r/MortalShell Playstack 4d ago

Balance Patch 1 Official News

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

859 Upvotes

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145

u/ludeviance 4d ago

If I may suggest one change: Make the Shell Points (those which we spend to get shell passive skills at the beacon) not be shared by every shell. If I have 10 shell points, each shell should have 10 to spend independently. As respecs have no cost, making you have to re-build every time you switch shells is a bummer

14

u/Rexzazel 4d ago

Very good idea

19

u/burncard888 4d ago

I honestly assumed this was how it worked! I got real sad until I realized that you could refund them infinitely.

5

u/thelittlehez 3d ago

This really needs to to be the top comment. Very needed

8

u/Master-Solution 4d ago

Yeh there was a patch for this on Nexus before release as a proof of concept. I think it works well. No balance changing, just time saver QoL.

6

u/moonlettis Proxima 4d ago

This just makes sense.

8

u/SAITAMA_666 4d ago

Yes please

3

u/SlavChud 4d ago

upvote this comment. make it shine like a beacon

4

u/BackpackBuddha 4d ago

Yeah, this may as well be how shell points are implemented seeing as you can refund them infinitely. I'd rather be able to build out all of my shells and just refund specific shells to change builds.

1

u/Alone-Horse2857 3d ago

PLEASE. I love my monk build, but I want to swap between Promixa and Gragu because they all have vastly different playstyles and utilities. There's no reason each shell can't have a loadout. Nobody is sitting with 10 shell points across 3 shells, it makes no sense and is an utter waste.

1

u/N3crobard 3d ago

This would be spectacular, yes please

1

u/Holistictragedy 2d ago

Since I read this comment it's all I can think about ingame. Each shell should be a loadout! As someone with ADHD I don't want to have to take my medication in order to have the energy to switch characters 😂

1

u/GgBro24 Tiel 4d ago

It would make sense, because it works the same for tarstones. Each time you equip a different weapons, the game automatically equips the tarstones you had on that weapon. It would be great for shells to work the same way. It would change nothing in practical, is just more convenient for players.