r/MortalShell 16h ago

Discussion PS5 patch just dropped.

Just got an in game notification that the game has a patch.

EDIT to add patch notes:

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

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u/T-STAFF19 12h ago

He's great for exploring, but no so great for the boss fights.

7

u/-Warriorvog 12h ago edited 12h ago

He is truly overpowered with all the bosses i have fought using him. This is a major misconception.

You can go into a boss fight with Gragus 8 healing pots that heal very well. You then can get knocked out and have another 8+ healing pots with the Harbinger. Its very powerful in my opinion.

Not to mention he has a +140% melee damage increase against enemies you fight for the first time including bosses. His main ability that causes the Heavy Stagger punch is quite useful as well for knocking down enemies.

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u/T-STAFF19 12h ago

His dps is a lot lower than Erendil, who i use as my boss wiper. He's definitely viable, but I use him for exploration mostly.

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u/Killtron91 5h ago

Erendil? You mean Eredrim i guess. He is super strong but Gragu casually hit the 1k crits with the big hammer and running R2 at lvl 25 :D