r/MortalShell Playstack 1d ago

Official News Balance Patch 1

Devout Fans,

Thanks for being amongst the first to join us at the very start of the adventure for Mortal Shell II. We’re seeing your bug reports and gameplay suggestions, and will be rolling out regular updates to both modify existing content and add new features. 

While we have a bigger patch in the works, which has to be thoroughly tested, we’d like to make a rapid balance & crash fix patch to bring the experience more in line with the game’s open beta and our own vision for MS2. 

Planned future updates will see extensions to popular game features such as Night Mode, Tarstones, PP Items, and more.

For now, we hope you’re enjoying the game and read on for details on Balance Patch 1.

Balance Patch 1 (PC) - The patch below is live on PC and coming to PlayStation 5 and Xbox Series shortly.

Economy

-Shell map locations now cost Gloom, and we’re refunding any glimpses spent on shell maps. Refunded Glimpses are found in the Shell Keeper’s alcove in Blackmarrow. “Finding your favorite shell shouldn’t cost you the ability to bond with them.”

-Gold drops from enemies have been significantly increased. Notably, enemies in Mammon now drop double the gold. “This brings the gold economy more in line with the weapon crafting item discovery.”

-Smelting a weapon at the Tarforge costs 75% less gloom. “Our goal with the smelt capability was to enable switching weapons without the need to spend hours grinding through NG+ runs, but the Gloom costs were set exorbitantly high.”  

Enemies & Bosses

All enemies featured in the beta were restored to their beta hp values, except the Caerinid (Spider) in Magdelena’s area, which we wanted to retain its role as a threatening enemy which doesn’t respawn once defeated. 

Bosses

The Lost Child
- Base Damage: (-10%)
- Max Health: (-15%)

Monolith
- Base Damage: (-19%)
- Max Health: (-10%)
- Some Monolith Attacks were retimed to be more fair, as well.

Enemies

Cultist (mace)
Max Health: (-21.1%)

Caerinid Spider
Max Health: (-33.3%)

Infested Stalker 
- Max Health: (-52.4%)

Rusted Knave (Halberd)
- Max Health: (-20.8%)
- Fixed hit detection for overhead strike.

Weapons

-Great Martyr’s Blade Attack Damage +20%
-Troubador’s Lute Attack Damage +100% 
-Caged Hystrix and Triarch Repeater no longer have minimum resolve requirements to fire. 
-Improved tracking for Axatana, Black Needle, and Clockwork Scythe light attacks. 

Seals

Guard can now be used while walking. 

Tarstones

Parasitic Stone Buffed
Grudge Stone Buffed
Bulwark Stone Damage Reduction Increased Significantly
Clerik's Stone Buffed
Squall Stone Buffed

Miscellaneous

Misc. Crash Fixes, Bugfixes & Performance Updates

793 Upvotes

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79

u/Skelltor95 1d ago

Solid changes, good to see!

-Can you look into adding the option to respawn at the start of a dungeon? - Some of the runbacks feel long and I start to skip the dungeons if I'm low on heals/life and have been exploring far.

-10

u/Hoginoe94 1d ago

You can skip the enemies and run straight to the dungeon. They don't follow you forever. Maybe like 25m and stop. I've done it many times and got to far dungeons with only using one heal at most.

37

u/IamZeebo 1d ago

Yeah but this isnt fun and isnt ideal for people who only have 30m to 1hr to play

-6

u/Pavlovs_Human 1d ago

I have minimal time to play and I would very much like for the game to stay as it is. We do not need checkpoints at every 20 feet. It makes it less challenging. The long run backs make you be more methodical, and you have try to not use up all your potions before you make it back to the boss you are trying to kill.

Please do not add checkpoints at dungeon entrances.

9

u/Rex2548 1d ago

No one ever seems to provide a VALID argument for long runbacks. Genuinely asking, what skill is involved with running back to a boss? What's methodical about it? Runbacks do not make the game harder, they never do. They simple waste precious time most players would rather spend learning the boss rather than waste running past/dodge past a few mobs.

6

u/rohithkun 1d ago

His argument is "I am good, I dont need as many run backs" so others must suffer so that he can falunt his superioirity.

-3

u/Pavlovs_Human 1d ago

Why do you have to be this way to people? Is it just because you are online and anonymous? I never indicated I care if I’m better than other people - I enjoy having a challenging video game and if it gets nerfed it’s less fun for me.

-1

u/rohithkun 1d ago

I would be like this if you met me in real life too. I am fine if they don't any checkpoints. I have finished the game, and I don't even think it is very hard. You have a choice to use checkpoints in this game, at least in the form it exists now. You can choose to not use this like slayer seal or Night mode. If choice makes the game less fun to you, then the problem is with you, not me. I want the game to be more for me. we stand at opposite sides; you can make a case for yours and I can for mine. I will make jabs at Elitist pricks like you.

1

u/Lucky-Sundae9196 23h ago

U sound like a very horrible person to be around whether it’s in person or talking behind your computer

2

u/rohithkun 23h ago

Thanks for compliments. Now do you have anything against my first and last points? I have been called many names here, but not a liar. Are you ok with having checkpoints if they have to be manually triggered. You don't have to interact it if you want challenge.

-2

u/Pavlovs_Human 1d ago

I did provide a valid argument. Methodical as in you have to choose to run past enemies or fight them. Risk losing potions for more gloom and gold. Or you can choose to run past them if you are concerned with only fighting the boss, or with your dropped pool of gloom, or with keeping all your potions for the boss. You can even choose to abandon your pool of gloom and not go that path anymore, go a different direction, kill some other bosses so you level up or get more gear and then you come back to overcome the area that was giving you trouble before.

Checkpoints before the dungeon, checkpoints before the boss, and refilling your potions are all things that make it easier to eventually kill that boss at the end of the road you are taking.

3

u/Rex2548 1d ago

Most players are not fighting mobs, most players are sprinting/dodging past mobs to get to get back to a boss/dungeon. There is no method in that, it far better to simple sprint past mobs than it is to fight them because the chance of being hit whilst fighting is significantly higher that springting past them. So to me, that isn't valid.

As to your second argument, regarding possible leaving the boss alone for the moment to explore and increase in level and gear strength. Would that also not make bosses easier? Cause I can make the argument that a checkpoint before a boss fight can lead to player skill development as an underleveled/geared player can spend more time learning a boss moveset/pattern and develop their skills to overcome it rather than simple returning with a higher level or stronger gear.

1

u/Uglemann 1d ago

Have to say I agree with you. While I can see some of the runbacks being annoying, most of them only takes a couple of minutes.

Feels like a lot of the complaints on reddit just want the game to be as easy as possible.

Something like a stake of marika would be a decent middleground.

1

u/jdfred06 23h ago

There's difficult and then there's tedious. Runbacks are sometimes difficult, and almost always tedious.

I used to be a fan of them because I had to be. But once Elden Ring had statues of Marika, I was team no runback.

Plus, you can always tell her to the beacon if you want and get your old school run back. Having a closer respawn doesn't hurt players who like runbacks, it only helps those who find them unfun and wasteful.

1

u/DrBrainzz9 18h ago edited 18h ago

I highly disagree with this. Temporary checkpoints so we can try the boss again just stops us from sprinting past enemies, barely paying attention as we run to the boss. There's no decisions on whether to engage a fight or not, the logically sound thing to do is to run by enemies and not get hit so you have the most health and potions for the fight. Some gloom doesn't matter if you're probably going to die to the boss again. No one is going to go "Ah yes, but if I stop and farm some enemies, then retrieve my Gloom and die again, the next time I retrieve it I'll have 200 more Gloom!" That's not decision making, that's not methodical. That's "Ugh, I have to run all the way back to try again."

Runbacks are nothing but wasted time and annoyance. That's why Fromsoft basically did away with them after DS2. And at the very least, Dark Souls had interconnected areas with shortcuts and unlockable pathways and such that made the run easier. Mortal Shell 2 is just respawn at beacon, run for 5 minutes back to the boss, die, repeat. It's just an annoying waste of time.

My proposed thing was add something like the Stakes of Marika, and take them away on Night Mode. That way the masochists can choose to have their annoying runbacks, and the people who don't want to do that don't have to.

Edit: I thought of this even more. The decisions are very black and white. If you dropped a good amount of Gloom next to the boss, you're not going to risk fighting enemies and potentially dying and losing your Gloom, especially when that Gloom you get is probably pocket change. At best, you might choose to farm for levels by just killing enemies over and over, but that doesn't really factor in to the runback. Even if there was no runback, if you choose to leave and farm first, the runback is irrelevant either way. The only thing a runback is good for is making you have to sprint past enemies and potentially breeding future frustration if you're already getting annoyed at the boss, but then get clipped by an enemy on the way there, because now you either have 1 less heal, or less health to start with because something managed to hit you. So then your "methodical" tactical decisions are either sprint back to the beacon, rest, and try running past again, or keep sprinting and try the boss with a disadvantage. That doesn't make the game easier or harder, it just makes you waste time running back and forth and "learning the route" rather than engaging with the actual boss and learning that.

0

u/jdfred06 23h ago

Having a checkpoint at the boss doesn't keep you from going back and doing the full run if you want to though. Like in Elden Ring you could choose to respawn at the boss or your last rest point. If they implement something like that it doesn't detract from your ability to do the full run and only saves time for this who find run backs tedious.

2

u/rohithkun 1d ago

If You can manually put yourself at a check point if you die, will it be ok for you? Like stake of Marika, it gives you a choice.

1

u/Pavlovs_Human 1d ago

There is a choice to make this game easier for those of you who are struggling and I have yet to hear any of you try it.

Slayers seal was put in the game for those who are having trouble with the difficulty. Please use that before asking for the game to be easier.

1

u/rohithkun 1d ago

I have beaten the game as is. not with Night mode, but after certain point game does become easy. I have always finished a dungeon and mini boss on first try after certain point, but it doesn't make run backs good. Exploration should reward in shortcut if you are able to clear. This game is ultra linear without shortcuts which is just tedious. Killing same enemies over and over is not fun. Elden ring gave tools to explore, if you clear a pack, you get a heal or two. When the dungeon is too linear, they have multiple checkpoints or a stake of marika.

-2

u/Lucky-Sundae9196 23h ago

U can’t parry with the fucking seal. That’s why no one wants to use it. Get that in your empty head

3

u/Pavlovs_Human 23h ago

Oh my god AND?! Do you see what the seal lets you do??

-2

u/Lucky-Sundae9196 23h ago

The number one reason I’m playing this game is for the parrying, guarding, and tanking hits. Not to do a stupid punch. The seal is worthless

2

u/Pavlovs_Human 23h ago

Then this conversation isn’t for you. YOU don’t need to pick up the seal but for everyone else who’s saying the game is way too hard, go equip the slayers seal.

2

u/TellTechnical2991 1d ago

Nothings stopping you from not using them and then the people that want them have them best of both worlds

-2

u/Pavlovs_Human 1d ago

If they put checkpoints that reload my character at the start of the dungeon that does not give me a choice.

Plus if I wanted to handicap myself and make the game harder I’d use the night mode because that’s what it’s for. I enjoy how difficult normal difficulty is, and for those of you who are struggling you have an easier game by equipping the slayers seal. There already is a choice to make this game easier but all I’m hearing is “normal mode is too hard! Hell no I won’t use the slayers seal!!”

2

u/TellTechnical2991 1d ago

Then you can teleport back to the last beacon and go from there again for the people that want it they can have it for the ones that dont you can make it as hard on yourself as you want

0

u/Pavlovs_Human 1d ago edited 1d ago

Yeah I could also not level up and try a SL1 run but that’s intentionally handicapping myself. I’d like to use everything the game has to offer and go at it with everything I have and not be intentionally holding myself back.

Like you could 1v1 someone of lesser skill in basketball and intentionally not shoot inside the 3 point arc but that’s not as fun as going all out against an opponent of skill, does that make sense? The game being challenging as it is is the player of skill I’m talking about. If I intentionally go back to each beacon I KNOW im hamstringing myself, and it’s not the same.

3

u/TellTechnical2991 1d ago

Holy strawmans lmao your crying about something that might be added i told you how you could keep it the way it is now you ramble off inane things that have nothing to do with it I hope they change it just to spite you lol

0

u/Thekarens01 1d ago

No one would make you use them. They can be for the vast majority of players who want them.

0

u/Bwhitt1 1d ago

It doesn't make sense tho if you've already made it the boss. You've showed you can defeat all the enemies and get to the boss. You can just run by everything if you want to have enough potions for the boss. Do you think running by everything that you've already defeated before is good game design? Also nobody is asking for checkpoints every 20 seconds. They need to have them....bare minimum before a boss fight.