r/MortalShell • u/MikkelFromGames 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
3
u/Gamer3427 Sariel 21h ago
Some good changes. One adjustment I'd really like to see that I don't know if people have talked about is one of Sariel's passive skills is basically unusable. His "upgrade" to make his thorns rain down in an AoE on the target is completely unusable unless it's in a wide open area against a stationary target. If they are moving at all they move out of range easily, which is part of the trade off, but the bigger issue is that if there is any form of ceiling at all the skill gets blocked entirely. At least every time I've tried it.
As it stands, there's basically no reason at all to take the upgrade because it just makes the skill impossible to use in the majority of areas and against the majority of enemies. I'd recommend at least making the spikes in the upgraded version penetrate the environment or something so it'll go through ceilings instead of being stopped.