Smite Update 11.99 Patch Notes (Smite 8.11 Transformers Update) – Nov 16, 2021

Smite update 11.99 (Smite 8.11 Transformers Update) is now available to download on PS4, PC, and Xbox One. According to the official Smite 11.97 patch notes, the latest update added a new Transformers battle pass, quality of life improvements, fixes, and changes. Apart from this, Smite version 11.99 also includes various performance improvements.

Previously, a big season update added quality of life improvements. Unfortunately, since the last major patch, players are experiencing several issues with the game.

Today’s Smite patch 11.99 will fix a few of these issues.

Smite 11.99 Patch Notes (Smite 8.11 Transformers Update) – November 16, 2021

BATTLE PASS

TRANSFORMERS Battle Pass (750 Gems)

TRANSFORMERS Battle Pass Plus (1450 Gems)

Paid Track Items:
  • Geb Optimus Prime
  • Jing Wei Starscream
  • Ra Megatron
  • Bumblebee Avatar
  • Megatron Announcer Pack
  • Autobots vs. Decepticons Loading Frame
  • Cybertron Pedestal
  • Cybertron Ward Skin
  • Teleport Grid Recall Skin
  • Cybertronian Level Up Skin
  • Starscream Announcer Pack
  • Grimlock Dino Avatar
  • Universal Greetings Global Emote
  • Kremzeek Ward
  • Transformers Jump Stamp
  • Insecticon Avatar
  • …and more!
Prestige Track Items:
  • Geb G1 Optimus Prime
  • Jing Wei G1 Starscream
  • Ra G1 Megatron
  • Matrix of Leadership Avatar
  • Megatron Avatar
  • Transformers Loading Screen
  • Optimus Prime Avatar
  • Autobots vs. Decepticons Loading Screen
  • Planet Unicron Avatar
  • Sharkticon Avatar
  • Starscream Avatar
  • G1 Transformers Loading Screen
  • …and more!
Free Track Items:
  • Cybertron Avatar
  • More than meets the Eye Global Emote
  • Optimus Prime Announcer Pack
  • Cybertronian Player Title
  • …and more!

QUALITY OF LIFE

General
  • NEW Ranked Conquest Draft System: All Ban
    • This new Draft System will apply only to Ranked Conquest mode for Keyboard + Mouse and Controller queues
    • It will not be applied to any competitive play
    • It will also be a custom draft type option: All Ban
    • All “Bank Time” has been removed
    • Planning Phase – 30 Seconds
      • The first phase before bans, returns to SMITE
      • Each player will be able to mark up to one god they intend to pick, to show to their team mates
      • They can also show up to one god they suggest their team should ban
      • Players can also use this time to attempt to trade roles
    • Ban Phase – 30 Seconds
      • All 5 players on each team will get to ban 1 god at the start of the draft
      • Opponents bans will not be revealed until after every ban is locked or the time expires
      • Duplicate bans can occur (Order and Chaos team each ban the same god)
    • Picks – 20 Seconds each with NO bank time
      • This will follow the same pick order as previous
        • Order – 1st Pick
        • Chaos – 1st and 2nd Picks
        • Order – 2nd and 3rd Picks
        • Chaos – 3rd and 4th Picks
        • Order – 4th and 5th Picks
        • Chaos – 5th Pick
    • Trade Phase – 30s
    • Launch Phase – 10s
UI
  • Players can now see their allies’ Relic cooldowns on the scoreboard
  • Updated God Leaderboards Formula (OLYMPIAN)
    • Wins at higher MMR ranked matches will now count for more MMR on the god leaderboards (high rank players should be able to reach higher tiers of the god leaderboards more easily)
BUG FIXES
UI
  • Addressed a bug where the UI would prevent relics from being Purchased, Sold, or Undone (Shipped in an earlier hotfix)

Updated the ranked queue text to describe the Ranked Requirements that were recently added. As a reminder the new requirements are :

    • Conquest
      • 20 Owned Gods at level 2 mastery or greater
      • 30 PvP Normal Conquest Matches played
    • Joust
      • 14 Owned Gods at level 2 mastery or greater.
      • 30 PvP Normal Joust Matches played
    • Duel
      • No requirement changes to be updated.
General Gameplay
  • Joust
    • Addressed a bug where there was some invisible collision that would block attacks.
Gods
  • Cliodhna
    • Addressed a bug where she could get stuck in walls (shipped in an earlier hotfix)
    • Decreased the volume of the sound effects on her first ability for Cliodhna and her Allies
  • Ratatoskr
    • Addressed a bug where his acorn glow could be seen from long distances and through walls
  • Zeus
    • Addressed a bug on the Omniscient Oracle skin where the additional chained hits of Chain Lightning played no audio
  • Jing Wei
    • Addressed a bug where the camera would make an unintended jump during her ultimate
    • Addressed a bug where a muzzle flash FX would play after landing
  • Ra
    • Ra’s Ultimate will now always be visible to all players, at any distance (not through walls)
    • Addressed a bug where Ra’s Divine Light would deal damage but not slow and blind if it detonated when he was banished or knocked up
  • Geb
    • Addressed a bug where shockwave could sometimes miss targets who were standing in the area and jump spamming
  • Susano
    • Addressed a bug where Susano’s other abilities would not trigger item effects if used while Susano’s Storm Kata 2nd or 3rd strike were still active
  • Baba Yaga
    • Baba can no longer stack Gem of Focus quickly through changing potions
  • Odin
    • Addressed a bug where Gungnir’s Might had the wrong text for its Mana cost
  • Loki
    • Addressed a bug where Assassinate had the wrong text for its Mana cost
  • Set (OLYMPIAN)
    • Addressed a bug where if Set gets interrupted during the startup of a teleport to his clone, he wouldnt be able to use sandstorm until he does teleport.
  • Jormungandr
    • Addressed a bug where he was glowing CC immune at unintended times during his ultimate.
  • Ao Kuang
    • Addressed a bug where he was glowing CC immune at unintended times during his ultimate.
Items
  • Manikin Hidden Blade (OLYMPIAN)
    • Fixed text to read current health damage to bosses, not max
    • Addressed a bug where this did not always deal the right amount damage to bosses
  • Bumbas Dagger (OLYMPIAN)
    • No longer provides a flat heal for destroying enemy towers/phoenixes
  • Hide of the Nemean Lion
    • Fixed description to be more clear and consistent that the bonus comes from your Protections from items and abilities
  • Pridwen
    • Fixed description to be more clear and consistent that the bonus comes from your Protections from items and abilities

BALANCE LIVE WITH THE TRANSFORMERS UPDATE

Game Modes:

Corrupted Arena Returns!

  • It will be its own Queue
  • Or can be chosen as a game mode for custom games

Slash Game Mode Update

  • SLASH will now be launching in 9.1 with the arrival of the new season of SMITE
  • Thanks so much for your patience. We know the community has been anticipating this mode and we want to make sure we take the time to do it right!

Conquest

  • Increased the amount of time at the start of the match (from when players spawn in until minion spawn) by 5 seconds
  • Added a Goldfinch character and nest to the environment near the Gold Fury objective as a memorial to John Finch
Items

SMITE WORLD CHAMPIONSHIP
The Smite World Championship is close approaching! We are getting ready to see the highest level of competition as our Pro Players battle it out for a World Championship title. As we prepare for this time of the year we want to ensure we are making changes that address core competitive level concerns while also giving our Pro Players time to play with these changes. Since 8.11 is the last patch with significant time ahead of Worlds this will be the last major opportunity to do meta adjusting changes. Many top level picks have been nerfed in Bonus Balance, many items that are underwhelming or need an update are present in this patch, and many gods who have been underperforming will be getting their chance at a spot in the meta. Getting these changes out now will provide ample play time with these changes and set up 8.12 to be a final small adjustment patch for any issues that may arise before the competition begins.
We look forward to going into the end of the year with everyone and cannot wait to see what the competition brings in a few months!

DEATH’S TOLL
Death’s Toll provides additional safety in lane making it a popular option in general; but not a particularly competitive choice compared to Leather Cowl. With 5 additional Power early boxing will get a nice bonus and it should help it to bolster the Attack Speed and Penetration that hunters are naturally building.
  • Increased Physical Power from 15 to 20
  • Increased Magical Power from 30 to 35

GILDED ARROW
Similar to Death’s Toll, this item lacked in its strength compared to the all around Leather Cowl. More Basic Attack Damage helps it stand out in the early game while helping it synergize as the hunter builds other items.
  • Increased Basic Attack Damage from 20 to 25

BENEVOLENCE
Benevolence, Sentinel’s Gift, and the occasional War Flag are seeing a much healthier spread in selection from our Supports. Benevolence in particular was seen as underwhelming at launch but players have been able to leverage the healing to great effect. One thing that did not feel great about the item however was overcapping and losing out on stacks if there was no ally harmed to heal. Now when you would gain stacks from assists that will overcap you; they are simply consumed as long as an ally is near you. This should help this item feel better when helping clear near a full health ally without introducing abuse cases for generating gold in other roles. To offset this increased efficiency we are reducing the Health provided by this item.
  • If you are at 50 stacks and gain another stack for any reason and you are near and ally that stack will be automatically consumed for gold and you will remain at 50 stacks
  • Decreased Health from 100 to 75

VAMPIRIC SHROUD
Vampiric Shroud’s goal is to provide mages and guardians with a strong hybrid option out the gate. Finding the right balance between defensive and offensive potential is a fine line as we have seen with Guardians being able to take over the solo lane. Since then a significant portion of its defensive stats have been reduced making it much more niche than our stated goal would want. A small increase in Power should go a long way in helping this feel more applicable to more gods.
  • Increased Power from 25 to 30

SIGIL OF THE OLD GUARD
Warding Sigil got major changes last patch and since then we have seen it become much more competitive with Warrior’s Axe and Bluestone Pendant. One portion where it falls short however is its upgrades. The feedback we have received is they lack the same impact making it hard to fully justify going to Warding Sigil. We agree and are bringing up the strength of both of its upgrades.

Sigil of the Old Guard should be the defensive go to for Warriors. A bonus of 5% always on Damage Mitigation with an easy to manage stacking passive will let players more effectively tank from skirmish to skirmish.
  • Now has 5% damage mitigation as a stat (applied always)
  • Increased the duration of the Passive Rebuke Buff (which provides stacking damage mitigation) from 5s to 8s
INFUSED SIGIL
Infused Sigil is the offensive option, rewarding diving into quick brawls and punishing ability users for remaining too close. Its previous trigger condition happened too infrequently to be reliable and lacked the impact to really swing an engagement. Both aspects are being improved to help this item stand out against the other slew of Starter upgrades.
  • Decreased the stacks required to trigger the explosion from 4 to 3
  • Increased Passive’s base explosion damage from 500 to 600
WARRIOR’S AXE
In recent patches we have focused heavily on making sure Solo lane feels fun and engaging, with more emphasis on fighting rather than being tanky and passively clearing the wave. Warrior’s Axe in particular fell into an odd spot, allowing for strong fighting potential but lacking any power without the Mask to clear the wave while fighting. We are shifting its stats around to help it stand independent of the Mask and align with the other changes to our other solo lane starters. To gain its new found Power we are removing its Health, a small amount of Physical Protections, and increasing its cost to match Warding Sigil.

For all items here since their shifts are significant enough, we are presenting them as ‘new’ items to show them in full context. Below each item will be an itemized change log so you can see the specific differences between old and new Warrior’s Axe.
  • Increased Cost from 600 to 650
  • Removed 75 Health
  • Decreased Physical Protections from 15 to 10
  • Added 15 Physical Power
  • Added 20 Magical Power
SUNDERING AXE
With the removal of Health on the base Warrior’s Axe this item is receiving a similar update. A loss of 250 Health is being replaced with strong amounts of Power to keep it aligned with its more offensive goals.
  • Added Physical Power from 0 to 40
  • Added Magical Power from 0 to 65
  • Removed Health from 250 to 0

HERO’S AXE
Hero’s Axe is the upgrade path that is much more focused on defense so its stats are not changing too much. While reviewing the tree as a whole, Hero’s Axe has struggled to compete as a choice with Sundering Axe and we feel that it lacks the tankiness needed to really succeed in its goal. A boost to protections will help it, especially when compared to the updated Sigil of the Old Guard.
  • Increased Physical Protection from 35 to 45
  • Increased Magical Protection from 35 to 45

LOTUS CROWN
Lotus Crown provides healers with a strong mixture of Power, Protections, and MP5 that can be shared with their team. Given how cheap this item can be rushing it can become quickly overwhelming for an enemy team to fight into. We are adjusting the cost to better match its overall efficiency and strength as an early item.
  • Increased Cost from 2050 to 2150

MYSTICAL MAIL
Mystical Mail’s adjustments earlier this season have helped this item find a strong identity in the Solo lane, making it a common sight. Its mixture of survivability, wave clearing, and toe-to-toe damage output is perfect for the role. We are increasing the cost and lowering its protections to help other items have more opportunity to be built against this item’s combination of strengths.
  • Increase Cost from 2350 to 2450
  • Decrease Physical Protection from 40 to 35

BOOK OF THE DEAD
It’s been a while since this book has been picked off the shelf! That’s why it’s time to lean into its more defensive stats so high mana builds feel rewarding. More power, a bigger shield, and a splash of CCR will make mages that utilize the book build a good deal more impactful, especially in the late game when the passive really comes into play.
  • Increased Power from 100 to 120
  • Added 20% CCR
  • Increased the Mana Shield on the passive from 20% of your max mana to 30%

STAFF OF MYRDDIN
  • Decreased Cost from 2800 to 2650
  • Increased Magical Power from 85 to 95

FAIL-NOT
  • Increased Critical Strike Chance from 10% to 20%

THE EXECUTIONER
  • Increased Physical Power from 35 to 40
Gods
BASTET REWORK
GENERAL
  • Removed references to her old Ultimate from her abilities 1 and 3
  • Bastet will be auto-banned from Ranked and Competitive per usual new god rules

NIGHT STALKER
  • Bastet gains Physical Lifesteal and Physical Ability Lifesteal when hitting enemies. Additionally, enemy gods hit by her are revealed to Bastet for 6s.
    • Against Minions: 5% + 0.5% level (15% at level 20)
    • Against Gods: 5% + 1% level (25% at level 20)

RAZOR WHIP
  • Decreased Cooldown from 13s to 11s
  • Adjusted the duration and tick pacing of this ability
    • Previous damage ticks were 0, 1s, 2s, 3s (4 ticks)
      • The ability previously listed a 4s duration even though all damage ticks were dealt by 3s – the last 1s had no effect
    • Damage ticks will now occur at 0s, 0.66s, 1.33s, 2s (4 ticks)
    • Same damage being dealt per tick and total

HUNTRESS OF BAST
  • Bastet becomes CC Immune and conjures a radiant projectile that travels forward in a line damaging and stunning the first enemy god hit. A Guardian of Bast is summoned at that location that picks up and grabs the enemy hit, bringing them to the initial firing location.
  • On successful capture, a pool of quicksand is created under the enemy creating a Vortex which drags targets toward the center and deals damage.
    • Initial Hit: 180/240/300/360/420 (+100% of your physical power)
    • Quick sand Damage: 20/25/30/35/40 (+15% of your physical power) every 0.5s for 3s
    • Cooldown: 80
    • Cost: 80/85/90/95/100
CLIODHNA
The Banshee Queen has really jump-scared her way onto the battleground. We are excited that players are enjoying the horror inspired gameplay she can bring and have been watching her initial stats very closely. She launched at near 50/50 win rate but since then has steadily climbed as players have learned all the tricks to maximize her damage and utility. A nerf seems warranted but we want to be careful with our approach. Cliodhna is a heavy damage assassin who lacks true lockdown. Nerf her damage too much and she will lack a role in her team. Tearing the Veil will receive a damage adjustment given its high usage and long range potential but it will be the only damage nerf this round. To supplement this nerf we are increasing the damage tick rate of Phantasmal.
With this increased tick rate Cliodhna players who use the wall for quick getaways or to immediately attack their opponents will notice little difference. Cliodhna players who want to wait in a wall for extended periods of time will notice a sharp increase in the damage they are taking. Enemy players will be able to punish a Cliodhna who chose a wall poorly and force her to either leave lest she take too much damage, or commit to a potentially less than ideal position. This change will reward strong decision making for Cliodhna and give enemies a more meaningful choice to counter her unique gameplay elements.

PHANTASMAL
  • Increased tick rate from 0.5s to 0.4s

TEARING THE VEIL
  • Decreased initial hit scaling from 90% to 80%
  • Decreased rift damage scaling from 35% to 30% per tick
NE ZHA
Even with the huge shift to junglers over the past few patches, Ne Zha has been surprisingly absent from the fun. His kit is largely focused on singling someone out and eliminating them as fast as possible, but one thing he’s missing is a solid tool to poke. We’ve made it so the first enemy hit by Ring Toss takes more damage, so with good aim, Ne Zha players can now be more effective at dropping foes into the threshold where he can sash in and strike.

UNIVERSE RING TOSS
  • This ability now deals increased damage to only the first enemy hit by the initial Ring Toss projectile
    • Increased Initial Hit Damage from 75/100/125/150/175 (+20% of your Physical Power) to 80/110/140/170/200 (+40% of your Physical Power)
    • The other damage in the ability is unchanged:
      • Additional targets hit due to the ring bouncing will still take damage equal to the current amount
      • Targets hit multiple times by the same ring due to bounces will still take the same reduced damage
THOR
Thor is typically one of the icons of a mace meta, yet this all-in dunkmaster is sadly underperforming during his time to shine. To help, we’re reverting a previous nerf to Berserker Barrage to boost his clear and late game damage. Now that the God of Thunder has much stiffer competition, we feel it’s high time to give him a gentle push back into the fray.

BERSERK BARRAGE
  • Increased Physical Power Scaling on the first two hits from 35% per hit to 40% per hit
ZEUS
This lightning-slinging mage is a threat to behold in many modes outside of Conquest. As such, flat-out buffing Zeus’ damage was not an option we were excited about. Instead, we’ve taken him in a new direction by giving him a buff that is specifically tailored to his weaknesses in Conquest. Attack Speed helps him greatly with early clear while Movement Speed gives him a pinch of survivability in the thick of a teamfight.

AEGIS ASSAULT
  • While Zeus is not weighed down by his shield – he gains 20/22.5/25/27.5/30% Movement Speed and 20/25/30/35/40% Attack Speed
POSEIDON
Poseidon has been in rough waters since his last change all the way back at the beginning of Season 8. It’s high time to bring the master of the tides back, and what better way than to make it easier for him to utilize his passive. Poseidon will now be able to fire off enhanced abilities more often and hang on to more movement speed after casting. Additionally, we’re decreasing the cooldown on his main Tide generating ability, Trident, and giving it a small scaling buff.

TIDAL SURGE
  • Decreased Tide Cost from 20 to 15

TRIDENT
  • Decreased Cooldown 20/18/16/14/12 seconds from 16/15/14/13/12
  • Increased Magical Power Scaling per hit from 20% to 25%

WHIRLPOOL
  • Decreased Tide Cost from 20 to 15

RELEASE THE KRAKEN!
  • Decreased Tide Cost from 30 to 20
AH MUZEN CAB
This bee has been busy trying out the mace changes, but unfortunately he’s still getting squashed by the competition. To buff him up, we’re giving his Stinger some new utility to help him deal with the tankier targets that run him over. Should Ah Muzen Cab players hit his skillshot ultimate, they’ll have more options than ever when it comes to chasing down enemies or fleeing from the fight.

STINGER
  • This ability now slows the impaled target 20/22.5/25/27.5/30%
  • This ability now decreased Physical Protections by 30% on the impaled target
XBALANQUE
Xbalanque is spending a lot of time in the dark over the past few patches, especially since he was overshadowed by hunters who benefited more from the Jungle item changes. We’re leaning into his unique Basic Attacks by making them more powerful, giving him more attack speed, and increasing his Bolas’ damage. Overall, these changes will bolster his clear and make him a more fearsome foe in the late game.

GENERAL
  • Increased Base Physical Power from 37 to 40
  • Increased Base Attack Speed per level 1 to 1.5

BRANCHING BOLA
  • Increased Damage from 35% to 37.5%
XING TIAN
Xing Tian has been relatively quiet in both the Support and Solo metas, despite Guardians being mainstays of both lanes. To get him ready and roaring again, we’re giving him easier access to his utility so he can be impactful more frequently. We’re also adding a pinch of damage to the last level of Furious Roar since that specific rank did not scale. This pattern didn’t match anything else in the game, and we believe he is in a state where we can clean that up without pushing him too far.

FURIOUS ROAR
  • Increased Damage over time from 1.5/2/2.5/3/3% to 1.5/2/2.5/3/3.5%

HOOK SLAM
  • Decreased Cooldown from 18s to 16s
  • Decreased Mana cost from 70/75/80/85/90 to 50/55/60/65/70

SKY-CUTTING AXE
  • Decreased Mana cost from 65/75/85/95/105 to 60/65/70/75/80
GUAN YU
Guan Yu’s low early game presence and high skill cap has been deterring him from play. It’s time for the Saint of War to charge back into the fray by decreasing the cooldown of Taolu Assault, his main clear ability. By doing this, we’re expecting him to gain more pressure to be able to fight blade to blade with many of the other gods vying for Solo lane supremacy.

TAOLU ASSAULT
  • Decreased Cooldown from 15s to 13s
FREYA (OLYMPIAN)

VALKYRIE’S DISCRETION
  • Freya will now be untargetable while rising into the air
CAMAZOTZ (OLYMPIAN)

BAT OUT OF HELL
  • Camazotz will now be untargetable while rising into the air

Download and play free Smite patch 11.97 on PlayStation 4, PC, and Xbox One.

Jack Johnson
Jack Johnson
Jack Johnson mainly writes about game-related news and updates. He is a passionate gamer, music lover, and traveler.
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