part of Tamriel where the diverse culture of the Argonians meets with Imperial ambitions.

This Chapter brings all-new adventures and features for you to enjoy, including:

  • A new zone: Blackwood
  • A fiendish main storyline that ties into the Gates of Oblivion adventure
  • The new Companions system
  • A new 12-player Trial: Rockgrove
  • New world events: Oblivion Portals
  • New delves, public dungeons, world bosses, and stand-alone quests
  • Updates and quality-of-life improvements

You can pre-purchase The Elder Scrolls Online: Blackwood right now to receive unique pre-purchase rewards at launch AND get immediate access to the game and both the Nagahide Welwa Ravager mount and Nightmare Bear Cub pet**.

Note that the Nightmare Bear Cub pet is available as a pre-purchase reward only until March 17, 2021, so don’t miss out on this fiery friend!

In addition to these items, you’ll receive the following pre-purchase rewards at launch:

  • Dremora Kynreeve Outfit
  • Deadlands Wamasu Pet
  • 1× Iron Atronach Crate
  • 3× Blackwood Treasure Maps
  • 2× Experience Scrolls

Right now, Blackwood is available in the following editions:

  • The Elder Scrolls Online Collection: Blackwood
  • The Elder Scrolls Online Collection: Blackwood CE
  • The Elder Scrolls Online: Blackwood Upgrade
  • The Elder Scrolls Online: Blackwood Upgrade Collector’s Edition

While this is set to roll out in June, players will see a new dungeon come March with Flames of Ambition! This will be out on March 8 for PC, and March 16 on consoles.

March Dungeon DLC – Flames of Ambition
Kicking off ESO’s 2021 is the Flames of Ambition Dungeon DLC pack coming March 8 for PC, Mac, and Stadia and March 16 for Xbox and PlayStation consoles. Flames of Ambition opens the year-long Gates of Oblivion story with new dungeons that reveal the threat of Mehrunes Dagon and leads players directly to the Blackwood Chapter story in June.

Bethesda states that they will share more details on the Q3 dungeons and end-of-year story DLC in the future!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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ESO Update 2.13 January 27 Released (The Elder Scrolls Online) – (Update)

Bethesda has released a new The Elder Scrolls Online (ESO) patch today, January 27! The ESO update 2.13 January 27 patch should bring a bunch of bug fixes and other changes, though don’t expect any new content, as that’s coming down the pike later in the year with the Blackwood expansion.

ESO Update 2.13 January 27 Patch Notes (The Elder Scrolls Online):

Update: Post has been updated with the patch notes released by Bethesda today.

Note that Bethesda has not released the console patch notes just yet, though one was released on PC that introduced a bunch of fixes. We’ve listed that down below, since it’s usually the same set of changes. Nonetheless, we’ll update the post once specific notes are released today.

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Battlegrounds

  • Fixed an issue where pre-made groups with a very high MMR would occasionally not get into a Battleground.

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General

  • Fixed an issue where the alert for changing a voice chat channel would play excessively when loading in or changing channels.

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General

  • Fixed an issue where male High Elf characters were not able to use a deployed Campfire Kit memento or the Boozy Boot emote.

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General

  • Fixed an issue that would cause the “Leave Now” button to not work when a group is disbanded, you’re kicked, or everyone leaves.

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General

  • Fixed an issue that could prevent your character from sitting on validly placed chairs at certain locations.

Furnishings

  • Fixed an issue that could occur with the beams when rotating the “Dwarven Beam Emitter, Medium” furnishing.

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General

  • Fixed a crash that was prevalent in Trials or within Dragonhold content.
  • Fixed a rare crash that could happen during UI updates including health changes or Antiquities excavation.
  • Fixed a rare crash related to particle effects.

We’ll update the post later today once platform-specific changes are revealed.

Update: Post has been upated with today’s patch notes.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Wasteland 3 Update 1.13 “Robots & Rangers” Patch 1.3.0 Now Out

Studio InXile has released the first update for Wasteland 3 of 2021! The studio calls this the Wasteland 3 “Robots & Rangers” patch 1.3.0, though console gamers will see this as Wasteland 3 update 1.13. This brings new features, new gameplay changes and more! Head on below for the full patch notes.

Wasteland 3 Update 1.13 “Robots & Rangers” Patch 1.3.0 Patch Notes:

Highlights

  • New difficulty mode: Tourist

  • Tourist mode is easier than Rookie, letting you enjoy Wasteland 3’s story, with combat difficulty taking a back seat.

  • New cosmetics!

  • New Hair, Beards, and Pants have been added to character creation.

  • The Handmade Wizard and Knight costumes will let you roleplay all your Robots & Rangers fantasies. Anyone already past the Cornered Rats mission (Garden of the Gods) will receive them automatically, while anyone progressing through the quests will want to head back to Ranger HQ to claim the care package outside the front doors. Equip the costumes at the wardrobe in Ranger HQ or the clothing shop in Downtown Colorado Springs … and attack the darkness!

  • Intelligence now gives +1 skill point for every point of Intelligence spent, up from +1 every other point.

  • This change applies retroactively to existing save games.

  • The Book Learnin’ and Answering Machine achievements are now achievable.

  • Note: The missing Book Learnin’ note becomes available after passing a Leadership skill check when first meeting the Patriarch and then speaking to Magistrate Silas Watkins in Downtown Colorado Springs.

  • Resolved an animation stutter that appeared as a framerate drop while moving, and was particularly noticeable on the PlayStation 4.

  • More actions are now able to be bound to keyboard and mouse, most notably camera panning. The game will also unmap double-bound keys to prevent input conflicts, and warn you about missing keybinds before you leave the menu.

Gameplay

  • Rangers who have been downed should now be visible after transitioning to a new scene, as though you dragged their bloody corpse along with you. 😀

  • An issue preventing some players from being able to proceed through the slides during the song at the end credits has been resolved.

  • Loading a save game where a Ranger was incapacitated will now keep them incapacitated, where before they would be in a selectable-but-unusable zombie-like state.

  • Fixed the issue that could cause a game over screen immediately upon loading a save game.

  • Fixed bugs that could prevent companions from joining the squad under certain conditions.

  • Ironclad Cordite now comes with the Cyborg Mods perk unlocked, because, duh.

  • Resolved a blocker in the Hard Knox Life quest where the Head Rancher would restart the quest rather than allow completion. We’re aware of some oddness that can still occur during this quest and are looking to clean it up in a future update.

  • Creepy Dolls have an extra info field in the Archive Screen now with creepy, creepy lore.

  • Fixed an issue with Poindexter quirk that could cause CON to go below 0.

  • You can now reselect the “No Quirk” option in the character creation screen. But… come on. They’re cool. Pick one.

  • Fixed a bug where creating more than 6 custom characters would prevent the player from scrolling down to the companions in the Manage Squad Screen.

  • Fixed softlock occuring after the last character with AP kills themselves.

  • Fixed a bug that could cause an infinite enemy turn after declining La Perla’s mission and attacking her while she leaves.

  • Fixed an issue where re-adding Lucia Wesson could sometimes cause a black screen.

  • Resolved a softlock occurring when loading into Ranger HQ after sending Lucia to the Garden of the Gods.

  • Ditso Gogo now drops a Clown Wig Ornament.

  • Grenade boxes in Yuma are reachable now.

  • Fixed a bug that was preventing the Minesweeper perk from working with gas mines.

  • Fixed a bug that was causing Heavy Machine Guns to ignore the Friendly Fire setting. Fire through your friends with gusto.

  • Note: Deliberately targeting a friendly when you attack will always cause damage, regardless of Friendly Fire setting. Shoot responsibly.

  • The Call to Action mission can no longer be completed multiple times.

  • Revive AP cost shown in the prompt is now consistent with its actual value.

  • Mechanics skill shows the correct Repair Kit effectiveness value at level 5.

  • Fixed an issue where the first Ranger in the squad would always attempt to use Charm Animal, even if you had a higher-skilled character.

  • Fixed a frw typos.

  • Fixed a bug in which the Pyromaniac quirk was triggering when any elemental damage was used, not just explosive and fire damage.

  • Fixed an issue where attacking Marshalls would appear to add reputation points in the pop up. This was a display issue only; they were properly subtracted from the reputation.

  • Prasad’s health bar will appear ‘injured’ during the damn fight, as she’s mere moments from her guts oozing nice like a melted malted.

  • The Prasad Memorial Hologram can no longer be targeted and killed for XP and loot. You monsters…

  • Players can no longer bypass the initial Cordite/Mechanic confrontation by retrieving him from Ranger HQ after entering Yuma County Speedway the first time, which would cause unintended issues later in the quest.

  • [Localization] In Polish, the Sadomasochist quirk now has correct extra text in its description.

  • Payasos in the Clown Museum scene now have visible bodies after reloading a save. Something, something, scary invisible clown joke. Whatever.

  • Fixed a bug in which the player could leave a conversation too early with Liberty Buchanan in Yuma County Speedway.

  • The Stormer Perk no longer consumes AP for an attack even if its trigger conditions have been met.

Balance

  • Intelligence now gives +1 skill point for every point of Intelligence spent, up from +1 every other point.

  • “We want smart characters to FEEL smarter. We weren’t satisfied with how intelligence related to your character’s build. Also, given our recent nerf to the crit chance that intelligence granted, we wanted to give it a little boost.”

  • We’ve updated how the Suncatcher works in Garden of the Gods. Rather than doing tons of impact damage directly to targets, we’ve updated it to instead focus on spreading fire-patches around the battlefield.

  • “We weren’t happy with how much the sun-catcher trivialized that otherwise difficult fight in Garden of the Gods. We wanted taking the back route to feel like a distinct advantage, but still wanted the player to feel challenged.”

  • We’ve adjusted the Scar Collector fight in Ranger HQ to be more challenging. We’ve updated the enemy composition, as well as the number of NPC Rangers likely to be around during that fight.

  • “We found that players didn’t really need to participate in that fight to win it. The NPC Rangers would ultimately clean up that fight for you without any significant losses. We’ve shifted the power in the fight so that if the player does not actively stop the Scar Collectors then the Rangers will suffer significant losses. The fight should be more challenging overall.”

  • We’ve updated the duel vs. Steeltrap to be more interesting. We’ve updated the enemy’s starting position and composition to provide a more interesting set of choices, and Steeltrap no longer starts combat directly in front of the player’s squad.

  • We’ve increased the number of enemies in the final boss battles of the game.

  • If the only remaining enemies in a combat are either hacked robots or tamed animals, the robots will automatically self-destruct and the animals will flee from combat. No more being forced to murder your temporary allies!

  • We fixed that Meat Maker weapon damage exploit. You knew it was going to happen eventually.

  • Doctors no longer cure mutations gained from World Map radiation. They can now only be cleared using No-Glo. This is so players are better able to choose whether or not to remove their mutations.

  • The game launched with a bug that allowed you to change your Quick Slot items in the middle of combat. This update fixes that. It’s a decision that’s intended to be made before a fight breaks out.

  • We’ve updated several interior spaces to deal more appropriately with grenades. Grenades can no longer be thrown over walls (through the ceiling) in interior spaces like the Survivalist Bunker or the Sans Lux Apartments.

  • Shotguns no longer take Scope mods. If your save game had a Scope mod installed onto a Shotgun, it’ll be put back into your inventory.

  • Non-hostile World Map encounters that give free loot, such as camp sites, are now less common.

UI & Controls

  • UI elements across the game have been polished, refined, and adjusted.

  • Main menu options will no longer be grayed out incorrectly. Note: this issue may still occur while in the Options sub-menu, which will be resolved in a future patch.

  • Ability tooltips now more accurately reflect the damage or healing that you will do, including benefits from skills such as First Aid and Explosives.

  • The game will now accurately display the percentage of CON damaged or healed by certain abilities inside of ability tooltips.

  • Holding down right click with your mouse to direct your squad will now have the camera follow them around. As god intended.

  • The edge scrolling speed (moving your mouse to the edge of the screen) is now the same value as the speed at which the camera moves using the keyboard. They can be adjusted in the options menu.

  • Junk and mission items, by default, are now hidden in the default All Items view of the Inventory. They’re still viewable in the Junk and Mission Items tabs. This was done to reduce the clutter on the main Inventory view. If you prefer the old behavior, you can change it back in the Options Menu.

  • When shopping for stackable items (such as ammo) at a merchant, the UI will now display how many of that item you already own.

  • Recruiting and replacing a squad member will now correctly update portrait and tooltip in Inventory and Attributes tabs.

  • Alt-tabbing out of the opening cutscene with subtitles enabled no longer causes them to desynchronize.

  • Friendly Fire damage text will no longer appear when crouching, defending, prepping, or ambushing.

  • You can now appropriately drag and drop companions in the Hire Companion Screen.

  • A sound effect has been added that plays when you try to buy something that you cannot afford to help underscore that your life choices have all led to this single disappointing moment.

  • In the Vehicle Customization Screen, the scroll wheel will now properly scroll the info in the tooltip if it’s too long, rather than cycling to the next option in the list.

  • We fixed several bugs relating to dragging, dropping, and equipping gear on characters while in the Merchant Screen.

  • We’ve unified the tinting of our ability icons so they’re more visually consistent.

  • An audio stinger was added to the combat turn start banner in co-op.

  • Players can now drag and drop items between their Quick Slots.

  • Added improved UI messaging for when the player tries to equip/unequip items during combat.

  • The save game name field is now selected by default so you can immediately start typing your game name without having to click on the text field.

  • Fixed an issue where players were unable to use Select Character keys in the Merchant Screen by using keybinds.

  • Animal Companions and Followers such as the Provost now show their CON bars when hovering over them during exploration gameplay.

  • Fixed an issue with the secondary weapon preview not displaying in the Manage Squad Screen.

  • [Controller] Resolved a few objects and characters that couldn’t be easily interacted with when using a controller. E.g. the Slicer Dicer in Ranger HQ.

  • [Controller] Inspecting pits in Garden of the Gods will no longer result in ‘infinite’ interactions occurring.

  • [Controller] [Microsoft Store] The controller setting will now persist when closing and restarting the game.

  • [Controller] Rotating your camera while aiming an AoE weapon will no longer cause the AoE indicator to move.

  • [Controller] The crouch / stand button now grays out when not usable.

  • [Controller] Fixed some d-pad wonkiness when navigating between status effects and inventory.

  • [Controller] Fixed a bug in which gamepad users were able to attempt to buy the non-existent 11th point of a skill or attribute. Nice try, bucko.

  • [Controller] Status Effect descriptions will now appropriately disappear when players close the inspect window.

Co-op

  • GOG players can once again invite each other to a co-op game using the Galaxy overlay.

  • Fixed an issue where a Merchant Screen would continue showing when disconnected from a multiplayer session.

  • Multiple people trying to join the same co-op lobby at the same time will no longer result in one of them being stuck on a black screen.

  • The Minimap will now be present for the guest when initially loading into a MP session

  • Fixed an odd bug where the host could in a rare instance be able to run the Kodiak around a zone like it was a squad member.

  • Fixed an issue where passing a Ranger to another user in the Manage Squad Screen would not allow that Ranger to be moved/removed from their squad until the screen was opened and closed again.

  • Fixed a UI issue where attempting to modify the same weapon/armor at the same time caused the UI to be partially unresponsive.

  • Fixed an issue where co-op players were sometimes not able to add companions to their squad even though they had room.

 

Art & Audio

  • Jarett Dorsey’s brain will now explode even more spectacularly than before. Huzzah!

  • Strike attack effects have been changed to use a blue color palette, making them more visually consistent and distinctive.

  • The Golden Toaster companion has had its sound effects improved.

  • Added sound effects for when the player repairs the Kodiak using a Repair Kit.

  • Drools are now a bit noisier.

  • Torches in the Bizarre Warrens are a bit noiser.

  • Added additional sound effects to the Mission Notification Banner.

  • Improved the visual effect of the Flamesaw Cannon.

  • Ash is now easier to hear when he speaks to you over the intercom in Little Hell. Say it for the people in the back!

  • Ranger HQ now has sliding doors instead of swinging doors. Sliding doors are cooler.

  • Rocket launchers that deal cold damage now use a cold explosion visual effect.

  • Approaching a Scorpitron should no longer produce an ear melting effect that sounds like giant robots making sweet love to each other.

Misc.

  • The Time Capsule Challenge contest has ended, and the note and badge have been removed and replaced with the winner-designed item.

  • GOG users can now unlock achievements while offline.

Source: InXile 
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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Rocket League Update 1.91 January 26 Rolled Out, Next Update Out Feb. 1

Heads up, Rocket League fans! Psyonix Studios has released the Rocket League update 1.91 January 26 patch today and it’s live on PS4, Xbox and PC! Note that this is a small update and doesn’t include any new content or any major changes (it seems).

Rocket League Update 1.91 January 26 Patch Notes:

Here’s what Psyonix has to say regarding today’s patch:

If that’s a little underwhelming, the studio also announced that the next Rocket League update with actual tangible stuff is out next week on February 1! It’ll include Fennec decals and more!

ESPORTS SHOP FENNEC DECALS INCOMING!

Once the update goes live, players will be able to get Fennec Decals for all teams featured in the Esports Shop! Each Fennec Decal will be available for 300 Esports Tokens. Check them out in all their glory in the slideshow below. Don’t forget, the Esports Shop no longer rotates, so you can browse and buy all items for all available teams.

NEW EFFECTS SETTING FOR NEON FIELDS

Based on recent player feedback, we’ve become aware that the effects and lighting in Neon Fields can negatively impact the game experience for some players. To ensure that Rocket League remains enjoyable for all players, we’re adding a new settings option called “Effect Intensity” that adjusts the intensity and motion of visuals for this Arena. Following the update, players will be able to change this setting to “Default” or “Low.” The “Low” setting makes the following changes:

  • Disables all pulsing effects

  • Disables all flashing lights

  • Reduces or disables moving FX/lights/background visuals

  • Reduces brightness or intensity of background lights

Once that patch is out, we’ll let our readers know.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield Battlelog Twitter Comes to Life After More Than Half a Decade of Inactivity

If you’re a Battlefield franchise veteran, chances are, you’ve used or at least know Battlefield’s Battlelog app/website. Battlelog was rolled out on 2011 with the launch of the Battlefield 3 beta, and aside from showing players their kill/death (K/D) ratio, win-loss (W/L), score-per-minute (SPM), and other data, it also allowed gamers to tweak their loadouts outside of the game.

Unfortunately, while the app itself has been useful for Battlefield gamers, it doesn’t seem to be valuable enough for DICE or EA, as Battlelog has silently been left off the table for future Battlefield titles. Now, with EA confirming that a new Battlefield game is set to launch later this year, could the Battlelog be integrated into it somehow? While we can’t answer that one with any amount of certainty, the official Battlelog Twitter account has seemingly come ot life out of nowhere today — and this is with the account being inactive since 2014!

Firsr off, whomever’s handling the Battlelog account reacted to a tweet from EA Lead Community Manager PartWelsh’s regarding Apex Legends’ Season 8 gameplay trailer:

In addition to that, the account has replied to people tagging it and wondering what the heck is happening as well. YouTuber DANNYonPC also noticed that the profile has changed its banner photo to Battlefield 5!

What on earth does this all mean? Is Battlelog being used by this year’s Battlefield game? Is someone at DICE/EA just bored and wants to generate buzz by activating a years-old Twitter account? Your guess is as good as mine, but color us intrigued!

In other Battlefield news, we posted a feature wherein we talked and questioned whether Levolution should return in this year’s Battlefield game.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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MK11 Update 1.28 January 26 Includes Move List Corrections & More

Mortal Kombat 11 (MK11) gamers, NetherRealm Studios has released the first title update for the hit fighting game of 2021! The MK11 update 1.28 January 26 patch includes move list corrections, fixes and more! Head on below for the full patch notes.

MK11 Update 1.28 January 26 Patch Notes:

General Gameplay Adjustments

  • Move list corrections
  • Fixed minor issues with several augments
  • Fixed minor visual & audio issues with several Brutalities

Character Specific Adjustments

  • D’Vorah – Number of Wasps currently affecting an opponent will no longer sometimes be reset if Strepsiptera connects while opponent is in the hit reaction to Swarm
  • Kano – The first hit of Snake Bite now has 1 more active frame and the second hit has 1 less startup frame
  • Kano – The hit reaction to Figjam Amplified (Back Punch, Back Punch, Front Kick, Amplify) will no longer sometimes use the incorrect blood color against some opponents
  • Kotal Kahn – Now has 1050 health (down from 1100)
  • Kotal Kahn – Fixed issue with Eztli Totem providing higher then intended healing when stacked with other Totem types
  • Kotal Kahn – Chicahtoc & Eztli Totems no longer have Kustom Variation restrictions in Kompetitive modes
  • Kotal Kahn – The first hit of Yeyecame Disk Amplify now has slightly farther reach and the projectile now has 10 less frames of hit advantage
  • Kung Lao – Sweeping Razor (Away + Back kick) while having no Hat now properly triggers Krushing Blow reset conditions
  • Shao Kahn – Now has 1100 health (up from 1050)
  • RoboCop – Now has 1050 health (up from 1000)
  • RoboCop – Adjusted the hit region of Getup/Flawless Block Attack (Up + Back Punch)
  • Sheeva – Dragon Drop is now off-screen for 2 more frames before her drop attack begins
  • Sheeva – Dragon Stance now has 2 more startup frames
  • Mileena – Poisonous Butterfly (Towards + Back Kick) now has airborne frames when Mileena is off the ground
  • Mileena – The hit reactions to Kahnum Dash Amplify, Kahnum Dash Further Amplify, & Ridin’ Dirty (Front Punch, Front Punch, Front Punch + Front Kick) now have airborne frames when Mileena is off the ground
  • Mileena – Fixed a rare issue where Play Time (Towards + Front Punch, Back Punch, Back Kick) could leave a lingering visual effect on certain costumes
  • Rambo – Slightly adjusted the hit regions & repel regions of Basic Training (Away + Front Punch)
  • Rambo – Lieutenant Drop (Towards + Back Kick) now has airborne frames when Rambo is off the ground
  • Rambo – Hidden M60 & Hidden M60 Amplify will no longer sometimes use an incorrect animation when Rambo is hit by Kronika’s Reverse Time

If you notice any other gameplay-related changes not mentioned above, feel free to leave a comment below to let us know.

Source: Mortal Kombat support page

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Alex Co

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WWE 2K Battlegrounds Update 14.00 January 26 Adds New Content

Saber Interactive has released a major patch for WWE 2K Battlegrounds today, and console gamers will see this as WWE 2K Battlegrounds update 14.00 January 26 patch! This adds a slew of new characters, and loads more.

WWE 2K Battlegrounds Update 14.00 January 26 Patch Notes:

Here’s what 2K Games announced via the press release:

The following WWE Superstars, Legends and Hall of Famers, as well as a new arena, are currently scheduled to appear in WWE 2K Battlegrounds via automatic updates, with some content requiring unlocking**:

Wednesday, January 27*:

  • Chyna;
  • Mark Henry;
  • Tyler Breeze (unlocked);
  • Hell in a Cell Arena.

Wednesday, February 3*:

  • Christian;
  • Otis;
  • Dana Brooke (unlocked).

https://twitter.com/2KBattlegrounds/status/1354112251699974145

In addition to the roster update, WWE 2K Battlegrounds will feature a Royal Rumble celebration. Fans who tune-in to the Royal Rumble broadcast on January 31 will see a bonus locker code redeemable for 500 Golden Bucks***, which can be used to purchase in-game content, including the new Royal Rumble Pack featuring The Rock, Becky Lynch, and Stone Cold Steve Austin. The locker code is redeemable until February 14, 2021.

If you haven’t picked the game up yet, make sure to read our review where we state, “fans of the WWE universe will probably find this to be a good time killer. Sure, I enjoyed this a whole lot more than last year’s release, there just isn’t enough here to really say this is a good replacement.”

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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New Destiny 2 Weekly Reset January 26, 2021

Guardians, it’s Tuesday, and that means Bungie has rolled out a new fresh of activities! The MP1st new Destiny 2 weekly reset January 26, 2021 is here, and same as always, it’s a one-stop shop of everything new in the world of Destiny 2 for the week.

New Destiny 2 Weekly Reset January 26, 2021:

Nightfall – The Ordeal: The Scarlet Keep

Modifiers:

  • Nightfall: The Ordeal: Adept
    • Empath: Enhanced radar. Take increased damage from melee.
  • Nightfall: The Ordeal: Hero
    • All previous modifiers
    • Champions: Unstoppable: This mode contains Unstoppable Champions, which cannot be stopped without an Unstoppable mod.
    • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
    • Champions: Hive: This mode contains both Barrier and Unstoppable Champions, which cannot be stopped without an Anti-Barrier or Unstoppable mod, respectively.
    • Hero Modifiers: Extra Shields
    • Hashladûn’s Serenade: Arc damage increased. Knockback damage and distance increased.
  • Nightfall: The Ordeal: Legend
    • All previous modifiers
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
    • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
    • Legend Modifiers: Locked Loadout & Match Game & Extra Shields
  • Nightfall: The Ordeal: Master
    • All previous modifiers
    • Togetherness: Base health regen is reduced. If near another player, health regen is increased.
    • Master Modifiers: Champions: Mob & Locked Loadout & Match Game & Extra Shields
    • Champions: Mob: This mode contains additional Champions.

Rewards:

  • Powerful (Tier 1) reward: Get 3 points by completing runs. Higher difficulties grant more points.
  • Pinnacle reward: Get a score of 100k. Since modifiers are fixed, this requires a high difficulty run.

Weekly Crucible Rotator: Showdown

“This combat drill will test you from start to finish. Stay on your game, lest you find yourself on the wrong end of the final showdown.” —Lord Shaxx

Fight for Valor by defeating opponents and preventing revives. Win the most rounds or face off in an elimination showdown.


Vanguard Burn: Solar Singe

The other modifieres rotate daily, check out the Daily Reset Thread for them!


Europa

  • Eclipsed Zone: Asterion Abyss
  • Empire HuntThe Warrior: Defeat Eramis’s military commander, Phylaks, the Warrior.
  • Exo ChallengeSimulation: Agility: Simulated Skill-Set Training: Test your dexterity as you move against the Vex.

Legacy Activities

  • Moon:
    • Wandering Nightmare: Nightmare of Horkis, Fear of Mithrax (Anchor of Light)
    • Trove Guardian is in Anchor of Light
    • Nightmare HuntInsanity: Defeat the Nightmare of the Fanatic.
    • Nightmare HuntAnguish: Defeat the Nightmare of Omnigul.
    • Nightmare HuntPride: Defeat the Nightmare of Skolas, Kell of Kells.
  • Dreaming City: Growing Curse
    • Petra is at Divalian Mists.
    • Weekly MissionThe Oracle Engine – The Taken threaten to take control of an irreplaceable Awoken communications device.
    • Ascendant Challenge: Cimmerian Garrison, Chamber of Starlight
    • Blind Well: Hive, Plague: Cragur

Eververse Bright Dust Offerings

Name Description Type Cost
Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
Scavenger’s Boon A transmutation device with the ability to create planetary materials. Consumable 250 Bright Dust
Victory Dance Never let go of the game. Emote 3250 Bright Dust
Atlas Runner Here to help you carry the load. Vehicle 2500 Bright Dust
Spider Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Amethyst Bloom Equip this shader to change the color of your gear. Shader 40 Bright Dust
Kitbash Shell For Ghosts who are barely keeping it together. Ghost Shell 2850 Bright Dust
Atlas Hauler We all carry heavy burdens. Don’t carry yours alone. Ship 2000 Bright Dust
Linear Fusion Dance Bring things together and dance! Emote 700 Bright Dust
Mad Son of Seychelles Disciple of the land of palms. Vehicle 600 Bright Dust
Refashioned Shapes “Recovery is a spiral, not a circle. You may return to the same patterns, but you will break free.” —Eris Morn Ship 2000 Bright Dust
The Old Ways Equip this weapon ornament to change the appearance of Cloudstrike. Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 1250 Bright Dust
Too Hot Spicy! So spicy! Emote 400 Bright Dust
Desert of Gold Apply this shader to change the color of your gear. Shader 40 Bright Dust
Reefmade Equip this shader to change the color of your gear. Shader 40 Bright Dust
Atlantic Rush Equip this shader to change the color of your gear. Shader 40 Bright Dust
Biolume Equip this shader to change the color of your gear. Shader 40 Bright Dust
Reflection Effects Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Guiding Light Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Ketch Flight Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust

Weekly Bounties

Shaw Han, Cosmodrome

Name Description Cost Requirement Reward
Public Disturbance Complete public events on the Cosmodrome. Heroic public events grant the most efficient progress. 1000 Glimmer 3 Public events XP & Glimmer
Full Spectrum Defeat combatants on the Cosmodrome with Arc, Void, and Solar damage. 1000 Glimmer 25 [Arc] Arc & 25 [Void] Void & 25 [Solar] Solar XP & Glimmer

The Crow, Spider’s Enforcer

Name Description Cost Requirement Reward
Fallen Boss Culling: Stasis Defeat a Fallen boss with Stasis damage. 1000 Glimmer 4 Fallen boss defeated XP
Hive Boss Culling: Kinetic Defeat a Hive boss with Kinetic damage. 1000 Glimmer 4 Hive boss defeated XP

Notable Armor Rolls

Only notable rolls (stat total >= 58 or single stat >= 26) are listed here.

Class Name Vendor Type MOB RES REC DIS INT STR Total Cost
Titan Phobos Warden Gauntlets Vanguard Gauntlets 2 26 2 6 6 16 58 25 Legendary Shards & 1000 Glimmer
Titan Cinder Pinion Helm Crucible Helmet 14 2 14 2 21 6 59 25 Legendary Shards & 1000 Glimmer
Hunter Phobos Warden Grasps Vanguard Gauntlets 16 14 2 18 2 6 58 25 Legendary Shards & 1000 Glimmer
Hunter Cinder Pinion Strides Crucible Leg Armor 30 2 2 16 7 2 59 25 Legendary Shards & 1000 Glimmer
Warlock Calamity Rig Gloves Gambit Gauntlets 14 15 2 2 6 22 61 25 Legendary Shards & 1000 Glimmer

Thanks, Reddit!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Apex Legends Season 8 Gameplay Lights the Fuse and Brings the Mayhem

Respawn Entertainment has today released the Apex Legends Season 8 gameplay trailer! As one might expect, we see the new incoming legend, Fuse, make an appearance, as well as some of the new content set to drop with Seaosn 8 “Mayhem.”

Head on below to see thew weapon in action, and more! Don’t forget, Season 8 drops this coming Tuesday, February 2!

Fuse arrives in Season 8, and he’s packing plenty of attitude — and things that go boom. Pick apart the opposition with the Salvo’s most popular weapon, the lever-action 30-30 Repeater. Explore an obliterated Kings Canyon reshaped by Fuse’s arrival. Look out for Gold Magazines, capable of automatically reloading holstered weapons. Plus grab the latest Battle Pass and blast through the competition in Ranked. Ready to master the mayhem?

Apex Legends™ is a free-to-play battle royale game where legendary characters battle for glory, fame, and fortune on the fringes of the Frontier. Play for free now on PlayStation® 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Origin and Steam.

In case you didn’t know, Season 8 will also introduce a new Gold Magazine attachment that will automatically reload your weapon once it’s holstered!

Once the patch is out for Season 8, we’ll be sure to let you know.

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Alex Co

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Hyper Scape Update 1.25 January 26 Released for Combat Changes (Patch 2.6)

Heads up! Ubisoft has released the first title update for its free-top-play battle royale game, Hyper Scape! The Hyper Scape update 1.25 January 26 patch includes an aim assist reduction and other combat changes. Head on below for the patch notes.

Note that Ubisoft has named this as Hyper Scape patch 2.6, which is its internal version number.

Hyper Scape Update 1.25 January 26 Patch Notes (Patch 2.6):

Patch 2.6 introduces nerfs to aim assist, improvements to Crown Rush modes, Team Deathmatch and Arcadium, as well as new cosmetic items in the Marketplace and more.

COMBAT

AIM ASSIST REDUCTION

With this update we are bringing several modifications to our bullet magnet system, to reduce its impact in game, on all platforms.

First, the bullet magnet’s intensity has been reduced and flattened out across the board. This will reduce some of its negative side effects and ensure a global aim-assist behavior more similar for all players whatever gaming platform they use.

The effective range at which bullet magnet is active has also been reduced for most weapons. With this change we want to remove the “aimbot” feeling players can have when using weapons with a high rate of fire at long distance – especially the Harpy or the Ripper. The effective bullet magnet ranges were almost halved for most weapons, and will make the aim-assist feel less aggressive at longer ranges.

Finally, we reduced the size of the “head” volume used by our bullet magnet system. This will lower the number of headshots that will be registered once the bullet magnet system kicks in. This will be noticeable especially at medium and long range and should fix the unusually high ratio of critical headshots some of the weapons made. In parallel we modified a few non-aim assist parameters to balance weapon behavior at longer range.

HEXFIRE – Bullet magnet range decreased – Damage fall-off starts at closer range

RIOT ONE – Bullet magnet range decreased – Damage fall-off starts at closer range

DRAGONFLY – Bullet magnet range decreased – Damage fall-off starts at closer range

HARPY – Bullet magnet range decreased – Bullet Spread increased – Damage fall-off starts at closer range

RIPPER – Bullet magnet range decreased – Damage fall-off starts at closer range

PROTOCOL V – Bullet magnet range decreased

ATRAX – Bullet magnet range decreased

GAME MODES

CROWN RUSH SOLO AND CROWN RUSH SQUAD @ 60 PLAYERS

The maximum number of players for our Crown Rush Solo and Crown Rush Squad modes is now set to 60 players. The zone closing and sector decay flow has been adapted to take into account this lower maximum player count so players don’t play only in very small map chunks.

TEAM DEATHMATCH (BETA) – STARTING LOADOUT AND DEDICATED CHALLENGES

All players will now start TDM matches with the same loadout of one gun and one Hack. The starting Weapon and Hack are randomly chosen from a set list: Weapons list: – Hexfire – Riot One – D-Tap – Dragonfly – Harpy – Mammoth MK I – Ripper – Skybreaker – Salvo EPL – Komodo – ATRAX Hacks list: – Ball – Invulnerable – Slam – Invisibility – Wall – Teleport – Shockwave

Note: We implemented this change to alleviate the issue of players getting eliminated in the first moments of the game before having time to collect gear, but also to make sure that all players have the same fighting chance at the beginning of a TDM match.

On top of this big change, we are also bringing several other improvements to TDM, including dedicated in-game Challenges. Players will have 3 Recurring Challenges for Crown Rush modes and 3 additional Recurring Challenges for Team Deathmatch. This will allow players to be rewarded regardless of the mode they choose to play.

ARCADIUM FREE ROAM WITH YOUR SQUAD

The Arcadium Free Roam mode that we introduced back in November is the perfect destination for players who want to improve their aiming and navigation skills. With this update, players will now be able to enjoy all the content of Arcadium – shooting on bots and drones, navigation activities – with their Squad. You will also able to engage with your squad in a friendly shooting competition: When a Squad joins Arcadium, its players will be split into three teams so they can fight each other. When players get eliminated, they will respawn quickly.

As a reminder, to access Arcadium you can go to the Play portal’s Train tab: – Form a Squad then load into the Arcadium training mode – Hunt each other or practice your shooting and movement across a free-roam Neo Arcadia – Use Party Chat to continue communicating with each other

Note: for this release, we’re only supporting party voice and text chat.

SYSTEMS

GAME MODE ACTIVITY AND LOBBY WAITING TIME

Activity levels will now appear on each of the Game Mode panels within the Play Menu referencing how long it will take to find a match of that game mode. If the wait time is short, the activity level will be referenced as High. The following levels can be displayed: – Very High Activity – High Activity – Moderate Activity – Low Activity

Players will now have some frame of reference of how long to expect to wait based on the Activity level within a mode. For example, if the player chooses to play a mode with Low Activity, they may be more prepared to wait longer to find a match of that specific mode. Players will now also be advised how long to expect to wait before finding a match of the game mode of their choosing.

In short, players will be greeted with two new additional pieces of info while matchmaking: – Total time looking for a match (a counter counting upwards) – The expected time to find a match (different for each game mode)

Please note that the time is estimated, and it is possible to wait longer than what is displayed.

Note: We have seen lots of players cancelling Matchmaking after waiting for 60 seconds even if the time to find a match is around 120 seconds. If players had known they needed to wait only one more minute, they may not have cancelled. Additionally, by players cancelling matchmaking, they are extending the total wait times for other players, so we hope to also see the wait times drop.

NEW MARKETPLACE ITEMS

With this update we are bringing brand new items in the Hyper Scape Marketplace. You will be able to discover and purchase new cosmetics, including new Champions and new weekly bundles.

QUALITY-OF-LIFE

IMPROVED MARKETPLACE EXPERIENCE

We’ve regrouped all purchasable currency items available in Hyper Scape on the same page in the Marketplace.

DISABLE CROSSPLAY OPTION ON XBOX

  • The option to disable crossplay has been added for Xbox.

BUG FIXES

GAMEPLAY – Fixed an issue where Team Deathmatch matches could end right after the warmup phase if the lobby existed for more than 5 minutes.

*SOUND * – Fixed an issue where the auto regen sound would still play when a Contender got eliminated in Team Deathmatch.

UI – Fixed an issue where the critical health state feedback was not shown properly on Drones’ health bars when their health was low in Arcadium. – Fixed an issue where the background of an item preview could become abnormal in the information page and item inspect mode in the Marketplace. – Fixed an issue where when players were in the Marketplace portal and the daily offers timer hit 0:00, the tiles would lose all functionality and became unclickable

CROWNCAST – Fixed multiple issues related to stats not showing properly when watching a Team Deathmatch match.

GENERAL – Fixed multiple crashes and improved the general stability of the game.

Stay  tuned for the latest Hyper Scape patch and updates here on MP1st!

Source: Reddit

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Fallout 76 Update 1.49 January 26 Brings Inventory Updates & More

Bethesda has released the first update for Fallout 76 in 2021! Console gamers will see this as Fallout 76 update 1.49 January 26, and this brings a host of bug fixes, and more importantly, inventory changes and UI improvements!

Head on below for the full patch notes and estimated file sizes for each platform.

Fallout 76 Update 1.49 January 26 Patch Notes:

Update Version

Check today’s update version and download size for your platform of choice below:

  • PC (Bethesda.net): 1.5.1.26 (1.6 GB)
  • PC (Microsoft Store): 1.5.1.26 (5.0 GB)
  • PC (Steam): 1.5.1.26 (2.0 GB)
  • PlayStation 4: 1.5.1.25 (4.2 GB)
  • Xbox One: 1.5.1.25 (4.8 GB)

Update Highlights

  • Store More Stuff!: We’ve increased the Stash limit to 1,200 pounds so you have even more room for loot.
  • Sort Your Inventory with Ease: Stay on top of all the gear you’ve been collecting by using three new tabs in your inventory: “New,” “Armor,” and “Food/Drink.”
  • What’s Weighing You Down?: From now on, when you select a stack of items in your inventory, the menu will show you the total weight of that stack.
  • Know Before You Go: Player Vending Machine tooltips on the map now displays how many 1-, 2-, and 3-star legendary items they’re selling.
  • Build Mode Color Update: Outlines in build mode now appear blue instead of green so that players with colorblindness can more easily differentiate between valid and invalid placement.

Inventory and User Interface Improvements

  • Stash Increase: Hold onto extra gear with a Stash increase! We’ve increased the amount of weight your Stash can hold by 50%, giving you 1,200 pounds to work with.
  • New Inventory Tabs: We’ve added a few new tabs to your inventory menus so that you can better organize your gear, from your snacks and Stimpaks, to your outfits and armor.
    • New – This tab will keep track of all the items you gather during a play session, sorted by newest to oldest.
    • If you already have a stackable item in your inventory, like Steel Scrap, then new Steel Scrap you pick up will not appear in the “New” tab. Instead, it will be added to your existing stack.
    • Additionally, the “New” tab will reset if you leave your current world.
    • Armor – We’ve split Armor into its own menu tab so that you can keep your defensive gear separate from your other Apparel.
    • Food/Drinks – Your food and drinks are now split out from “Aid” into their own “Food/Drinks” inventory tab.
    • Please note that your Chems and Serums will remain in “Aid.”
  • Stack Weight: What’s weighing you down? From now on, when you select a stacked item in your inventory, the Pip-Boy will show you the individual weight and the stack weight.
  • Vending Machine Map Previews: The tooltip that appears when you’re previewing another player’s Vending Machines on the Map will now show the number of 1-, 2-, and 3-star legendary weapons and armor they’re selling. This way, you’ll have more information about the legendary goodies players are selling before you choose to Fast Travel to their C.A.M.P.s.
    • Additionally, Vending Machine categories that are empty will no longer appear in the tooltip to help you more easily see what types of items players do have for sale.
Additional User Interface Updates
  • Atomic Shop: We’ve added a button to each category page in the Atomic Shop that will let you show or hide the items you already own, so that you can browse what’s still available with less clutter.
  • Build Mode Visual Improvement: We’ve changed the color of the outline that appears when you build objects in your C.A.M.P. from green to light blue, which should be more friendly for our builders who have colorblindness.
    • This change is only visible when the object you’re trying to place is in a valid location, and invalid placement outlines are still red.

Daily Ops

  • Elder Tier Rewards: In response to community feedback, we’ve adjusted Daily Ops rewards so that you will always receive an item from the rare rewards pool whenever you complete an Op fast enough to reach Elder Tier.

Spread the Love: New Challenges and Rewards

  • Starting today, and lasting until February 16, you can claim a free “Heart Wrencher” Skin for the Pipe Wrench in the Atomic Shop, and then use it to complete Challenges that will unlock new cosmetic and consumable rewards!
    • Earn Lunchboxes, Perk Card Packs, and Repair Kits by defeating enemies with your Heart Wrencher every day during the Spread the Love event.
    • You can also claim outfits, and even a new variation of the Backwoods Bungalow, by completing Weekly Challenges with your Heart Wrencher equipped.

Bug Fixes

Allies
  • Settler Forager: Corrected missing player dialog options for Settler Forager.
Art & Graphics
  • Apparel: Fixed texture issues with the Samurai Helmet.
  • Apparel: Reduced the gap between the Deep Cave Hunter Backpack and the player’s back.
  • Apparel: The Pip-Boy light no longer shines behind the player in the Brotherhood Recon Helmet.
  • Apparel: Fixed a texture issue with the Fasnacht Beret.
  • Décor: Updated the explosion seen when destroying Wrapped Presents.
  • Décor: The flame on Skull Candles no longer appears offset from the wick.
  • Items: Updated the explosion effects when destroying Mr. Handy Fuel and Portable Fuel Tanks.
  • Lights: Yellow lighting effects no longer persist after the Color Wheel has been turned off.
  • Lights: Adjusted the lighting on the “Kill, Laugh, Love” Sign so that the word “Laugh” is no longer too bright.
  • Power Armor: Headlamps no longer shine in an incorrect direction when wearing a T-65 Power Armor Helmet that has a paint applied.
  • Power Armor: Addressed missing textures and reduced clipping issues with the Captain Cosmos Power Armor.
  • Power Armor: War Rider Power Armor now properly protects the player’s posterior.
  • Vending Machines: Adjusted the explosion when destroying the Slocum’s Joe Vending Machine.
  • Weapons: Mind over Matter’s visual effects no longer appear to come from the player’s shoulder in third-person view.
C.A.M.P. and Workshops
  • Exploit: Addressed an exploit affecting item storage in the Stash box.
  • Shelters: It is now easier to place structures, like the Seedy Shed, Backwoods Bungalow, and others inside a Shelter, as long as there is enough space to do so.
  • Stairs: Stairs can now snap to the front of the Brotherhood of Steel Scout Tower.
  • Super Mutant Tube: Players can no longer get stuck inside the Super Mutant Tube while building it.
Challenges
  • World: The “Discover Beckley” subchallenge for the “Discover Locales in the Ash Heap” Challenge can now be completed.
Daily Ops
  • Rewards: Fixed an issue that could result in no rare reward being granted if the item the player would have received was a non-tradeable item Plan that they had already learned. Now, players will always receive a reward when this occurs.
  • Operation Report: Addressed a visual issue that could incorrectly mark reward tiers as already earned in the Daily Ops Operation Report.
    • Please Note: Daily Ops rewards reset at 12:00 p.m. ET each day.
Diseases
  • Rad Worms: Rad Worms now only increases Radiation damage taken from consuming food and drinks.
Enemies
  • Spawning: Fixed an issue causing enemies to sometimes spawn grouped together at an incorrect location.
  • Giant Hermit Crabs: Players can no longer clip through Giant Hermit Crabs.
Items
  • Apparel: The Feral Ghoul Mask and Cuddles the Clown Mask no longer obscure the Pip-Boy light.
  • Apparel: The Plague Doctor Mask now correctly states that it prevents air borne diseases.
  • Apparel: The Swamp Camo Hazmat Suit can now be repaired.
  • Armor: Raider Armor now correctly works with the Funky Duds and Sizzling Style Legendary Perks.
  • Armor: Recon Armor now correctly adjusts to the players body style.
  • Flora: Thistle now correctly turns into Irradiated Thistle when nuked. Irradiated Thistle can now be harvested for Raw Fluorescent Flux.
  • Magazines: Fixed an issue causing “Live & Love 8” to cancel out the Very Well Rested bonus from a fourth Lunchbox.
  • Magazines: The “Astonishingly Awesome Tales 3” bonus has been changed to allows the player to breathe underwater and regain health while swimming.
  • Mods: Weapons with mods that add fire damage, like the War Glaive with the Flaming Blade mod, now work with the Friendly Fire Perk.
  • Mods: The Heating Coil mod now correctly states that it deals fire damage.
  • Mods: Applying Brawler Armor mods to Brotherhood Recon Armor arm pieces now boosts unarmed damage by 7.5% each.
  • Mods: The Reduced Ammo Weight Legendary effect now correctly reduces explosive ammo weight.
  • Mods: Adding Pocketed mods to a Boiled Leather Chest Piece no longer incorrectly increases the item’s durability.
  • Plans: Fixed an issue that caused players to unlearn Plans for Lawn Flamingos and Wooden Desks.
  • Power Armor: The Targeting HUD mod now only highlights hostile targets.
  • Power Armor: The Explosive Vents mod has been renamed “Cooling Vents.” Cooling Vents slow Fusion Core drain by 5%.
  • Weapons: Fixed an issue where certain weapons that shoot multiple projectiles were taking too much condition damage.
  • Weapons: The Crusader Pistol Reflex sights no longer appear distorted when the Pyro receiver is equipped.
  • Weapons: The Stabilized Bull Barrel now correctly counts towards mods learned on the .44.
  • Weapons: Baton that have a paint or skin applied can now be changed back to their default appearance.
  • Weapons: Changed the Plasma Cutter’s speed description to Medium.
  • Weapons: Crossbows can now be changed back to their standard frame.
  • Weapons: Players can now correctly reapply the Wounding mod to a Bone Club after switching it to No Upgrade.
Mutations
  • Plague Walker: The Plague Walker Mutation’s description no longer incorrectly states that it removes Disease durations. This was only a description change, the Mutation’s functionality has not been adjusted.
NPCs
  • Brotherhood: Brotherhood of Steel Hopefuls and Initiates will no longer take damage when nuked.
  • Brotherhood: NPCs will no longer say hello to the player while they are talking to Russell Dorsey.
  • Brotherhood: Addressed dialogue issues with NPCs during “Property Rights.”
  • Putnam Brothers: Now have appropriate dialog if neither were recruited to Fort Atlas when the player revisits them.
  • Settlers: Fixed the collision on Settlers at East Mountain Lookout Tower.
  • Scribe Valdez: No longer comments on documents players have already collected during Mother of Invention.
  • Scribe Valdez: Fixed an issue that prevented Valdez from playing certain voice lines during “Mother of Invention.”
  • Scribe Valdez: Valdez’s clipboard will no longer clip through her while in a downed animation.
  • Vendors: The Flatwoods Vendor will no longer sometimes appear invisible to players.
Performance and Stability
  • Client Stability: Fixed multiple crashes that could occur during combat.
  • Client Stability: Addressed a crash that could occur while scrolling the Notes tab in the Pip-Boy.
  • Connectivity: Fixed an issue that could cause PC players to receive a “Disconnected due to modified game files” error during normal gameplay and kick them from their current world.
  • Server Stability: Addressed an issue that could cause a server crash.
  • Performance: Addressed an issue that could cause the game client to hitch while viewing the Aid tab in the Pip-Boy.
  • Performance: Addressed an issue that could cause the game client to hitch when sorting the Pip-Boy by spoil.
  • Performance: Fixed an issue that could result in framerate drops inside Fort Atlas.
Perks
  • Dodgy: Now has a 2 second cooldown on AP drain. The damage reduction is still active during the AP cooldown. This prevents players’ AP from completely draining when hit by high rate of fire weapons.
  • Friendly Fire: The health regeneration effects from Friendly Fire no longer stack, but heal faster. This makes it so all weapons heal at the same rate.
  • Stabilized: Fixed an issue that prevented Stabilized from working correctly while wearing Power Armor.
  • Super Duper: Fanfare and sound effects no longer incorrectly play when crafting Legendary Items.
Quests and Events
  • Disarming Discovery: Dagger will no longer attempt to talk to the player if they are in the shed.
  • Disarming Discovery: Dagger’s Key will now longer reappear on her corpse after logging out and back in if the player has already looted it.
  • Dogwood Die Off: Fixed an issue where the quest target does not appear correctly on the trunk.
  • Fasnacht Day: Players will now correctly earn a three-star legendary item upon event completion.
  • Fasnacht Day: Super Mutant Suiciders will no longer continue to spawn after Fasnacht ends.
  • Fasnacht Day: Addressed an issue that could cause the Master of Ceremonies to spawn outside of the event area.
  • Fasnacht Day: The Robotics Expert Perk can no longer be used to Hack the Parade Marcher bots.
  • Fasnacht Day: Looting Porcelain Steins during the Fasnacht Day event no longer prevents players from picking up additional Porcelain Steins during the next Fasnacht on that same world.
  • Field Testing: The Putnam parents are now more visible during the intro scene.
  • Field Testing: Fixed a rare issue that could cause the player to see a blank dialogue box when speaking with Paladin Rahmani.
  • Forbidden Knowledge: Addressed several issues affecting Forbidden Knowledge and Technical Data, and this quest has been re-enabled.
    • Please Note: Technical Data can no longer be dropped, traded, or Sold.
  • Mother of Invention: The Mysterious Component now remains a quest item after relogging.
  • Mother of Invention: The bag of dirt in the Ultracite Battery housing will no longer disappear when the player returns to the instance.
  • Mother of Invention: Addressed an issue that could cause Scribe Valdez to not fight back when attacked by enemies.
  • Mother of Invention: The Mysterious Component in “Mother of Invention” will now display an inventory message when the player extracts it.
  • Mother of Invention: Addressed a lore continuity issue in Rahmani and Shin’s dialogue regarding Paladin Taggerdy.
  • Over and Out: The animation of the transmitter getting destroyed no longer plays prematurely.
  • Overseer, Overseen: Dialogue and quest will now progress appropriately when returning the security footage to Head Engineer Brass.
  • The Best Defense: A quest target now correctly points to Paladin Rahmani after being directed to speak with the Brotherhood upstairs.
  • The Best Defense: Fixed an issue that could cause more enemy waves to spawn than intended during the quest’s final encounter.
  • Trade Secrets: The quest marker to collect the Pip-Boy Construction kit now consistently points to Vault-Tec University.
Sound
  • Scoreboard: Entering the Scoreboard quickly no longer causes the sound to disappear.
User Interface
  • Atomic Shop: Once owned, the Brotherhood of Steel Icon now correctly appears in the Player Icons page in the Atomic Shop.
  • Fast Travel: Added an error message when trying to fast travel to a C.A.M.P. that the player is too close to.
  • Map: Fixed an issue where the map could be opened while viewing a terminal.
  • Map: Fixed a rare issue that could cause item counts in a player’s Vending Machine preview on the Map to mismatch the number of items in that Vending Machine.
  • Notifications: Fixed an issue where fanfare would sometimes not play after completing a timed challenge.
  • Perk Coins: Fixed a visual issue that could cause the player’s Perk Coin total to display an incorrect number of Perk Coins after scrapping Perk Cards.
  • Pip-Boy: Items with long names are no longer cut off in the Pip-Boy.
  • Quests: Fixed an issue causing the “Forging Trust” objective tracker to remain on the screen after the quest was completed.
  • Scoreboard: Fallout 1st exclusive rewards are now claimed separately from standard rewards on the Scoreboard.
  • Social Menu: Improved mouse controls on pop-ups in the social menu.
  • Teams: The Team UI will no longer flash while repairing items at a workbench.
World
  • World: Fixed several locations in the world where players could become stuck.
  • World: Fixed several locations where players could view out of world.

Once we get wind of another Fallout 76 patch, we’ll be sure to let our readers know.

Source: Reddit

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Red Dead Online Weekly Update January 26, 2021

Cowboys and cowgals, Rockstar Games has rolled out the Red Dead Online Weekly update January 26, 2021 activities refresh! Same as always, head on below to see a summary of what’s new in the online multiplayer game.

Red Dead Online Weekly Update January 26, 2021:

  • 3 free Collectibles for any player that crafts an item at a Campfire
  • A Reward for a Free Hat (below Rank 15), and an Offer good for 50% off any pair of Boots, for any player that crafts anything in Gus’ Store
  • A Free Treasure Map for any player that purchases any Pamphlet this week
  • Login Rewards: 5X Gun Oil and 50 Small Game Arrows for any player that logs in this week
  • Discounts: Half off all Fishing LuresPredator and Herbivore Baits, 40% off all Tonic Crafting Pamphlets, and the Bow and the Improved Bow, and 30% off Weapon Crafting Pamphlets and the Fishing Rod
  • Discounts at Gus’ Store: 40% off on all clothing items and 30% off all Trinkets and Improved Bow variants sold by Gus
  • Ongoing Prime Gaming Benefits: Players who connect to Prime Gaming will receive Rewards for a free Bounty Hunter License, an Award for the Trimmed Amethyst Bounty Wagon Livery, Offers for half off the LeMat Revolver, a Poncho of choice, and a free Off-Hand Holster, plus 100 rounds each of High Velocity and Explosive Revolver Cartridges

DISCOUNTS

The Wheeler, Rawson & Co. Catalogue has a range of discounts and sales this week, including half off all Fishing Lures, Predator and Herbivore Baits. Trackers will also be glad to hear that they can pick up the Bow and the Improved Bow for 40% off retail price, as well as Tonic Crafting Pamphlets. Weapon Crafting Pamphlets and the Fishing Rod are also 30% off.

Tune in next Tuesday for the latest Red Dead Online weekly update!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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SMITE Update 11.65 January 26 Ushers in Season 8

Hi-Rez Studios has deployed the SMITE update 11.65 January 26 patch that brings the Season 8 content and gameplay changes into the fold! There are a ton of new skins, a new Battle Pass, new event, and loads more!

Head on below for the file sizes for each platfrm, as well as the full SMITE Season 8 patch notes!

SMITE Update 11.65 January 26 Patch Notes (Season 8):

File sizes (estimated):

PC: ~13 GB
Xbox: ~28 GB
PS4: ~38 GB
Switch: ~10 GB

NEW DLC
Get all the Season 8 Gods and incredible content for each, all-year long, with the SMITE Season Pass 2021. Plus: You’ll immediately unlock the Limited Grand Magus Anubis skin, Grand Magus Loading Screen, and 1000 Gems!
  • Season Pass 2021 – $39.99 USD, Includes the following items:
    • 1000 Gems
    • Grand Magus Anubis Skin – Limited
    • Grand Magus Loading Screen – Limited
    • Tyrant Title
    • Provides the following for each new god in 2021 as they are released:
      • Unlocks gods for gameplay if you do not already own the Ultimate God Pack
      • Base recolor
      • New Limited recolor
      • Voice pack
      • Wave and Clap Emotes
UPDATE RELEASE SCHEDULE
January 26
  • Most Wanted Battle Pass
  • Season Pass 2021
  • Dawn of Babylon Event
  • Valentine Chest
  • Season 7 & 8 Ranked Rewards
  • Season 7 Commendation Reward
BUG FIXES
UI
  • Gifting
    • Fixed an issue where the menu would sometimes close when attempting to search for “Other Players” to send a gift to
  • Fixed an issue where buying a skin in lobby would appear to make that the selected skin – but loading into the match would equip the previous selected skin before the purchase
General Gameplay
  • Implemented a Hotfix (Live Already) – that attempts to fix the issues where certain gods would appear to be stuck in certain animation states – for example: Serqet would appear to be repeatedly leaping. These gods were not actually firing these abilities repeatedly, it just looked like they were. This issue should be fixed already or greatly reduced in its chance of occurring.
  • Fixed an issue where almost any god/skin had a chance for its voice pack to become silent for a single match
  • Fixed an issue where it appeared to players who purchased a skin in the god lobby as though the skin was selected, until the loading screen where it would be reverted to their previously selected skin.
  • Clash Map
    • Removed an unintended fog volume that was visible in the jungle areas of this mode
Gods
  • Danzaburou
    • Fixed an issue where his Ability 02 – Alluring Spirits – could be canceled mid-fire without being put on cooldown
    • Fixed an issue where level-up effects would play on Danzaburou when he is in leaf form – these will no longer play on him at that time
    • Fixed an issue where the buff icons from his passive would sometimes not appear as intended
    • Fixed an issue where his ult could be interrupted while CC immune and already firing
  • Hel
    • Fixed an issue where Hel had unintended reduced healing while in her dark stance
    • Fixed an issue where Decay hit FX were playing in incorrect ways on enemy gods/minions hit by the effect
  • Set
    • Fixed an issue where Set’s sand clones would sometimes deal no damage when passing through enemies.
  • Ymir
    • Fixed an issue where it was possible to stack 2 copies of Frostbite in some scenarios.
  • Awilix
    • Fixed an issue where if Awilix was interrupted during the casting time on Suku’s Leap – she would be removed from Suku.If she did not leap, she should get another chance to leap. If she is interrupted while leaping – this ability will go on cooldown.
  • Aphrodite
    • Fixed an issue where Love Birds would sometimes not hit enemies clearly in the hit area
  • Hera
    • Fixed a typo in her achievement text
  • The Morrigan
    • Fixed an issue where her victory/defeat animations could get out of sync
Skins
  • Poseidon
    • Fixed an issue where Tidal Surge’s collision was different on the Dreadbead skin.
  • Nu Wa
    • Fixed an issue where the Caustic Skies Skin would T-pose in the game client and lobby
  • Vulcan
    • Fixed an issue where the Space Cadet Skin could become stuck in a specific animations
  • Nemesis
    • Fixed visual issues on the targeters for the Primal Vengeance and World Tour skins
  • Zeus
    • Fixed an issue where the Eternal Tormenter skin would sometimes not display the orange runic circle visual element of the skin
  • Xing Tian
    • Fixed an issue on the Gecko Gladiator skin where the Gecko heads could get into unintended positions
  • Ares
    • Fixed an issue where the Oni skin was using the ability 1 chains sound on death – it will now play a different chains sound on death
  • T5 Skins
    • Fixed an issue where these skins would have silent VGS when using “god” VGS instead of “skin” VGS
  • Chibi Skins
    • Fixed an issue where these skins would not display Nike’s Laurel effects properly
QUALITY OF LIFE
New Tutorial System – Role Guides
As part of this year’s commitment to Conquest, we are expanding the Conquest tutorial in big ways. This system is a new type of dynamic tutorial and works along with actual SMITE gameplay instead of forcing you through a step by step process. We will work throughout the year to continually update the starts and routes this system shows players.
  • Detects your role from lobby to provide a unique guided experience for each role
  • Shows you waypoints throughout the match
    • Guides you through your starting jungle camp and to your lane
    • Draws attention to respawning camps
    • Highlights jungle bosses and towers as the game progresses
  • Can be manually toggled on or off at any time
  • Works within Co-Op or PvP matches
  • Never stops or slows down the gameplay
    • Adjusts automatically if you miss spawns, get invaded, or otherwise
  • This will default to ON for players under level 15, and OFF for those 16+
    • Turn this on by pressing escape to bring up the escape menu and selecting the GUIDES option to bring up setting toggles for Role Guides. This can be done at any time.
    • Or click the GUIDES button in match lobby
UI
  • New Escape Menu Option: Guides
    • New Escape Menu option called GUIDES which allows players to toggle the following settings at any time.
      • Auto Purchase Items
      • Auto Skill Level Up
      • Auto Filter by Class
      • Show Role Guides
      • Show Help Tips
      • Show Recommended Items for My Role
  • Help Tips Changes
In addition to the new Conquest Role Guides, we want to make our current new player features better, and draw more attention to the optional ones. Help Tips are on by default for new players, but they were outdated and far too large. They’ll be more sleek now with more relevant information. A group of other UI changes have been made to make our current new player features more discoverable.
  • Help tips pop up boxes have had their size adjusted to be less intrusive.
  • Help tips have been updated to display updated buff, camp, and objective  information.
  • Large art was removed from the help tips in order to make the tips less intrusive during gameplay.
  • Game Modes Page
    • Players will now be able to access tutorial videos for each game mode via a new button within the list of game modes.
  • Match Lobby
    • Role Trading
      • Added a new button that works like Ranked God Trading, but instead allowed players to trade role assignments
      • Players will only be able to trade with one player at a time.
      • The player receiving a trade request must accept the role trade request.
      • There is a 10 second cooldown before the player can receive another role trade request if they decline a role trade request.
    • God selection screen now displays the recommended role for each god
    • Added a new button to the match lobby: Guides – displays the following match settings:
      • Auto Skill Level up toggle
      • Auto Purchase Items
      • Auto Filter by Class
      • Show Role Guides (Conquest Only)
      • Show Help Tips (all modes)
    • Recommended Item Updates
      • Builds will be recommended by Role in Conquest, with separate recommendations for Arena and other non-Conquest modes.
      • If a build is available, players will automatically be shown a build for the role they selected in the match lobby, but will have an option to select a different role in-game.
      • Recommended items will once again show items that are popular among high-elo players, instead of being based on team composition.
      • Players will be able to freely disable / re-enable auto-purchase in the match, even after purchasing an item outside the recommended list.
Ranked
  • All of these changes apply to all Ranked Modes – and only Ranked Modes
  • All Players Ranked MMR will be Hard Reset 8.1
  • MMR system
    • Removal of Variance System
      • Players will experience a more consistent MMR gain and loss from the first game they play to their 100th. MMR gain and loss can still change based on how even both teams appear to the Matchmaker.
    • Maximum MMR Adjustment
      • Players can no longer gain or lose more than 100 MMR in a single match.
  • Split System
    • TP/MMR resets will only apply to players above diamond who become inactive for 2 weeks
    • Ranked Quests and Rewards will continue to reset every 2 updates
    • Ranked Rewards usually given out at the of the year will be available to be unlocked immediately in 8.1
GAME MODES
All Modes – New Healing Rules
Healing in SMITE can be a polarizing topic. It is simultaneously true that healers in SMITE statistically perform very well across all levels of play but in individual matches healers can feel helpless fighting against Anti-heal. There are also players who feel their most recent fight can become completely negated by the enemy stepping back for a short time and healing back to full. All these moments can create negative experiences for all players so we want to approach this and make it a better experience for everyone involved.
To accomplish this we are introducing a new global aura in all maps that reduces healing done by abilities and lifesteal. This aura will apply to all players who have not dealt damage or Crowd Control (or been dealt damage or Crowd Control) to an enemy god. From here on out we will refer to this type of “combat” as Brawling. The overall strength of healing “out of combat” is being brought down. Conflicts that occur will now have more meaningful outcomes.
We do think at the same time that healing while directly fighting feels more fair to fight against but has the very high variability of being shut out. We are toning down the effect and duration of all Anti-heal items. Their long length and intensity was meant to help curb “out of combat” healing directly after a fight which the aura now does.
In short with these changes we hope healing in SMITE will feel better to use as a direct combat strength while we can bring down the frustration cases on both sides that can occur when healing feels too strong. This change affects quite a lot so we are eager for everyone to get their hands on it and provide feedback on our goals and how well we have met them.
  • Global Anti-Healing Aura
    • While not “Brawling” your Ability and Lifesteal healing taken is reduced by 30%.
      • A god is considered Brawling if they have damaged or applied Crowd Control to an enemy god (or they have been damaged or Crowd Controlled by an enemy god) in the last 4s.
  • Anti-heal Item Changes
    • Divine Ruin
      • Decreased Anti-heal from 40% to 35%.
      • Decreased duration from 8s to 6s.
    • Brawler’s Beat Stick
      • Decreased Anti-heal from 40% to 35%.
      • Decreased duration from 8s to 6s.
    • Toxic Blade
      • Decreased Anti-heal per stack from 20% to 17.5%.
      • Decreased duration from 8s to 6s.
    • Pestilence
      • Decreased Aura Anti-heal from 25% to 20%.
    • Contagion
      • Decreased Aura Anti-heal from 25% to 20%.
    • Cursed Ankh
      • Decreased Anti-heal from 50% to 45%.
      • Decreased duration from 10s to 6s.
    • Cursed Ankh Upgrade
      • Decreased Anti-heal from 50% to 45%.
      • Decreased duration from 10s to 8s.
    • Shadowsteel Shuriken
      • Decreased Anti-heal from 40% to 35%.
      • Decreased duration from 8s to 6s.
        • This item has received additional balance changes, outlined in the item section.
    • Rod Of Healing
      • Increased Healing increase from 5% to 10%.
      • No longer increases by 5% when taking or dealing damage.
    • Rod Of Asclepius
      • Increased Healing increase from 10% to 20%.
      • No longer increases by 15% when taking or dealing damage.
    • Caduceus Shield
      • Increased Healing increase from 10% to 20%.
      • No longer increases by 15% when taking or dealing damage.
Jungle Camp Vision Changes
  • Gods that visit a Jungle Camp on their side of the map will now receive vision of the in-world and minimap respawn timers for that camp. This is granted even if the camp was invaded and cleared by the enemy.
Conquest
  • Living Conquest Map
    • In addition to the completely new 8.1 Conquest Map, there will be 3 more distinct updates to the map throughout the Season.
    • Each Update will have a specific theme that follows the SMITE storyline and god release plan.
    • Each Update will have art and design updates to the map to compliment the theme.
    • Conquest is our most competitive game mode and we want to increase its ability to receive art and design updates to levels never seen before!
    • There will still be continual balance changes to the map every update, especially as we gather data and feedback at the start of the season.
  • An Entirely New Conquest Map
    • New layout
      • Wider map from lane to lane
      • Longer map from base to base
      • Completely reworked Jungle with more variance in its paths and geometry. Some paths are especially narrow, and others are much wider.
      • New Camps and different camp locations.
    • New art set
      • Chaos side takes the form of Tiamat’s Babylonian fortress
      • Order side is a totally rebuilt Mount Olympus
      • Order and Chaos towers have completely new models
      • Chaos Titan is a completely new character
      • Chaos Minions are completely new characters
      • New Jungle Monsters – Scorpions
      • Many of our favorite jungle monsters, as well as the Order Titan and Minions will be keeping their current Season 7 art on the new map.
    • Balance
  • New Objectives / Features
    • New NPC – Greater Scorpion (Jungle)
      • Mid-game objectives located in the Jungle
      • Two Greater Scorpions will spawn on each side of the map, in both the Gold Fury and Fire Giant pits
      • While alive, these monsters prevent the spawn of both major neutral bosses
      • After a Greater Scorpion is slain, its spawn location will move deeper into the enemy jungle, depending on which team secured the kill
      • Slaying a Greater Scorpion will enhance your buff camps on the side of the map where it was killed. These camps drop Enhanced Buffs that provide additional bonuses on top of their base effects
        • Enhanced Damage Buff
          • Additionally provides 7% Physical and Magical lifesteal
        • Enhanced Speed Buff
          • Increases CCR bonus from 10% to 20% (+10%)
        • Enhanced Mana Buff
          • Increases CDR bonus from 10% to 20% (+10%)
          • Additionally provides 10% increased Maximum Mana
        • Enhanced Void Buff
          • Increases Attack Speed bonus from 10% to 25% (+15%)
    • New NPC – Lesser Scorpion (Lane)
      • Early-game objective for Duo and Solo lanes that spawn on the outer edges of the map
        • 2 will spawn in Duo lane
        • 1 will spawn in Solo lane
      • These monsters will be “downed” when their HP bar is depleted, and will require 3 more hits to secure the kill and Gold/XP rewards
      • While in their downed state, they emit a healing aura that heals 20 HP per second for a maximum of 10 seconds
    • Base Gates
      • SMITE’s first dynamic geometry is being added to the S8 Conquest Map! These doors will act like a jungle wall when closed, and a jungle path when opened
      • Each base has two doors nestled in the walls between the phoenixes and are useful shortcuts into the Jungle
      • These doors will open when a god sets foot on a specific area inside the base
      • Doors cannot be opened from the outside, but gods, including enemies, can leap or blink over walls to open them
      • Players attempting to open enemy doors from the inside will be afflicted with Invader’s Curse and will need to stand on the trigger for longer to open the door
    • Fountain
      • While all of their phoenixes are alive, Gods will now receive Reinvigoration when exiting their fountain
        • Increases out-of-combat Movement Speed by 40%
        • Lasts 5 seconds
      • This will still be enhanced by Pyromancer kills
    • Jungle
      • All Buff camps now spawn at 00:20
      • All Mid Harpy camps now spawn at 00:35
      • Increased Mid Harpy respawn time from 90 to 120 seconds
      • Jungle Shrine has been removed
      • Invader’s Curse now encompasses all buff camps until 01:00
      • Void Camp
        • Reworked Void Sludge
        • Now stacks up to 3 times
        • Applies 5% protection reduction per stack
        • Reduced ability cooldown from 30 to 7 seconds
        • Debuff lifetime reduced from 20 to 10 seconds
        • No longer lowers your targeting priority from other minions
STARTER ITEMS
The first item you buy in SMITE has a large impact on how you plan to tackle that given game. Blessings, while providing a great roadmap for HOW to play the Early Game, often removed much of this flexibility you might expect in a MOBA. We want to bring back each player’s ability to alter not only their early game, but make this decision more meaningful to the mid and late game.
With that said, Starter Items are returning! These are cheap items that provide full Passives tuned to Level 1. Each role has roughly three that will serve as a solid choice for more traditional starts, but at no point are any of these Starter Items class restricted. Want to take a bruiser starter to the mid lane? Go ahead and try it out! Similar to Blessings only one Starter Item can be purchased each game and leaving the fountain will lock you into that Starter so choose carefully.
These Starters have even more to offer as the game advances. Each Starter will have 2 upgrades that become purchasable at later levels. In general most Starters will have one upgrade that simply boosts it stats and passive strength to be desirable at level 20. However the other upgrade often twists the item on its head, giving players new build opportunities and strategies. Since players can only have one Starter and these upgrades require late game levels, their strength is generally higher than your average Tier 3 choice.
For example : Bluestone Pendant is back, providing passive regeneration in addition to offensive bonus damage when hitting abilities. At level 20 this can be upgraded to Bluestone Brooch, amping up all of its stats and allowing the bonus damage to deal damage based on the enemies current health. Alternatively you can purchase Corrupted Bluestone. For every enemy you have hit recently with Corrupted Bluestone you gain 15% Attack Speed up to 75% total, turning your previous Ability focused starter into an up front Basic Attack brawlers dream. Which gods rely on early ability damage but want to transition into a Basic Attack focused build late game? Which gods might struggle to use Bluestone Pendant well but really want Corrupted Bluestone late? Starters offer these choices that impact your entire gameplan.
  • Blessings have been removed from all games modes, being replaced with starter items.
  • Starters can be purchased at level 1.
  • Each starter has 2 separate upgrades. These can be purchased for an additional 1500 gold at level 20. (Support oriented Starter Items can be upgraded at level 17).
  • Once you have left the fountain with a starter item it is the only starter item you can get that game.
  • Starter items do not have any class lock restrictions. The only restrictions are based on the Power type they provide. (Mages cannot build an item that only has Physical Power on it.)
  • The jungle focused starter items are unavailable in non-conquest modes.
Short list of all new Starter Items
We are adding a grand total of 16 Starter Items with 2 upgrades a piece! This means there will now be 48 new items to learn and play with. Given the large breadth of items we are providing two lists. A quick glance at each starter and short text describing what it does and a long form list with gold costs, stats, and specific values.
Carry Starters

DEATH’S TOLL (STANDARD CARRY STARTER ITEM)
Death’s Toll provides a sustain oriented and defensive start, allowing for effective early trades. Death’s Embrace continues this while Death’s Temper focuses on going on the offense.
  • Restore Health and Mana for landing Basic Attacks.
  • Can be upgraded to Death’s Embrace or Death’s Temper at level 20.
    • Death’s Embrace
      • Restore even more Health and Mana for landing Basic Attacks.
    • Death’s Temper
      • Slay enemies to gain additional Basic Attack Damage.

GILDED ARROW (FARMING CARRY STARTER ITEM)
Gilded Arrow allows skilled last hitters to really show their stuff. What it lacks in sustain it makes up for in long term farm and immediate offense. Diamond Arrow removes the need for a target, providing near constant income while Ornate Arrow encourages you to hoard your treasure for a large offensive boost.
  • Mark a minion for a bounty every 10s. Last hit to claim the bounty.
  • Can be upgraded to Diamond Arrow or Ornate Arrow at level 20.
    • Diamond Arrow
      • Defeating anything provides the Gilded Arrow bounty.
    • Ornate Arrow
      • Gain bonus stats for all your unspent gold.

LEATHER COWL (UTILITY CARRY STARTER ITEM)
Leather Cowl provides early rotation capabilities, providing speed to get to fights and attack speed to help you win fights. Hunter’s Cowl turns this attack speed into a team wide boon while Leader’s Cowl encourages your team to group up around you.
  • While alone, gain Movement Speed. While near an ally, gain Attack Speed.
  • Can be upgraded to Hunter’s Cowl or Leader’s Cowl at level 20.
    • Hunter’s Cowl
      • While alone, gain more Movement Speed. While near an ally, provide an Attack Speed aura.
    • Leader’s Cowl
      • Provide bonus power while your team outnumbers your enemies.
Solo Starters

WARRIOR’S AXE (STANDARD SOLO STARTER ITEM)
Warrior’s Axe may look familiar. Warrior’s Blessing encourages brawling and trading and Warrior’s Axe looks to capture that. At level 20 upgrade it to steal heavy amounts of health away or become the Hero for your team and defend them while they are CC’d.
  • Steal flat health away from your opponents after damaging them.
  • Can be upgraded to Sundering Axe or Hero’s Axe at level 20.
    • Sundering Axe
      • Steal a portion of their current health from your opponents after damaging them.
    • Hero’s Axe
      • Protect Crowd Controlled allies with a shield.

BLUESTONE PENDANT (AGGRESSIVE SOLO STARTER ITEM)
The familiar Bluestone returns! This item excels at gods who can poke and need some additional help clearing. Bluestone Brooch turns the damage over time up to 11. Corrupted Bluestone throws away the poke playstyle, encouraging you to mix it up with a large conditional attack speed stim.
  • Apply damage over time to enemies hit by your abilities.
  • Can be upgraded to Bluestone Brooch or Corrupted Bluestone at level 20.
    • Bluestone Brooch
      • Apply a % Health damage over time to enemies hit by your abilities.
    • Corrupted Bluestone
      • For every enemy hit by your damage over time, gain Attack Speed.

WARDING SIGIL (MAGICAL PROTECTION SOLO STARTER ITEM)
Really want to survive against a Magical Bruiser? Warding Sigil provides high defense when you are actively fighting your opponent. Sigil of the Old Guard turns you into a wall for your team while Infused Sigil turns you into a bomb for your team. Either way you will want to dive into a fight head first.
  • Gain flat damage reduction when hit by abilities.
  • Can be upgraded to Sigil of the Old Guard or Infused Sigil at level 20.
    • Sigil of the Old Guard
      • Gain % damage reduction when hit by abilities.
    • Infused Sigil
      • Accumulate stacks when hit by abilities. Explode for damage when enough stacks are accumulated.
Mid Starters

VAMPIRIC SHROUD (STANDARD MID STARTER ITEM)
Vampiric Shroud is another familiar face. Need sustain for the early game? Vampiric Shroud has you covered, literally. Blood-soaked Shroud provides potentially infinite lifesteal while Sacrificial Shroud allows you to heavily burst if you are willing a large amount of health with each cast.
  • Restore health and mana when your abilities deal damage.
  • Can be upgraded to Blood-soaked Shroud and Sacrificial Shroud at level 20.
    • Blood-soaked Shroud
      • Restore more health and mana, and gain stacks of bonus Lifesteal when your abilities deal damage.
    • Sacrificial Shroud
      • Your abilities do more damage but cost health in addition to their Mana.

SANDS OF TIME (COOLDOWN MID STARTER ITEM)
Sands of Time returns, allowing you to cast often and providing the mana to do so. Pendulum of Ages rewards you for staying high on Mana with a large amount of Power while The Alternate Timeline distorts space-time, providing you with an extra chance to live.
  • Gain additional MP5 as you get low on Mana.
  • Can be upgraded to Pendulum of Ages or The Alternate Timeline at level 20.
    • Pendulum of Ages
      • Gain more MP5 as you get low on Mana. Gain additional Power as you stay high on Mana.
    • The Alternate Timeline
      • When you would die, jump to an Alternate Timeline where you instead lived.

CONDUIT GEM (AGGRESSIVE MID STARTER ITEM)
Conduit Gem is for the mages who want to fight early. The bonus damage allows for deadly bursts or simply to help clear your wave. Archmage’s Gem scaling this effect to a % of your Magical Power while Gem of Focus provides useful stats for those who opt into constantly casting.
  • Accumulate stacks that are consumed when your abilities hit, dealing bonus damage.
  • Can be upgraded to Archmage’s Gem or Gem of Focus at level 20.
    • Archmage’s Gem
      • Accumulate stacks that are consumed when your abilities hit, dealing more bonus damage.
    • Gem of Focus
      • Each time you cast an ability, gain up to 3 stacks of focus. Fail to continuously cast and lose all your focus.
Jungle Starters

BUMBA’S DAGGER (STANDARD JUNGLE STARTER ITEM)
The ol’ reliable of Junglers. Bumba’s Dagger will be familiar to all but the upgrades give Junglers something new to look forward to. Bumba’s Spear turns you into a monster, burning through any objectives (including structures!). Bumba’s Hammer encourages in-hand and ability weaving with a hefty in-hand stim and some ability cooldown reduction.
  • Deal bonus damage to Jungle Monsters. Restore health and mana when Jungle Monsters are defeated.
  • Can be upgraded to Bumba’s Spear or Bumba’s Hammer at level 20.
    • Bumba’s Spear
      • Deal massive damage to Jungle Monsters, Bosses, and Structures. Restore more health and mana when any of these are defeated.
    • Bumba’s Hammer
      • When you cast an ability, your next Basic Attack does bonus true damage. When you hit with this Basic Attack your ability cooldowns are reduced by 1s.

EYE OF THE JUNGLE (ATTACK SPEED JUNGLE STARTER ITEM)
Eye of the Jungle allows you to maintain control of the jungle, giving you sight anywhere you slay a jungle monster. Seer of the Jungle takes this a step further, giving you the unique ability to sweep for wards at any time. If fighting is more your taste, Protector of the Jungle makes you a major threat while fighting on your home turf, the Jungle!
  • When you slay a large Jungle Monster, you place a 30s ward where it dies.
  • Can be upgraded to Seer of the Jungle or Protector of the Jungle at level 20.
    • Seer of the Jungle
      • When you slay a large Jungle Monster you gain the ability to see wards temporarily.
    • Protector of the Jungle
      • Gain bonus Power and Protections while in the Jungle.

MANIKIN SCEPTER (AGGRESSIVE JUNGLE STARTER ITEM)
If you have been around for a while few things strike fear into your heart more than Manikin Scepter. Previously only on a single PTS Manikin Scepter returns; just with more reasonable values and effects. Use the burn to melt through jungle monsters and provide and extra kick to your ganks. Manikin Mace turns up all of these effects while Manikin Hidden Blade allows the assassin to truly lurk from the shadows and wait for their time to strike for devastating effect.
  • Damaging an enemy applies a damage over time and slows their attack speed. This damage is extra effective against Jungle Monsters.
  • Can be upgraded to Manikin Mace or Manikin Hidden Blade at level 20.
    • Manikin Mace
      • Damage an enemy applies a stronger damage over time and slows their attack speed more. This damage is incredibly effective against Jungle Monsters and Bosses.
    • Manikin Hidden Blade
      • Hitting a target when you have not recently been hit by or have dealt damage provides a large burst of damage on the target.
Support Starters

SENTINEL’S GIFT (STANDARD SUPPORT STARTER ITEM)
Sentinel’s Gift provides everything a support would need. Health and Mana to trade effectively and gold to keep up with your team. Sentinel’s Boon keeps this up and can bring a burst of healing when it counts, sieging the enemy base. Sentinel’s Embrace gives you flexibility with your aura. Skilled Supports can position themselves to provide protection to everyone or just the individual who needs it most.
  • Getting an assist restores health and mana and provides bonus gold.
  • Can be upgraded to Sentinel’s Boon or Sentinel’s Embrace at level 17.
    • Sentinel’s Boon
      • Getting an assist restores % health and mana and provides more gold.
    • Sentinel’s Embrace
      • Provides a large amount of Protections split evenly among all nearby allies.

BENEVOLENCE (TACTICAL SUPPORT STARTER ITEM)
For supports who want to roam to provide assistance across the map, Benevolence not only rewards you even when not in lane but directly can empower you allies. Compassion will make your whole team want to be near you as you take damage for them. Animosity however is for those with a more offensive game plan in mind. Turn your health into an offensive force and tear down your opponents structures.
  • Gain passive gold and XP. A portion of your XP and gold gained from defeating enemies is lost to you. If an ally is nearby you provide it to them instead.
  • Can be upgraded to Compassion or Animosity at level 17.
    • Compassion
      • A portion of damage taken by allies is redirected to you.
    • Animosity
      • Your Basic Attacks deal extra damage based on your health. Structures take significantly more from this effect.

WAR FLAG (AGGRESSIVE SUPPORT STARTER ITEM)
War Flag is an old arena favorite but has strong uses for aggressive support. Empower your ally and fight together with a strong stim in between each minion wave. With a War Banner your team will be moving and attacking fast; while Spartan Flag will allow them to hit hard while standing near its placement.
  • Getting an assist restores health and mana to all nearby allies and provides a boost to their Movement Speed and Attack Speed.
  • Can be upgraded to War Banner or Spartan Flag at level 17.
    • War Banner
      • Get an assist restores % health and mana to all nearby allies and boost their Movement Speed and Attack Speed more.
    • Spartan Flag
      • Damaging an enemy drops a Spartan Flag, providing Power to allies who stand near it.
Neutral Starters

TAINTED STEEL
Last but not least, Tainted Steel. If Healing is something you want to reduce from the start this is the starter for you. Tainted Breastplate is a new and late game Anti-heal item while Tainted Amulet turns a healers strength around and allows you to benefit from it.
  • Enemies hit by your damaging abilities have their healing reduced.
  • Can be upgraded to Tainted Breastplate or Tainted Amulet at level 20.
    • Tainted Breastplate
      • Enemies hit by your damaging abilities have their healing reduced more.
    • Tainted Amulet
      • Enemies hit by your damaging abilities have their healing reduced. Healing reduced this way is transferred to you.
Full Starter Item Text
Aaaannd here is the full text. Good luck!

DEATH’S TOLL
  • 700g
  • +10 Physical Power
  • +20 Magical Power
  • +75 Health
  • PASSIVE – Hitting an enemy with a Basic Attack restores 2 Health (+1% of your Maximum Health) and 1 Mana (+1.5% of your Maximum Mana). Basic Attacks that deal AoE damage restore half as much for each enemy hit after the first. Can be upgraded at level 20.

DEATH’S EMBRACE
  • Can be upgraded from Death’s Toll at level 20.
    • 2200g
    • +80 Physical Power
    • +140 Magical Power
    • +200 Health
    • Passive – Hitting an enemy with a Basic Attack restores 3% of your Health and Mana. Basic Attacks that deal AoE damage restore half as much for each enemy hit after the first. Can be upgraded at level 20.

DEATH’S TEMPER
  • Can be upgraded from Death’s Toll at level 20.
    • 2200g
    • +50 Physical Power
    • +75 Magical Power
    • +30% Attack Speed
    • +100 Health
    • Passive – When an enemy dies near you gain 1 stack of Temper that provides 3.5% increased Basic Attack Power for 10s, maximum of 10 stacks. When an enemy god dies near you gain 5 stacks.

GILDED ARROW
  • 700g
  • +15 Basic Attack Damage
  • +50 Health
  • +7 MP5
  • PASSIVE – Every 10s a nearby enemy minion is marked , prioritizing the highest health minion. If you secure the killing blow on that minion you gain 10 bonus gold and 20% attack speed for 8s, and restore 20 Mana.

DIAMOND ARROW
  • Can be upgraded from Gilded Arrow at level 20.
    • 2200g
    • +80 Basic Attack Damage
    • +100 Health
    • PASSIVE – When you kill an enemy you gain 10 gold and 20% attack speed for 8s, stacking up to 3 times. If you kill an enemy god you gain 3 stacks and 30 gold immediately.

ORNATE ARROW
  • Can be upgraded from Gilded Arrow at level 20.
    • 2200g
    • +60 Basic Attack Damage
    • +150 Health
    • PASSIVE – All sources of gold gain are increased by 20%. For every 100 gold in you have gain 1% Attack Speed and 0.8% Critical Strike Chance, up to a maximum of 25 stacks.

LEATHER COWL
  • 700g
  • +15 Physical Power
  • +10% Physical Lifesteal
  • +5% Attack Speed
  • Passive – While you are near an allied god you gain 10% Attack Speed. While you are alone you gain 5% Movement Speed.

HUNTER’S COWL
  • Can be upgraded from Leather Cowl at level 20.
    • 2200g
    • +60 Physical Power
    • +15% Physical Lifesteal
    • +20% Attack Speed
    • Passive – While you are near an allied god you gain a 25% Attack Speed aura. If you are alone you gain 10% Movement Speed.

LEADER’S COWL
  • Can be upgraded from Leather Cowl at level 20.
    • 2200g
    • +40 Physical Power
    • +300 Health
    • +15% Physical Lifesteal
    • Passive – For each nearby friendly god (55 units) you gain a stack of Outnumber. For each nearby enemy god you lose a stack of Outnumber. Each stack of Outnumber provides 3% increased Power to nearby allied gods.

WARRIOR’S AXE
  • 600g
  • +50 Health
  • +15 Physical Protection
  • +10 Magical Protection
  • +2 Damage Reduction
  • PASSIVE – Damaging an enemy god steals 25 health away from your target and restores it to you. This effect can only occur once every 10s.

SUNDERING AXE
  • Can be upgraded from Warrior’s Axe at level 20.
    • 2100g
    • +250 Health
    • +30 Physical Protections
    • +30 Magical Protections.
    • +5 Flat Damage Reduction
    • Passive – Damaging an enemy god steals 10% of their Current Health away from your Target and restores it to you. This effect can only occur once every 7 seconds.

HERO’S AXE
  • Can be upgraded from Warrior’s Axe at level 20.
    • 2100g
    • +300 Health
    • +35 Physical Protection
    • +35 Magical Protection
    • +30% Crowd Control Reduction
    • Passive – When an ally god around you within 55 units is hit by a hard crowd control effect, give them a shield equal to 10% of your Maximum Health. This effect can only occur once every 8s.

BLUESTONE PENDANT
  • 800g
  • +10 Physical Power
  • +20 HP5
  • +10 MP5
  • PASSIVE – Enemies hit by your damaging Abilities take an additional 25 Physical Damage over 2s. (Max 2 Stacks).

BLUESTONE BROOCH
  • Can be upgraded from Bluestone Pendant at level 20.
    • 2300g
    • +45 Physical Power
    • +30 HP5
    • +30 MP5
    • Passive – Enemies hit by your damaging Abilities take an additional 25 +7.5% of their Current Health over 2s. (Max 2 Stacks).

CORRUPTED BLUESTONE
  • Can be upgraded from Bluestone Pendant at level 20.
    • 2300g
    • +60 Physical Power
    • +20 HP5
    • +20 MP5
    • Passive – Enemies hit by your damaging Abilities take an additional 75 damage over 5s and reduced enemy attack speed by 10%. (Max 2 Stacks). For every enemy afflicted you gain 15% Attacks Speed up to a Maximum of 5 enemies.

WARDING SIGIL
  • 700g
  • +100 Health
  • +15 Magical Protection
  • Passive – Whenever you are hit by an ability you gain a stack of Dampening, decreasing damage taken by 5 for 5s. This occurs only once per ability cast. This can stack twice.

SIGIL OF THE OLD GUARD
  • Can be upgraded from Warding Sigil at level 20.
    • 2200g
    • +200 Health
    • +75 Magical Protection
    • Passive – Whenever you are hit by an ability you gain a stack of Rebuke, decreasing damage taken by 4% for 5s. This occurs only once per ability cast. This can stack three times.

INFUSED SIGIL
  • Can be upgraded from Warding Sigil at level 20.
    • 2200g
    • +350 Health
    • +25 Magical Protection
    • +25 Physical Protection
    • Passive – Whenever you are hit by an ability, your Infused Sigil gains a stack. This occurs only once per ability cast. At 5 stacks it explodes after 0.5s, dealing 400 Magical Damage to enemies within 30 units of you.

VAMPIRIC SHROUD
  • 850g
  • +15 Magical power
  • +75 Health
  • +15 Physical Protection
  • +5% Magical Lifesteal
  • PASSIVE – Damaging any enemies with an ability gives you bonus 6 health and 6 mana. Can only trigger once per target per ability.

BLOOD-SOAKED SHROUD
  • Can be upgraded from Vampiric Shroud at level 20.
    • 2350g
    • +75 Magical Power
    • +200 Health
    • +40 Physical Protections
    • +15% Magical Lifesteal
    • PASSIVE – Damaging any enemy with an ability restores 12 Health, 6 Mana and provide a stack 1% Magical Lifesteal for 6s. This can stack infinitely. Can only trigger once per target per ability.

SACRIFICIAL SHROUD
  • Can be upgraded from Vampiric Shroud at level 20.
    • 2350g
    • +100 Magical Power
    • +100 Health
    • +20 Physical Protection
    • +15% Magical Lifesteal
    • PASSIVE – Your abilities deal 15% more damage, but cost 5% of your Maximum Health.

SANDS OF TIME
  • 800g
  • +30 Magical Power
  • +5 MP5
  • +10% Cooldown Reduction
  • PASSIVE – This item grants 2 MP5 per 10% of your missing Mana.

PENDULUM OF AGES
  • Can be upgraded from Sands of Time at level 20.
    • 2300g
    • +90 Magical Power
    • +20 MP5
    • +10% Cooldown Reduction
    • Passive – This item grants 4 MP5 per 10% Missing Mana. This item grants 7 Magical Power per 10% Available Mana.

THE ALTERNATE TIMELINE
  • Can be upgraded from Sands of Time at level 20.
    • 2300g
    • +45 Magical Power
    • +45 Protections
    • +15 MP5
    • +10% Cooldown Reduction
    • Passive – When you would die you instead find an alternate timeline you are alive, becoming CC Immune, Damage Immune, and unable to act. After 1.75s you are restored to 25% Health and Mana and can act again. This can only occur once every 10 minutes.

CONDUIT GEM
  • 700g
  • +30 Magical Power
  • +15 MP5
  • Passive – Every second you gain a stack of Arcane Energy, causing your next damaging ability to deal an additional 2 True Damage and remove all stacks. This effect stacks up to 20 times.

ARCHMAGE’S GEM
  • Can be upgraded from Conduit Gem at level 20.
    • 2200g
    • +100 Magical power
    • +25 MP5
    • Passive – Every 1s you gain a stack of Demise, causing your next damaging ability to deal an additional 2.5% of your Magical Power in damage and remove all stacks. This effect stacks up to 20 times.

GEM OF FOCUS
  • Can be upgraded from Conduit Gem at level 20.
    • 2200g
    • +90 Magical Power
    • +150 Health
    • +15 MP5
    • Passive – Every time you cast an ability that costs mana you gain a stack of Focus for 10s, providing 3% Movement Speed, 3% Damage Increase, and 2% Damage Taken Reduction, stacking up to 3 times.

BUMBA’S DAGGER
  • 600g
  • +50 Health
  • +50 Mana
  • PASSIVE – Your Basic Attacks deal +15 True Damage and your Abilities deal +30% Damage versus Jungle Monsters. When a Jungle Monster is killed you are restored for 10% of the Monster’s Health and 25 Mana. Can be upgraded at level 20.

BUMBA’S SPEAR
  • Can be upgraded from Bumba’s Dagger at level 20.
    • 2100g
    • +60 Physical Power
    • +90 Magical Power
    • +200 Health
    • +200 Mana
    • Passive – Your Basic Attacks deal +50 True Damage and your Abilities +50% damage against Jungle Monsters, Structures, and Jungle Bosses. When any of these die you are healed for 10% of their Health, restore 10% of your Mana, and are given 10 gold.

BUMBA’S HAMMER
  • Can be upgraded from Bumba’s Dagger at level 20.
    • 2100g
    • +300 Health
    • +200 Mana
    • +10% Cooldown Reduction
    • +10% Penetration
    • Passive – After casting an ability your next Basic Attack deals an additional 80 True Damage. After hitting a Basic Attack empowered by Bumba’s Hammer, your active cooldowns are reduced by 1s and you are healed for 5% of your Maximum Health.

EYE OF THE JUNGLE
  • 650g
  • +10 Physical Power
  • +20 Magical Power
  • +15 HP5
  • +20% Attack Speed
  • Passive – You deal 30% increased damage to Jungle Monsters. Upon defeating a Large Jungle Monster, place a ward that lasts for 30 seconds.

SEER OF THE JUNGLE
  • Can be upgraded from Eye of the Jungle at level 20.
    • 2150g
    • +60 Physical Power
    • +90 Magical Power
    • +25 Physical Protection
    • +20% Attack Speed
    • Passive – You deal 30% increased damage to Jungle Monsters and Jungle Bosses. Upon defeating a Large Jungle Monster or Jungle Boss, you gain the ability to see Wards for 10s.

PROTECTOR OF THE JUNGLE
  • Can be upgraded from Eye of the Jungle at level 20.
    • 2150g
    • +65 Physical Power
    • +100 Magical Power
    • +35 Physical Protection
    • +35% Attack Speed
    • Passive – While in the jungle you gain 15% Power and 15% Protections.

MANIKIN SCEPTER
  • 750g
  • +10 Basic Attack Damage
  • +15 Physical Protection
  • +3 Damage Reduction
  • Enemies hit by your Basic Attacks are burned, taking 20 Physical Damage over 2s and have their Attack Speed reduced by 7%. Jungle Monsters take 2.5x the amount of damage. This effect can stack up to 4 times. Can be upgraded at level 20.

MANIKIN MACE
  • Can be upgraded from Manikin Scepter at level 20
    • 2250g
    • +50 Basic Attack Damage
    • +100 Health
    • +30 Physical Protection
    • +8 Damage Reduction
    • Passive – Enemies hit by your Basic Attacks are burned, taking 60 physical damage over 2s and have their Attack Speed slowed by 10%. Jungle Monsters and Bosses take quadruple damage. This effect can stack up to 4 times.

MANIKIN HIDDEN BLADE
  • Can be upgraded from Manikin Scepter at level 20
    • 2250g
    • +75 Basic Attack Damage
    • +30 Physical Protection
    • +5 Damage Reduction
    • Passive – If you have not taken or dealt damage in the last 5s and hit an enemy god, Jungle Monster, or Jungle Boss, they immediately take 15% of their Current Health as Physical Damage and are slowed by 20% for 5s.

SENTINEL’S GIFT
  • 500g
  • +75 Health
  • +7 Physical Protection
  • +7 Magical Protection
  • +7 MP5
  • PASSIVE – Being within assist range of a minion or jungle camp monster death without dealing the killing blow awards 7 bonus gold, and also restores +12 Health and +8 Mana. If you are not near an allied god for 20 seconds or more, this passive is disabled.

SENTINEL’S BOON
  • Can be upgraded from Sentinel’s Gift at level 17.
    • +300 Health
    • +45 Physical Protection
    • +45 Magical Protection
    • +20 MP5
    • PASSIVE – Assisting an enemy target dying provides 15 Bonus Gold and restores 3% of your Health and Mana.

SENTINEL’S EMBRACE
  • Can be upgraded from Sentinel’s Gift at level 17.
    • +200 Health
    • +20 Physical Protection
    • +20 Magical Protection
    • +20 MP5
    • PASSIVE – Evenly split 120 Physical and Magical Protection among all nearby allied gods and yourself. If you are alone you only gain 60 Physical and Magical Protections.

BENEVOLENCE
  • 750g
  • +75 Health
  • +7 HP5
  • +10 MP5
  • Passive – Gain 2GP5 and 1 XPP5 (+0.5 per level). Any time you would gain experience or gold from an enemy dying you only take 90% and share 10% with nearby allies.

COMPASSION
  • Can be upgraded from Benevolence at level 17.
    • 2250g
    • +300 Health
    • +30 HP5
    • +15 MP5
    • PASSIVE – Damage taken by nearby allies is reduced by 15%, up to a maximum of 100 damage. The reduced damage is redirected to you as Magical Damage. If this redirected damage would kill you, it does not get redirected.

ANIMOSITY
  • Can be upgraded from Benevolence at level 17.
    • 2250g
    • +400 Health
    • +20 HP5
    • +20 MP5
    • PASSIVE –  Your Basic Attack deals bonus damage equal to 4% of your Maximum Health as Magical Damage. This effect is doubled against structures.

WAR FLAG
  • 700g
  • +10 Physical Power
  • +20 Magical Power
  • +100 Health
  • +10 MP5
  • PASSIVE – Being in range of minion or jungle camp death without dealing the killing the blow restores 6 Health and 6 Mana to all allies within 55 units and also provides allies with a stacking self buff of 1% Movement Speed and 2% Attack Speed. Lasts 8s and stacks up to 10 times.

WAR BANNER
  • Can be upgraded from War Flag at level 17.
    • 2200g
    • +30 Physical Power
    • +60 Magical Power
    • +300 Health
    • +15 MP5
    • PASSIVE – Each time you assist a kill on a minion or jungle monster you restore 1% health and mana to all allies within 55 units and also provide allies with a stacking self buff of 2% Movement Speed and 4% Attack Speed. Lasts 10s and stacks up to 10 times.

SPARTAN FLAG
  • Can be upgraded from War Flag at level 17.
    • 2200g
    • +40 Physical Power
    • +65 Magical Power
    • +300 Health
    • +15 MP5
    • PASSIVE – When you damage an enemy god you call down a Spartan Flag at your location, providing 10% increased Power to allies standing in the radius. Lasts for 10s, can only occur once every 10s.

TAINTED STEEL
  • 750g
  • +10 Physical Power
  • +15 Magical Power
  • +15 Magical Protection
  • +15 Physical Protection
  • Passive: Enemy Gods that you hit have their healing taken reduced by 20% for 6s.

TAINTED BREASTPLATE
  • Can be upgraded from Tainted Steel at level 20.
    • 2250g
    • +40 Physical Power
    • +60 Magical Power
    • +30 Magical Protection
    • +70 Physical Protection
    • Passive: Enemy Gods that you hit have their healing taken reduced by 50% for 6s.

TAINTED AMULET
  • Can be upgraded from Tainted Steel at level 20.
    • 2250g
    • +30 Physical Power
    • +50 Magical Power
    • +80 Magical Protection
    • +30 Physical Protection
    • Passive : Enemy Gods that you hit have their healing taken reduced by 20% for 6s. You are healed for 100% of the healing reduced.
ITEM BALANCE

ELIXIR OF POWER
Elixir of Power and Defense are late game options for players looking for that final push to close out a game. While Power was strong, it didn’t fully support all build types. Defense struggled to feel worth the 3000 gold cost. Some bonus penetration, damage mitigation, and CCR will help these items stand out in more situations.

 

  • Now provides 10% Penetration.

ELIXIR OF DEFENSE
  • Now provides 5% Damage Mitigation.
  • Now provides 20% Crowd Control Reduction.

SHIELD OF THORNS
Shield of Thorns has polarized many players. Especially at the top end of play this item’s flexibility feels difficult to play around. We are decreasing how much damage this can reflect, lowering its impact when used to its maximum effect.

 

  • Decreased damage reflected from 40% to 30%.
  • Decrease cap of damage taken from 150 * Level to 120 * Level.

SHIELD OF THORNS UPGRADE
  • Decreased damage reflected from 40% to 30%.
  • Decrease cap of damage taken from 150 * Level to 120 * Level.
Tank Item Adjustments
Witchblade, Winged Blade, and Relic Dagger are being adjusted to form a stronger tank tree overall. Witchblade struggled as a hybrid item with stats difficult to leverage. It will now better focus around mitigating Physical Damage while Winged Blade gains Magical Protection to help tanks find opportunities to build it. Relic Dagger is the pure health option to round out the trio.

 

WITCHBLADE
  • Now builds off Adventurer’s Blade.
    • No longer provides Attack Speed.
  • Now provides 30 Physical Protections.
  • Increased Attack Speed Reduction Aura from 20% to 25%.

WINGED BLADE
  • Decreased Health from 300 to 250.
  • Now provides 30 Magical Protections.

RELIC DAGGER
  • Increased Health from 300 to 350.
  • Now provides 10% Crowd Control Reduction.

EMPERORS ARMOR
Emperor’s Armor brings unique utility but struggled to feel worthwhile in the many other fights that occur that are not around a structure. A boost to Physical Protection helps alleviate that feeling.

 

  • Increased Physical Protection from 50 to 60.

TALISMAN OF ENERGY
Talisman of Energy could not generate enough stacks to feel worthwhile, especially in Teamfights on Conquest. This item will now generate all of its stacks upon an enemy god being defeated, vastly improving the chances to empower your team.

 

  • Now provides maximum stacks on a god death or assist.
Assassin Item Adjustments

JOTUNN’S WRATH
Jotunn’s Wrath has been a staple but underwhelming item for Assassins. Some extra power makes sure it competes with more offensive items like Brawler’s Beatstick and The Crusher.

 

  • Increased Physical Power from 40 to 50.

STONE CUTTING SWORD
Stone Cutting Sword is a powerful tool that requires many supporting items to get its full value. The high cost combined with multiple In-hand Assassin item nerfs has seen this item struggle to be built. A lower cost frees up some gold to help support this item as a whole

 

  • Decreased cost from 2500 to 2350.

BERSERKER’S SHIELD
Berserker’s Shield and Ancile existed as bruiser items that struggled to be tanky enough for Warriors and offensive enough for Assassins. These items are being shifted more towards Assassins. Both items are losing Protections in favor of additional Physical Power. The goal is that Assassin’s have options to protect against specific targets without becoming full on Bruisers themselves.

 

  • Decreased Physical Protection from 30 to 20.
  • Increased Physical Power from 40 to 50.
  • Increased Physical Power from Berserk Passive from 20 to 30.

WARDED SHIELD
  • Decreased cost from 1400 to 1150.
    • The cost of items that are built from Warded Shield have remained unchanged.
  • Decreased Magical Protection from 35 to 25.

ANCILE
  • Decreased Magical Protection from 50 to 30.
  • Increased Physical Power from 40 to 60.

SERRATED EDGE
Serrated Edge’s passive definitely asks for gods to play very differently with their abilities to maximize its use cases. The passive providing Basic Attack Power limited the pool of gods who could opt into this play style even further. Changing this to Physical Power should open this pool up.

 

  • Now provides 10 Physical Power per stack.
  • No longer provides 10 Basic Attack Power per stack.
Magical Item Adjustments

CELESTIAL LEGION HELM
Celestial Legion Helm gives mages who are concerned about Physical Damage a strong counter choice; but the lack of Power made that tradeoff difficult to justify. Some extra Power will help this tradeoff feel more in line with other choices.

 

  • Increased Magical Power from 60 to 70.

SPEAR OF DESOLATION
Spear of Desolation and Spear of Magus have similar stats but different passives, with Magus feeling like a generally stronger and more flexible passive. For gods with lower cooldown Ultimates (or for extended fights) it will now reduce ultimate cooldown a more significant amount

 

  • Now decreases ultimate cooldowns by 8s on getting a kill or assist on an enemy god in addition to reducing non-ultimate cooldowns by 2s.

OBSIDIAN SHARD
Magical Penetration has largely settled into a fine spot, but we see Obsidian Shard struggle to compete with other % Penetration options. This extra power should help it match Charon’s Coin as one of the two 20% options.

 

  • Increased Magical Power from 70 to 80.

POLYNOMICON
Polynomicon is a fun item for many players but struggles to really rack up a win. A small boost to power will round out its strength and allow it to see more success.

 

  • Increased Magical Power from 85 to 95.

CHARON’S COIN
  • Added new art to indicate which stacks are gained on the buff bar. Green “Heads” for Hp5. Yellow “Tails”/boat for Movement Speed.

SOUL REAVER
Many players during our initial Magical Penetration changes felt Soul Reaver fought with our stated goals. It provided not only a powerful stat against tanks but a tank shredding passive, doubling down as a potent one off item. We are removing the Magical Penetration and moving it to something focused more on general offense; but are adjusting its passive and cost to highlight its identity are a % health shred option

 

  • No longer provides 10% Magical Penetration.
  • Decreased cost from 2850 to 2650.
  • Increased % health damage at maximum strength from 7% to 9%.

ROD OF TAHUTI
And Rod of Tahuti is the item that is more aligned with our Magical Penetration goals. Rod of Tahuti’s cost and lack of utility passive has made it struggle to find a solid place in the Meta. The extra Penetration will make this a much more attractive option for mages across all styles of play. We will keep a close eye on this item as simply adding 10% Penetration is a large buff, but one we felt was appropriate for a very late game Mage item that has struggled compared to utility items.

 

  • Now provides 10% Magical Penetration.

CURSED ORB
  • Decreased Movement Speed from 3% to 2%.
  • Decreased Stack count from 5 to 4.
  • Increased Magical Power per stack from 3 to 4.
    • 15 to 16 total.
    • Extra stack of movement speed lost

DOOM ORB
Doom Orb and Cursed Orb bring very early speed to Mages. Not only has this become a more dominant strategy in recent months but we expect Movement Speed to be extra strong on a larger Season 8 Conquest.

 

  • Decreased Movement Speed from 6% to 4%.
Warrior Item Adjustments

SHIFTER’S SHIELD
Similar to Berserker’s Shield and Ancile, Shifters fell into a world of not being tanky enough for bruisers but not offensive enough for Assassins. We are however shifting this toward a Bruiser playstyle, bringing up its protections in all situations.

 

  • Increased Physical Protection from 15 to 25.
  • Increased Protections gained while under 75% Health from 35 to 40.
  • Decreased cost from 2400 to 2350.

FROSTBOUND HAMMER
The Hammer Tree is also seeing a slew of adjustments with the goal of bringing The Sledge more into line and boosting unused Hammers into more relevance. Frostbound Hammer will provide some extra offense and utility in the form of its Attack Speed reduction. Pairing this with the newly adjusted Witchblade could prove a powerful combo against Basic Attack gods.

 

  • Increased Physical Power from 25 to 35.
  • Increased Attack Speed Reduction from 15% to 25%.

RUNEFORGED HAMMER
Runeforged Hammer is being shifted around, making it more attractive for gods who rely on higher base damages and less on scaling.

 

  • Increased Health from 200 to 250.
  • Decreased Power from 50 to 40.
  • Increased Passive damage increase from 15% to 20%.

THE SLEDGE
The Sledge has dominated the Warrior item pool, and previously we felt it needed to remain that way to ensure Warriors felt impactful. With the new Season and improved Bruiser choices we feel we can safely take this item down a notch.

 

  • Decreased Health from 300 to 250.
  • Decreased Protections per stack from 10 to 8.

SHIELD OF REGROWTH
Similar to Doom Orb, Movement Speed on Season 8 is more valuable than ever. While this nerf looks more significant the boost was already suffering from Diminishing Returns, putting it closer to the nerf Doom Orb experienced.

 

  • Decreased Movement Speed on Passive from 40% to 30%.
Hunter Item Adjustments

DOMINANCE (NEW ITEM)
To kick off the Hunter section we have a new Physical Penetration option! Dominance is a new item to the Charged Morningstar tree, providing a decent chunk of Power, Mana, and extra Penetration for your Basic Attacks. More specifically this item provides many stats a Hunter may want but not all of them in one go. We hope this item can flex into a variety of Hunter builds without enforcing a specific build that shines above other build choices.

 

  • Builds from Charged Morningstar
  • 2500g
    • +55 Physical Power
    • +200 Mana
    • +20 MP5
    • +10% Physical Penetration
      • PASSIVE – Your Basic Attacks benefit from an additional 10% Physical Penetration.

ATALANTA’S BOW
Speaking of items that provide many stats, as a 20% Penetration option with Power, Attack Speed, and strong utility, Atalanta’s Bow dictated much of the Season 7 Hunter builds. We are removing 10% Penetration and reducing its cost to allow it to still be a strong option, but one that flexes into your build rather than determining it.

 

  • Decreased Physical Penetration from 20% to 10%.
  • Decreased cost from 2450 to 2200.

THE EXECUTIONER
The Executioner also saw heavy adjustments in the Season 7 Penetration adjustments that resulted in it disappearing from most builds. We are increasing its stack count allowing it to provide similar levels of Penetration that it used to but requiring a longer engagement before it fully comes online.

 

  • Increased Maximum Stack count from 3 to 4.
    • 21% to 28% Penetration total

8 POINTED SHURIKEN
Critical Strike in SMITE has many fans and enemies, but we think something most players would agree with is that low Critical Strike chances randomly triggering 3 times in a row feels distinctly unfair. Going forward only Tier 3 items will provide Critical Strike chance. These items have enough Critical Strike Chance that they begin to feel fair as the players have more heavily invested into this build path with a sufficiently high chance, rather than a 5% chance from Hidden Dagger.
  • No longer provides Critical Strike Chance.
  • Increased Power from 15 to 25.
  • Decreased Cost from 1500 to 1400.
    • All upgrades still retain their same full item cost.

HIDDEN DAGGER
  • No longer provides Critical Strike Chance.
  • Increased Physical Power from 10 to 15.

SHORT SWORD
  • No longer provides Critical Strike Chance.
  • Increased Physical Power from 20 to 25.
  • Decreased Cost from 1500 to 1350.
    • All upgrades still retain their same full item cost.

RAGE
  • Increased Physical Power from 20 to 30.
  • Increased Cost from 2400 to 2500.

DEATHBRINGER
With the changes to Critical Strike in low amounts and the core of Hunter Penetration being adjusted, we want to ensure Critical Strike items provide enough late game power. Deathbringer while fun has struggled to be effective. Some extra power will help bolster Critical Strike builds.

 

  • Increased Physical Power from 40 to 50.

SHADOWSTEEL SHURIKEN
All the Shurikens are also seeing a boost. Their utility often came at a heavy premium that made Critical Strike builds feel underwhelming. Some extra stats behind each item (or lowering the cost to help its overall power curve) will help them stand out.

 

  • Increased Physical Power from 30 to 40.
  • Increased Attack Speed from 10% to 15%.
    • This item received additional changes outlined in the anti-healing section.

WIND DEMON
  • Increased Critical Strike Chance from 15% to 20%

POISONED STAR
  • Decreased cost from 2500 to 2300.
  • Decreased poison slow from 15% to 10%.
GOD BALANCE
JANUS
Janus has a long history in SMITE. When strong he often feels very frustrating to fight against, with moments of high variability in his damage output combined with strong high level utility. Over time his utility and damage have been nerfed in response to the point where he struggles to see success at any level of play.
Our goal of this minor rework is to help improve this variability around his kit when it comes to damage. We want players to have a more consistent experience when playing as and against Janus. Unstable Vortex will lose its center dead area but still reward players for lining up a double hit. Through Space and Time will still bring teamwide mobility and a strong chunk of damage to anyone unfortunate enough to be hit, but it can no longer literally one shot a full health target.

 

PORTAL
  • Players falling from a Janus portal can now be damaged before they hit the ground. (Previously they were untargetable until after they hit the ground completely, which was inconsistent with other banish effects.)
  • Going through Janus’ portals now has a unique sound to different it from the Blink Relic

UNSTABLE VORTEX
  • Unstable Vortex now damages enemies who are in between the two Vortex projectiles.
    • A chain of energy connects the two orbs, showing this damage area.
    • Enemies can still be “double-hit” if they are hit where the orbs meet.

THROUGH SPACE AND TIME
  • This ability can now only ever deal up to 75% of a target’s max health.
  • This ability’s audio has been adjusted to be more audible as it travels.
BAKASURA
Bakasura, Ra, and Poseidon are seeing nerfs to their Movement Speed. In Season 8 Movement Speed is stronger than ever due to a larger Conquest map. We looked at all gods and their Movement Speed and wanted to only nerf already high performing gods rather than blanket nerfing a wide array of gods without everyone having a chance to develop their own metas. These gods likely could use nerfs to begin with and are gods we would have expected to excel even more in a Season 8 world.

 

INSATIABLE HUNGER
  • Decreased Movement Speed from 7% to 5% per stack.
RA

SPEED OF LIGHT
  • Decreased Movement Speed from 6% to 5% per stack.
POSEIDON

CHANGING TIDES
  • Decreased Movement Speed from 15% to 10% at Max Tide.
AGNI
Similar to some other items we have discussed, Combustion has a much different strength when Agni can hit minions versus fighting gods directly. Generating additional stacks when hitting gods helps Agni players who can land Basic Attacks during a hectic fight.

 

COMBUSTION
  • Basic Attacking a god now provides 2 stacks.
CHERNOBOG
Vicious Barrage scales on both Attack Speed and Duration, effectively making it a very weak level 1 stim but allowing it to even out with other stims by level 20. Decreasing its Mana cost and increasing its base Attack Speed help to even out its power through its ranks while allowing Chernobog players more flexibility when choosing to use this ability.

 

VICIOUS BARRAGE
  • Increased Attack Speed from 20/30/40/50/60% to 40/45/50/55/60%.
  • Decreased Mana cost from 70/90 to 60/80.
CHIRON
Chiron’s Passive provides strong regen but often lacks the impact of other Passives. Herbal Medicine will now provide Power to allies being healed, giving it that extra kick for Chiron and his allies

 

HERBAL MEDICINE
  • Provides Power to allies being healed.
    • 5 (+1 per level) Physical Power
    • 10 (+2 per Level) Magical Power.
CHRONOS
Chronos and Sol are often talked about with other Magical ADCs who had a very strong showing at the start of Season 7. Since then many of the core items that really boosted the role have been nerfed and adjusted, leaving Chronos and Sol underperforming. They are both gaining some general Attack Speed and Scaling on their damaging abilities to help them compete with other Magical ADCs.

 

GENERAL
  • Increased Attack Speed per level from 0.8% to 1.5%.

STOP TIME
  • Increased Scaling from 40% to 45%. (80% to 90%)
DANZABUROU
The Legendary Tanuki has exploded into our hearts! This fun filled Hunter has been fun to watch, proving himself to be a formidable foe in his debut. Dubious Savings’ Bonus Power and the base damage of Fool’s Gold in particular make him a difficult opponent to survive against early on. We are reducing both to give enemies a fighting chance against this tricky Tanuki.

 

DUBIOUS SAVINGS
  • Decreased Bonus Power from each pouch from 10 to 6

FOOL’S GOLD
  • Decreased base damage from 70/125/180/235/290 to 70/120/170/220/270
  • Decreased damage from subsequent hits of money bags and explosions from 20% to 15%
FENRIR
Fenrir is often chained down as an aggressive support or a bruiser Jungler. We wanted to give him extra scaling and better access to his strong utility to help him excel when building higher raw power. The biggest change here is Seething Howl providing 2 Unbound Runes. This allows Fenrir in the jungle to more reliably use his runes to clear while still getting access to his Stun when it comes time to gank.

 

UNCHAINED
  • Increased Physical Power Scaling from 80% to 95%.

SEETHING HOWL
  • Immediately generates 2 Unbound Runes upon cast.

BRUTALIZE
  • Increased AoE damage from 50% of Brutalize Damage to 60% of Brutalize Damage.
HACHIMAN
Hachiman’s Eagle Eye definitely scared us during his development. Access to extra long Range Basic Attacks was a concern but clearly this feels fair to fight against. Similar to his last change, Eagle Eye is getting some more love. Lower cooldown will highlight this unique part of Hachiman more often.
Additionally, Hachiman and Rama are seeing an adjustment to their Ultimate. Both gods could dash while exiting their ultimate, causing their animations to break and visually making them seem hitable when they land but allowing them to act earlier than intended. Hachiman and Rama will now resolve the landing from their ultimates before being allowed to act or dash.

 

EAGLE EYE
  • Decreased cooldown from 14s to 12s.

MOUNTED ARCHERY
  • Fixed an issue where Hachiman can fire other abilities while exiting the ultimate earlier than intended.
HERCULES
Hercules’ early game saw a heavy hit with our last round of adjustments. We want to bring up his overall game to offset this heavy hit and Earthbreaker was a solid place to bring that power back. Extra Base damage in addition to scaling will help him scale over the course of the game, bringing more Bruiser strength to late game fights.

 

EARTHBREAKER
  • Increased damage from 80/125/170/215/260 (+50% of your Physical Power) to 90/140/190/240/290 (+60% of your Physical Power.)
IZANAMI
Izanami’s Basic Attacks are weird, and that is a good thing! Her unique attacks allow her to stand out among other hunters, but these attacks did have one strange feeling. As her Attack Speed rose it became difficult to really track how many sickles were out and where in their path they were. In this adjustment we are allowing these projectiles to speed up as her Attack Speed increases, making her Attack pacing feel more consistent across the whole game. This is likely quite the buff, but one that we think will improve her overall feel quite a bit. If we need further adjustments we can address that one we have her attacks feeling fluid.

 

DEATH DRAWS NIGH
  • Izanami’s Sickle projectile speed increases as she gains attack speed. This should result more closely with her sickle returning before a second one fires.
MERLIN
Merlin’s different stances bring unique strengths to the table. Frost slows and provides quick damage (if not a hair too quick), Arcane is large AoE and control, while Fire brings high damage if Merlin can stay close. Fire however didn’t quite hit that stated goal. Radiate in particular ticked slowly, making its impact feel delayed and was often not worth the risk of channeling it on a god. It will now tick more rapidly (and deal more damage over its entire life) rewarding Merlin who can find an opportunity to stay close to his enemies.

 

FROSTBOLT
  • Decreased scaling from 60% to 55%.

RADIATE
  • Decrease time between ticks from 0.5s to 0.25.
  • Change from 10/20/30/40/50 (+30% of your Magical Power) to 6/12/18/24/30 (+18% of your Magical Power) per tick.
    • Total : 40/180/120/160/200 (+120%) to 48/96/144/192/240 (+144%)
NE ZHA
Ne Zha, similar to Fenrir, has often found himself more of a support and it is easy to see why. Flaming Spear encourages high health, his ultimate put him in high danger requiring tankier items, and his overall scaling heavily relied on Critical Strikes limiting his build choice. We want to make Adjustments to better give Ne Zha an opportunity to build Power. Flaming Spear will now scale with power, not health. Armillary Sash can no longer crit but gains heavy scaling. Finally, Wind Fire Wheels will provide flat protections upon landing. These lower protections can mean the difference between life and death for an Assassin but would be mostly a small bonus for a Tank.
At the same time we also are increasing the beads window for Wind Fire Wheels to 0.4s. Even professional level players felt the window to react, especially from point blank, was nearly impossible. Overall these changes should allow Ne Zha to perform as an Assassin more consistently rather than relying on point blank ultimates to contribute.

 

FLAMING SPEAR
  • Heal changed from 0.75% of your Maximum Health per stack to 2/4/6/8/10 + (10% of your Physical Power) per stacks.

ARMILLARY SASH
  • This ability can no longer crit.
  • Increased damage from 70/100/130/160/190 70/120/170/220/270.
  • Increased scaling from 100% to 150%.

WIND FIRE WHEELS
  • Increased the beads window for Wind Fire Wheels. (0.4s)
  • Upon landing you gain 20/25/30/35/40 Protections for 5s.
RAIJIN
Raijin enters and leaves the meta but has currently struggled to see much success. We want to improve the strength of his core kit rather than adjusting his ultimate, as that seems to be currently what pushed him in and out at the highest levels of play. Percussive Storm and Raiju will have a lower cooldown, giving Raijin better access to answers when clearing wave and contesting objectives. Thunder Crash is also getting some scaling, rewarding Raijin players who find a chance to use this ability offensively.

 

PERCUSSIVE STORM
  • Decreased cooldown from 10s to 9s.

RAIJU
  • Decreased cooldown from 16/15/14/13/12s to 14/13/12/11/10s.

THUNDER CRASH
  • Increased scaling on lightning and thunder damage from 20% to 30%. (40 -> 60% total)
RAMA

ASTRAL BARRAGE
  • Fixed an issue where Rama can fire other abilities while exiting the ultimate earlier than intended.
SOL

UNSTABLE MANIFESTATION
  • Increased Attack Speed from 1% to 1.2% (25% to 30%)

STELLAR BURST
  • Increased damage from 35% to 40%. (70% to 80%).
SEASON 8 ROADMAP
8.1 is only the start of another fantastic season of SMITE! What else can you look forward to this year? Well this section will answer that question by spoiling some big things early and hinting at a few others! This list will not cover all of our planned updates, and some things on this list might change.
Upcoming Gods
Our God schedule is keeping steady from past years. See our teaser trailer for your hints about who might be coming this year! There are currently planned to be 6 new gods this year, with at least one of each class. The Babylonian was our big “player requested” addition this year. The rest of the year will be a mixture of surprises and other interesting community requests. Anything players feel like is lacking in Season 8 will very likely be a part of Season 9! Player feedback comes in much faster than we can release gods, so don’t worry, we are listening, just give us some time!
  • Tiamat – 8.2 Launch
  • Gilgamesh – 8.4 Launch
  • 8.6 God
  • 8.8 God
  • 8.10 God
  • 8.12 God
Upcoming God Reworks (In order of release date)
The biggest of balance changes – the rework. When the tuning of numbers alone is not enough to improve certain gods, we apply the concept called “reworking” them. This leads to major changes in ability functionality, or possibly completely new abilities. Here is what we have planned for Season 8.
  • Persephone
    • This goddess is going to receive changes to the functionality of multiple abilities across her entire kit, with the main focus being decreasing frustration of her enemies and taking down her pro-play performance while increasing her casual performance.
  • Bastet
    • We missed the mark on our previous Bastet update. Currently Bastet has strong win % stats in conquest, but players feel underwhelmed by her. We are giving her another new passive and a new Ultimate that should feel much more like a true Ultimate ability.
  • At Least 2 Other Gods
    • In Season 8, more gods will be receiving reworks that change at least 1 ability entirely, or make heavy adjustments kit-wide. We aren’t ready to name them yet but keep an eye out. Our designers have already begun the process on these gods, and we look forward to playtesting them!
Upcoming Item Reworks (In order of release date)
Usually we see more new items in the X.1 Update in each Season. This year the item content is dominated by new and reworked starter items. It’s a lot of items, but it did lead to less changes to traditional Tier 3 items. Because of that, we are going to see more item reworks in a few updates after 8.1.
  • Mail of Renewal
  • Stone of Fal
    • These two are our current top priority, as both items are relatively unpopular. We are planning to make them into more interesting options for tanky gods.
  • Item Particle FX
    • Some Items create pretty bold particles on hit, which we think is cluttering the game and obscuring vision, we are going to do a pass on these particles to make sure only essential information is conveyed this way, and tone down a lot of item FX. We have done this before and it felt like a big improvement, so it’s time we did it again.
  • Other Items
    • It’s likely that other items will be reworked in Mid Season 8 or beyond, but we aren’t planning to share any more details at this time.
Upcoming God Remodels (In order of release date)
Everyone gets excited for a classic god being remodeled. Ares and Isis both look amazing after their Season 7 updates, and we plan to keep the process rolling through Season 8. Remodels are a time consuming process so we have to pace ourselves, but we plan to keep implementing them in the same ways as we did for Ares and Isis.
  • Sobek Remodel
    • A lot of gods get brought up for remodel, so we have to look closely at the feedback and data to decide who goes next. In our opinion we saw Sobek as the clear front-runner. Sobek’s remodel has already been concepted and started in 3D Modeling, and will be launching early in Season 8!
  • At Least 1 Other God
    • We have one more god pretty locked down for remodel, and hopefully will be able to find time for more
Upcoming Skins for Gods who aren’t often skinned
We want to make sure that all gods get quality skins within a reasonable amount of time. We have been actively tracking the gods who have gone the longest without a new skin to make sure we prioritize them in our planning. We can’t skin every god every year, but we can get close! Here are a few gods who have gone a while without a skin, and our plans for them in Season 8.
  • Artwork already started (definitely happening)
    • Cerberus
    • Baron Samedi
    • Kuzenbo
    • Serqet
    • Erlang Shen
    • Kali
    • Vamana
    • Zhong Kui
    • Thoth
  • Planned, but not started (likely happening)
    • Chronos
    • Sylvanus
Upcoming Events and Modes
And now we can zoom out a little, looking beyond each individual god or item. Game Modes and maps are a huge part of SMITE. We want to constantly be creating new twists on our current games so that they feel fresh and exciting. This year will have a heavy focus on Conquest but we want to reassure the community that we have specific plans for non-Conquest modes as well.
  • Maps and Game Modes
    • Conquest
      • As mentioned above – S8 Conquest is planned to have 3 more updates throughout Season 8
    • At Least 1 other Map
      • We also have plans for art and design updates to other maps in SMITE that we expect to release within Season 8!
  • 2 Crossover Events
    • We cannot reveal any details about them, but this pace of “2 a year” is feeling really good for the dev team and players alike. We are going to try to continue this throughout Season 8 with a focus on making sure we find good fits for combat styles between each IP character and SMITE god. Crossover events should be somewhat rare and the skins need to be super high quality. We think Avatar and TMNT nailed this concept and we plan to keep the bar as high as those two crossovers did.
Upcoming Quality of Life, Systems, and UI
Gods, Items, Skins, and Modes have been covered, but there is so much more to SMITE. We have been keeping a constant focus on continually updating the SMITE client through UI and systems changes.
  • Clans will return in 2 Phases
    • Phase 1 – Initial rework launch limited to only essential functions – Early S8
    • Phase 2 – New systems, and new rewards  – Late S8 / Early S9
    • Clans in SMITE had some pretty serious technical issues on the backend that could lead to game crashes and server crashes. In order to fix these we have had to scrap a lot of the code systems and start from scratch. We plan to release the core functions early in S8 focusing on facilitating social gameplay. This release will likely have more features cut rather than added when comparing to the previous Clan system.
    • However, we do plan to bring in UI updates, new features, and new reward systems later in the year. We will take our time with phase 2 to avoid any future issues with the Clan system.
  • UI Updates (not in order of release date, just current top priorities)
    • Esports and Livestreams Updates – and Viewer Store Updates – in 8.2
    • Purchasing Experience – More intuitive and clear UI elements when buying things
    • In-Match Experience – Item Shop, HUD, and Gameplay Clarity for all platforms
    • Ranked UI – Improving Clarity on MMR, Rank, and Matchmaking
    • Many more miscellaneous Quality of Life features are planned and we hope to continually ship these with and around the bigger updates.
POST PTS BALANCE CHANGES AND BUG FIXES
Balance
Thanks to everyone who participated in our Season 8 PTS. We had some of the largest turnout for a PTS we have ever had and it was amazing to see everyone play on the new Season 8 map and try out all the new items and balance. Our goal with this set of balance adjustment is to look at outliers that have a high risk of dictating the meta and give them softer adjustments before they see Live play in the coming weeks. We don’t want to overreact before players have had a chance to develop their Season 8 strategies over a longer period of time.
Items like Sentinel’s Embrace and Animosity are probably the standout for strong items that are not receiving an adjustment. These items while strong should feel that way as they are largely limited to Supports. This gives them a strong role and exciting role to play late into the game. To pick these up on non-support roles players must forgo a starter at the beginning of the game or go one that may not help them (and in the case of Animosity, lower their XP gain). We will keep a close eye on this. If this drawback is not as strong as we believe it is it is possible items like these could begin to dictate the meta in unhealthy ways and we will make adjustments to address this.

DEATH’S TOLL
Death’s Toll was a standout during the PTS cycle. The safety it provided was simply too high. A cost increase paired with a nerf to its safety should bring it more in line with the more aggressive or farm oriented choices.
  • Increased cost from 700g to 750g
  • Decreased Health Restore from 1% Maximum Health to 0.75% Maximum Health

DEATH’S EMBRACE
Death’s Embrace doubled down on Death’s Toll’s viability as a starter. Not only did this item provide hefty sustain but the power provided made it a successful offensive choice as well. By nerfing the power on this item the tradeoff is more clear between offensive capability and sustain. We will also continue to keep an eye on gods using this item to solo team based objectives and make adjustments if this strategy becomes too effective.
  • Decreased Physical Power from 80 to 65
  • Decreased Magical Power from 140 to 110

MANIKIN SCEPTER
Manikin Scepter was able to succeed in many roles. Hunter’s and Solo Laners in particular found the burn combined with the ability to control objectives around them quite potent. It is an interesting strategy but it was slowly becoming a dominant one. We are decreasing the burn damage but increasing the damage done to Jungle Monsters. This should take the edge off its potency in lane while preserving its strength for Junglers.
  • Decreased damage over time from 20 Physical Damage to 16 Physical Damage over 2 seconds
  • Increased Jungle Bonus Damage from 2.5x to 3x

EYE OF THE JUNGLE
The large amount of Attack Speed put this starter above most other Jungle choices for many gods, even if they didn’t value Attack Speed too highly. We are decreasing this Attack Speed to ensure a healthy choice of Jungle Starters at the start of the Season.
  • Decreased base attack speed from 20% to 15%

PROTECTOR OF THE JUNGLE
Protector of the Jungle’s stat efficiency was through the roof and further pushed Eye of the Jungle as the go to starter. In line with our goal of softer adjustments to bring things into a more even playing field, we are decreasing the passives effectiveness by 3%. This item is likely still quite good, but more comparable to other options.
  • Decreased the passive bonus from 15% to 12%

BUMBA’S DAGGER
Bumba’s Dagger is the safe choice for Jungler’s, but even with options like starting with T2 boots we saw this item struggle to be effective. The early clear in particular fell behind other starters. We are increasing the bonus damage (combined with a fix that should prevent some cases where it was being mitigated) to help bolster its early game strength.
  • Increased bonus Basic Attack damage from 15 to 20 True Damage

THE ALTERNATE TIMELINE
The Alternate Timeline has a lot of hype surrounding it. A potent effective with a massive cooldown definitely gets people talking! This is a minor adjustment to better focus it’s stats while we continue to keep our eye on this effect.
  • No longer provides +15 MP5

ORNATE ARROW
  • Text now specifies it provides Physical Critical Strike chance.
NE ZHA
The Lotus Prince definitely feels more successful as an Assassin, with higher scaling on his Sash combined with a Power Scaling heal. However, the strength of this heal scaling was simply too high. We are cutting the scaling in half, keeping it as a strong self heal for Ne Zha players that can generate passive stacks. Just not one that undoes a full round of abilities in an instant.

FLAMING SPEAR
  • Decreased Physical Power Scaling on the heal from 10% per stack to 5% per stack.
DANZABUROU
  • Fixed an issue where the looping sound FX on Danzaburou’s ultimate rocket would not play for the entire duration as it traveled
  • Increased the volume of the sound FX on Danzaburou’s ultimate rocket
JANUS

PORTAL
  • Changes that were planned for this ability for 8.1 are being reverted and will not go live in 8.1. This is due to the issues it had when Janus used the ability on himself.
  • We do plan on still going forward with this change in future updates, but with specific programming to only change the functionality of the falling state at the end of the ability.
JORMUNGANDR
  • Jormungandr’s basic attacks will not trigger any item effects, including all starter items and their upgrades. Previously he was allowed to trigger blessings only because the effects were limited, but the 8.1 starters create clear break cases.
Item Bug Fixes
  • General
    • Updated text on many starter items for clarity and consistency
  • Bumbas Hammer
    • Fixed an issue where toggle or multi-fire abilities could trigger this item. This item should behave similarly to Hydra’s Lament and Polynomicon when it comes to what abilities can proc this effect.
      • NOTE: There are two issues we are aware of that will be fixed in 8.2. Some abilities such as Nemesis Shield and Hera’s Shield will trigger this item after the shield fades. This does not match Hydra’s Lament or Polynomicon which procs immediately. Additionally, Zhong Kui’s ultimate and Ah Puch’s Undead Surge will not proc this item. We are working on a fix to allow this item to proc in this situation.
  • Starter Items
    • Fixed an issue where players could buy additional starter items.
  • Manikin Mace
    • Fixed an issue where Jungle Bosses could immune a portion of this items damage.
  • Manikin Scepter
    • Fixed an issue where this item did higher damage to Jungle Monsters than listed.
  • Diamond Arrow
    • Fixed an issue where this item wasn’t stacking
  • Hunter’s Cowl
    • Fixed an issue where this items aura could stack multiple times.
  • Leather Cowl
    • Fixed an issue where this items aura could stack multiple times.
  • Death’s Toll
    • Fixed an issue where Basic Attacks that should not trigger item effects were triggering this item. This was most notable on Jormungandr.
  • Aura Starter Items
    • Fixed an issue where the auras could remain when these types of items were sold.
Map Bug Fixes
    • Fixed an issues where minions were not providing any gold when damaged by towers
    • Fixed multiple issues with towers visual FX
    • Missing Invade Debuff on enemy doors and enemy jungles
      • Jungle invader curse
        • Persistent area active until 1m on game clock in the enemies entire jungle
        • Debuff lasts 5s
      • Doors Invader curse
        • Persistent area active whole game, but only on door open pads
        • Debuff lasts 5s
    • Fixed  Base Door Audio
      • Allied doors open instantly
      • Enemy doors take 3s to open, and now audio cues will play to show that this is ticking up
    • Fixed an issue with fire giant where some unintended collision would remain while fighting it
    • Fixed an issue where sometimes fire minions would not have the proper visual FX or minimap icons
    • Fixed a large amount of collision issues
      • Fixed issues where god could clip into environment,
      • Fixed issues where areas had invisible walls
      • Fixed issues where some areas the fog didn’t match jungle edges
      • Fixed issues with wall-interacting abilities (Janus)

 

  • Pets that can travel far from their god (Chang’e and Baba Yaga) can now open doors
  • Other god pets with more combat focused and max distances will not be able to open doors, and will continue to try to go through the doors if its the shortest path, even if doors are closed
UI Bug Fixes
  • Fixed a variety of issues with Role Trading
  • Added Jungle Guides Art to the map
  • Fixed an issue where new Guides could not be toggled from the in game “guides” menu
  • Added a cooldown to the audio on help tip popups
  • Fixed an issue where towers were using temp icon art >:0
  • Updated Mini Map Icons for:
    • Lesser Scorpions
    • Greater Scorpions
    • Role Guide Waypoint
Conquest Environment Art
  • Lots of additional Environment Art decoration and props have been added throughout the map
  • Totem of Ku and tower radius should no longer be visible on the back sides of walls
  • Adjusted the floor brightness and height of FG and Pyromancer areas
  • Decreased the density of jungle fog as well as adjusted the distance effect
  • Made artistic changes to better highlight the Titan leash radius of the Chaos base
Additional Clarity and Messaging
  • Item Attack Speed Slows & Item Slows
    • Item Attack Speed Slows and Item Slows are strongest wins, meaning the strongest possible effect from 1 item will take priority over other item effects. This means they cannot stack. This already exists with Frostbound Hammer and Witchblade for example, but will now also extend to the new starters where applicable.
  • The Alternate Timeline
    • We are aware of selling/rebuying as an exploit case to reset its cooldown. This is technically consistent with an item like Magi’s Blessing; but given its extreme cooldown and effect it likely needs different rules. We do plan on a fix for this issue going into 8.2.
  • Known issues / upcoming fixes
    • We have a long list of smaller issues also fixed for 8.1 that were left out here, as well as many smaller ones planned for fixes ASAP like 8.2. So if you don’t see something on this list, please try to report it after 8.1 goes live.
    • Custom Builds/Auto Build will not upgrade new starters for you automatically
    • Season 8 Map
      • Adding the Spectator version of the map with reduced trees and lowered heights of certain objects
      • Doing a pass on height of trees and collision on higher objects for in-game version of the map, for gods with aerial/global abilities
      • Adjustments to rules and visual elements of new objectives
      • Additional balance on starter items
      • Scorpions are scaling health properly
  • Viewer Pass
    • We are actively working to get VP back up before 8.1 and through 8.1, hopefully this will be active again next week.
    • It will be using the new Twitch drop system and be a little unique to this strange intermediate time, before things get set up more permanently in 8.2
    • The Viewer point 75k reset will not happen until 8.2
    • All of 8.1 will have faster 75k skin rotations (weekly)
    • At 8.2 launch
      • Agni Skin Bundle will leave the store – new bundle will be introduced that  you’ll need to buy for the S8 point boosts
      • Valkyries Bride Thor will leave the store, and be replaced with a new skin
      • The Dunk Father Odin will leave the store and be replaced by a new 200k skin,
      • We will return to the normal pace on 75k skin rotations (but new skins will be featured)
      • Other new shop changes to be shown on 8.2 update notes
    • Throughout Season 8
      • Artemis and Raijin will remain and eventually be replaced by new 200k skins
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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Konami Not Shutting Down Its Gaming Division

Konami has denied and said that they are not shutting their gaming division down, after a report by IGN shared that the company is doing some internal restructuring but quelled reports and speculation by media that they are leaving the game making business.

Announced at the company’s official website, the organizational restructuring was announced to investors — wherein they are shutting down three production divisions.

The story began in an announcement to investors of, among other things, organizational restructuring. A post on the Konami Digital Entertainment website explained that it will dissolve Production Divisions 1, 2, and 3, “to respond to the rapid market that surrounds us.” With Production Divisions previously representing the company’s home of game development, some took this to mean that gaming production at the company was being shuttered as a whole.

However, in a statement to IGN, a Konami representative wrote: “The announcement made refers to an internal restructure, with Production Divisions being consolidated. We have not ‘shut down’ our video gaming division.”

Konami hasn’t been quite active in recent years and has concentrated mostly on panchiko slot machines rather that full-fledged games. The company has released Anniversary Collections for their Castlevania and Contra franchises, and is making the next installment of their eFootball PES series in PES3 2022 for next-gen consoles. However their relationship with Hideo Kojima deteriorated and led to the developer splitting from the company following the release of Metal Gear Solid V: The Phantom Pain and the cancellation of the Silent Hill reboot game “Silent Hills”. Konami still owns the rights to the Metal Gear series and released a multiplayer spin-off game in Metal Gear Survive, but no other mainline Metal Gear game has been made since then. It’s understandable why some fans and media have speculated that the company was exiting game development, but they have quickly denied that and confirm they remain in the business.

Our last Konami related report was Dead by Daylight holding a crossover with the Silent Hill series, which you can read here.

Tim Villasor

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Top 5 PS4 Features We Want to See Return on the PS5

While the PS5 is a whole lot faster, stronger, and more advanced in almost every way compared to its predecessor the PS4, there are quite a few PS4 features that are missing from the PS5! With that in mind, we’ve decided to list the top five PS4 features we want to see implemented on the PS5 at some point.

Now, given the PS5 is still in its infancy, we’re expecting (or hoping) that some of these ommitted features will be available at some point. Note that this list only contains console-only features and doesn’t include the controllers, games and so on.

5) PS4 Zoom Feature

Did you know the PS4 had a zoom feature? Well, it did! And it was dead useful for games that didn’t have a Photo Mode. Unfortunately, this is one of the features that got axed by Sony on the PS5. Still, this seems like a simple feature to implement via a firmware update, so here’s to hoping this will be part of the PS5 soon!

Note that this feature also helps people with reading problems as well, which is an accessibility feature that Sony took out for no good reason.

4) Proper Trophies Layout

If you checked a game’s Trophies on the PS4, you’ll see something similar to the image above: it shows the game name, Trophy name, what kind of Trophy it is and more. It manages to do that and ain a neat way too.

On the PS5? Nope. Each game’s Trophy icon is big, obstructive and seems like a step backward compared to its last-gen sibling.

3) Folders

While this might not be a problem currently (see below on why), the PS5 not featuring folders will be annoying to gamers who want to sort out their games per genre, or just want their dashboards looking neat. This seems like a no-brainer addition in the future via a firmware update, though we have to wonder: why take it out in the first place?

2) Themes

Remember how awesome it was to customize your PS4’s dashboard with static or dynamic themes? It got so popular that games even included custom themes as part of their pre-order bonus packages and whatnot. Unfortunately though, on the PS5, hovering over a game completely covers the screen with that particular game’s info, which makes themes kind of useless.

This is a confusing removal as Sony earned extra money from selling themes to gamers on the PlayStation Store, and used it to commemorate special PlayStation events even.

Third-party HDD support

Here’s why the PS5 not featuring folders isn’t that big of a deal for now: the PS5 HDD won’t hold enough games for you to need ’em (sort of)! While we have no doubt that third-party HDDs will be available to expand the memory of the console soon, the fact that it’s not available out of the gate is downright inane! I mean, the PS5 has an all-digital version for crying out loud!

For now, PS5 gamers are stuck with having to delete their PS5 games and redownloaded them if they run out of disk space. One would have guessed that Sony learned from the PS Vita’s mistakes and not offer proprietary storage solutions, or at the very least, be mindful that games these days are BIG, and the 600GB+ storage space the PS5 has out of the box can’t possibly last an entire year’s worth of releases.


Do you agree with our list? What PS4 feature do you want to see on the PS5? Let us know your thoughts down in the comments.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Apex Legends Season 8 Will Introduce Gold Magazines That Can Automatically Reload Holstered Weapons

In case you didn’t know, Respawn Entertainment is set to drop a new legend into the game when Season 8 “Mayhem” starts next week on February 2! While the big content in the new season is the new legend named Fuse, it seems that the upcoming season will also introduce players to the Gold Magazine attachment and it sounds insanely powerful!

EA is set to launch the gameplay trailer for Apex Legends Season 8 tomorrow, January 26, at 8 a.m. PT/11 a.m. ET! In the video description of the upcoming trailer, tucked away is the mention of this Gold Magazine!

Fuse arrives in Season 8, and he’s packing plenty of attitude — and things that go boom. Pick apart the opposition with the Salvo’s most popular weapon, the lever-action 30-30 Repeater. Explore an obliterated Kings Canyon reshaped by Fuse’s arrival. Look out for Gold Magazines, capable of automatically reloading holstered weapons. Plus grab the latest Battle Pass and blast through the competition in Ranked. Ready to master the mayhem?

Granted, this is a gold item pick up, but still! This sounds insanely powerful and I can already see some players abusing the heck out of it. Let’s hope Respawn properly tested this or we’ll be needing a new update very, very soon the moment Season 8 launches.

Once the gameplay video is live tomorrow, we’ll be sure to let our readers know about it ASAP.

Thanks, DANNYonPC!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Sony Launches “PlayStation 5 Launch Collection Merchandise Bundle;” Includes Water Bottle, Hat & More

If you’re one of the many people that still can’t nab a PS5, Sony has launched something today that might make the wait a wee bit easier (or harder). Called the “PlayStation 5 Launch Collection Merchandise Bundle,” this package includes a water bottle, phone case and more that showcases just how much you love the PS5 and PlayStation brand!

Priced at $34.99 $49.99 on Amazon, the full contents and screenshots of the items can be seen below.

PlayStation 5 Launch Collection Merchandise Bundle Contents:

  • Merchandise approved by PlayStation for high quality Standards and Child Safety
  • Dad hat polyester-wool blend with embossed adjustable clasp
  • 17 oz. Stainless steel water bottle double wall insulation, keeps drinks hot/cold for hours, wide-mouth and leak-proof, bpa Free
  • Knit socks – high quality polyester-spandex blend, One size fits most
  • Tech Decals — Premium 3M Material, Scratch and water Resistant, Leaves No Residue

Of course, this doesn’t fix the biggest issue which is a shortage of PS5 units. That said, if you’re a diehard PlayStation fan and just want to represent the brand in your everyday wear or lifestyle, then this is just the package for you

Update: Updated the price to the correct one which is $49.99. It’s currently discounted on Amazon.>

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Dying Light 2 Collector’s Edition Contents Leaked by Retailer

While Techland has promised “fresh updates” regarding Dying Light 2 this year, it seems our first major piece of info to chomp on didn’t come from the studio, but rather, a retailer! The existance of a Dying Light 2 Collector’s Edition has been leaked and here’s what’s in it.

According to Reddit user LuRo332, the image below showcasing the contents of the Dying Light 2 Collector’s Edition has been outed by Xzone Czech. It’s currently priced at a hety 210 € (or roughly around $250-$255). and comes with a steelbook, a snazzy figure, a UV flashlight and more.

  • Collector’s Box
  • Dying Light 2 game disc
  • UV Stickers
  • UV Flashlight
  • Limited Figurine
  • Secret Locations Map
  • Art Book
  • Steelbook case

Don’t forget, this has in no way been verified by Techland, so take it with a grain of salt. That said, given how these things work when it comes to retailer leaks, chances are very high that this is the real deal and that Xzone Czech has accidentally posted it ahead of its official reveal.

Originally set to ship in Spring 2020 before last year’s release date push back announcement, Dying Light 2 currently has no set release date.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.