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Mise à Jour Bonus 8.1

Merci à Kingkkrool pour la traduction.

Nouveaux Costumes de Dieux


Heimdall Home Run

Exclusif | Naissance de Babylone

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Thot Livre des Cauchemards (Book of Nightmares)

Exclusif | Naissance de Babylone

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Pélé Dague du Dragon (Dragon’s Dagger)

Exclusif | Coffre Dragonicide

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Achille Androïde Moderne (Modern Android)

Exclusif | Coffre Dystopique

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Equilibrage des Objets

What an exciting new season it has been! Everyone has been trying out a ton of stuff and we have been trying our best to keep up with the ever changing data and feedback we are getting! In this Bonus Balance we are largely looking at bringing the starters closer in performance to each other while addressing hot button concerns with potential strategies that may be less than fun. 

Gemme Conduit (Conduit Gem)

Conduit Gem has largely been the top performer. Its raw power combined with solid regen and solid upgrades put its direct competitor, Sands of Time in a strange spot. Nerfing the regen and Magical Power both puts more focus on playing around its passive but gives Sands of Time a better shot as succeeding in its regen niche.


  • Réduction des PdM5 de 15 à 10.
  • Réduction de la Puissance Magique de 30 à 25.



Gemme de l’Archimage (Archmage’s Gem)

Archmage’s Gem was also the go to choice for upgrading Conduit Gem. The raw burst provided from this item created an extremely bursty late game for mages. Taking the edge off this items scaling will still let this item burst but at a more reasonable level.


  • Réduction des dégâts de 2,5% par cumul à 2%.



Pendule des Ages (Pendulum of Ages)

Archmage’s Gem was also the go to choice for upgrading Conduit Gem. The raw burst provided from this item created an extremely bursty late game for mages. Taking the edge off this items scaling will still let this item burst but at a more reasonable level.


  • Augmentation de la Réduction de Temps de Rechargement de 10% à 20%.
  • Augmentation de la Puissance Magique par 10% de Mana de 7 à 10.



Sceptre du Mannequin (Manikin Scepter)

Manikin Scepters adjustments will be in two parts. We originally planned for a single bonus balance adjustment that targeted this item’s ability to trade effectively in lane. A decrease in Physical Protection and lane damage should help bring it more into line, especially to help Warriors Axe remain competitive against it with its nerfs. However, we saw very quickly this week Manikin Scepter explode in popularity above other items more than anticipated. With Bonus Balance already prepared to ship to all platforms, we cannot add to it. However, we have seen the item’s usage continue to grow and will be applying an additional nerf in the 8.2 launch.


  • Réduction de la Protection Physique de 15 à 10.
  • Réduction des dégâts supplémentaires de 16 à 12.
  • Augmentation des dégâts supplémentaires contre les monstres de la Jungle de x3 à x4.



Broche à la Pierre Bleue (Bluestone Brooch)

Bluestone Pendant has been a highlight for many players, but struggled to fight solid use at the top levels of play. Particularly Warriors struggle to upgrade this item as none of them provide any defensive benefit. Bluestone Brooch will now serve as the bruiser option for the bruiser focused Warrior.


  • Confère dorénavant 200 de Santé.



Hache du Guerrier (Warrior’s Axe)

Warrior’s Axe was another solo lane item that we have heard a lot about at the top level of play. This item was not only a solid counter to the tick damage of Manikin and Bluestone but was outright good at trading due to the health steal. Removing the flat damage reduction should make matchups against it feel more fair while a small health increase should offset the nerf from feeling too intense.


  • Ne confère plus une réduction aux dégâts de 2.
  • Augmentation de la Santé de 50 à 75.



Hache Scindante (Sundering Axe)

As the direct upgrade from Sundering Axe, it no longer felt like it should provide this flat damage reduction and it seems to be doing quite well already!


  • Ne confère plus une réduction aux dégâts de 5.



Sceau Conjureur (Warding Sigil)

Warding Sigil struggled to see any play as it was too niche, focusing too heavily as a counter to Magic Damage. We are making it a true tanky option with a slight lean on Magical Protection.


  • Confère dorénavant 10 de Protection Physique.
  • Réduction de la Santé de 100 à 75.



Sceau Infusé (Infused Sigil)

The upgrades for both of these items also struggled from both being niche in countering Magical Damage and in Infused Sigil’s case, a passive that didn’t quite feel impactful enough. Infused Sigil will now trigger more often and more an extra punch.


  • Réduction du nombre de charges avant détonation de 5 à 4.
  • Augmentation des dégâts magiques de détonation de 400 à 500.



Sceau du Vieux Garde (Sigil of the Old Guard)

Sigil of the Old Guard is the direct upgrade to Warding Sigil, so to meet with its more tank focused stats this item is gaining some protections as well.


  • Confère dorénavant 30 de Protection Physique.



Drapeau de Guerre (War Flag)

War Flag is unique in that it is a starter item that really encourages aggression and controlling the lane to get farm rather than it being generated on its own. The tradeoff, especially for 700 gold, felt too intense. A cost reduction will allow supports to have more flexibility with additional consumables and item choices to help them succeed with this item.


  • Réduction du Coût de 700 à 600.



Bienfaisance (Benevolence)

Benevolence similarly felt punishing in its cost. This item both asks the Support to sacrifice farm but also incur a high burden of cost. Bringing this cost down will give more freedom in item choices for Supports.


  • Réduction du Coût de 750 à 600.



Etreinte de la Sentinelle (Sentinel’s Embrace)

Sentinel’s Embrace really embodies what it means to support your team. The raw protection provided made this item difficult to ignore and overpowered many other support options. At 100 protections this item will still provide a strong stat line to your team but open up other options to compete.


  • Réduction des Protections partagées aux alliés de 120 à 100.




Sentinel’s Embrace and Compassion are often compared as they do similar effects (protecting your team) in different ways. Without any mitigation on its own the incoming damage taken from allies was too much of a penalty. An extra 40 Magical Protections will soften incoming damage and allow supports to utilize this effect for longer.


  • Confère dorénavant 40 de Protection Magique.



Animosité (Animosity)

Animosity has been fun to watch. While many players have tried to find multiple opportunities to skip buying a starter to utilize the split push power of this item, we have seen that largely fail as a strategy in the stats. However, even if it does struggle the bonus structure damage also doesn’t feel particularly fun to fight against. If it is both ineffective and not fun to play against, we would rather remove this aspect of the item and allow supports to use it to beat up enemy gods. For example, Ymir has been the most successful with this item over Zhong Kui and Erlang Shen, boasting a solid winrate amongst the other starter options available! Go Ymir!


  • Ne confère plus de dégâts supplémentaires aux structures.



Trempe de la Mort (Death’s Temper)

Death’s Temper had an issue that made it not as strong as it should have been, but it also had an issue when it came to gaining stacks. The range on getting a kill was so short it often felt buggy, feeling like a stack should have been given but not receiving one. The range on this should now feel comparable to other items that stack on kill.


  • Augmentation de la portée à laquelle vous pouvez gagner des cumuls grâce aux ennemis tombés de 30 unités à 80 unités.



Bâton de Thot(Rod of Tahuti)

Rod of Tahuti definitely excelled with the bonus Magical Penetration. We do like this item having the Magical Penetration as it feels like a natural item for it to be on, but the Power it now has is too high. Decreasing it to 140 will make this item more comparable to other percent penetration options.


  • Réduction de la Puissance Magique de 160 à 140.


Equilibrage des Dieux

For gods in Bonus Balance we are particularly light. With a new Season comes a lot of experimentation and much of the previous Seasons insights into god strength is hard to measure. Set and Cupid are standouts from last season that seem to be doing exceptionally well still in the newer seasons. In future Patches once players have developed the meta some more we can expect to see more god changes in the Bonus Balance section.



Cupid really climbed the hunter ladder with his changes to Heart Bomb in Season 7. Heart Bomb’s scaling bring a hair too much damage in teamfights while Fields of Love is a constant and difficult to answer threat. The longer cooldown on Fields of Love will lower how often Cupid can burn relics and punish them by himself when they are down.


Bombe-Coeur (Heart Bomb)

  • Réduction de la Contribution Physique de 80% à 75% (10% sur deux coups).

Champs d’Amour (Fields of Love)

  • Augmentation du Temps de Rechargement de 90s à 100s.



Set’s high base damage combined with a strong brawling ultimate makes him a monster at most stages of the game. In particular this change focuses on his level 5 to 10 range where Skewer’s Base damage has come online and the flat healing of Kingslayer is most impactful. In this window Set should be a more manageable threat.


Embrochage (Skewer)

  • Réduction des dégâts de base de 85/135/185/235/285 à 85/130/175/220/265.

Régicide (Kingslayer)

  • Réduction du Soin de base de 45/55/65/75/85 à 35/45/55/65/75.

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