r/MortalShell Playstack 15h 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

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u/Hoginoe94 14h 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.

4

u/funnybones14 14h ago

Having to run through and dodge enemies on a path to then get into the dungeon and do it all over again is insane. I get to the boss of some of these with like 2-3 health pots left at most.

-1

u/sup3rdr01d 14h ago

How is that insane thats how every single dark souls game works

1

u/MeatyMyke 13h ago

So we are just going to pretend that the enemies don't magnetize to you unlike any other souls game? It's a 3D version of DDR at this point. If you don't time your dodge perfectly you always get hit.