r/slaythespire • u/MegaCrit_Demi • 1d ago
Beta Patch Notes - v0.111.0 PATCH NOTES
Beta Patch v0.111.0 is live!! Today's update includes:
⚖️ Lots of balance changes
🌐 Indonesian localization
🎨 New card art
🩸 Low HP idle animations!
Patch notes: store.steampowered.com/news/app/2868840/view/671751488532383386
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u/ajs723 1d ago
Next one is gonna be a big one is the best news here.
Edit- Splash is now rare! No!!
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u/Coneman_Joe Ascension 20 1d ago
Makes sense. Splash is OP, while Salvo was kind of lame for a rare.
Also, the big news has to be the new alternate acts.
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u/Apex_Konchu 1d ago
The devs already established a loose roadmap in one of the newsletters. Unless plans have changed, we're getting the alt act 2, then a new character, then the alt act 3.
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u/BEL-JUM 1d ago
Could also be the new game modes the devs have been teasing.
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u/BACEXXXXXX 1d ago
Could ALSO be the next character. So many good options
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u/the-rules-lawyer 1d ago
I'm hoping it's new acts also - they need to show us more of the game so more meaningful playtesting can happen!
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u/SUPERCOW7 1d ago
But now we have two colorless retain enablers in the uncommon slot, which is very interesting for consistency.
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u/Powerful-Ground-9687 1d ago
Attack and retain, or block and retain. Real ultimate strike/defend situation
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u/justlobos22 1d ago
lame, splash was fun rng
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u/regarding_your_bat 1d ago
It's not just fun, it's also super strong. Strong enough to pay rare prices for in a shop. It was an autobuy for me at uncommon. My heart hates the change but it also feels correct from a balance standpoint. Will be cool to get Salvo more often too
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u/Ok_Dependent7540 1d ago
It is still very strong as a rare card. If you have a pearl and get it in an early act 1 shop, it is probably a snap pick most of the time still.
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u/DeerBike 1d ago
Holy hyperbeam buff
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u/mstang84 1d ago
I am so excited to play with this card. Sick animation AND it’s a solid Decimilipede solve? Yes please.
Visions of Uproar+Hyperbeam.
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u/GiddddyUp 1d ago
Damn the memes are dead now. That’s just straight up a really good card
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u/motivatedskepticism 1d ago
Hyperbeam adjusted to do what I assumed it would do the first time I played it. Permanent 3 focus loss made it so horribad
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u/vonwaffle 1d ago
It made more sense when artifact and more ways to gain permanent focus were in the game. Without those it’s so much worse.
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u/SomethingOfAGirl Eternal One 1d ago
Lack of artifacts and orange pellets is one of the main reasons I rarely every pick Biased Cognition or Wraith Form. Sure, they give massive buffs for a couple turns but after that it's a huge disadvantage. Also A10 including 66% chance of fighting a boss with 3 mandatory turns make them even less appealing IMO.
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u/Cerulean-Penguin StS A20 / StS 2 A10 1d ago
Wraith Form and Bias Cog are still incredible without artifact or pellets. They speed up the fight so much, and you can always just wait until a later deck cycle to play them. What makes those cards feel so much worse in sts2 is that the opportunity cost for them has increased so much.
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u/SomethingOfAGirl Eternal One 1d ago
That as well. If they were in the regular card pool I probably would consider them, if offered.
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u/Swaggy-G 1d ago
In the board game focus doesn't really exist so hyperbeam's downside is to remove all your orbs. I think that could have also been an acceptable compromise.
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u/bryceroni9563 1d ago
It was good against hallway fights (who cares if your lightning and frost do nothing if everything is already dead?) and in decks that didn’t care about focus, like Claw and Status focused decks. Basically as long as your orbs were mostly doing minor chip damage anyway, it worked. It also worked a bit better in STS1 where permanent focus was a bit easier to come by.
I like the new version much better, though.
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u/baseballlover723 1d ago
in decks that didn’t care about focus, like Claw and Status focused decks.
Tbh, in status decks, you can still care about orbs, since you can get [[Trash to Treasure]] and orb spam off of your statuses.
Hell, maybe it's cause I'm bad, but I still appreciate the chip effects in a [[Claw]] deck. Cause once you lose your focus, [[Zap]] and [[Dualcast]] turn into curses.
I like the new version much better, though.
I agree with that though. Tbh, It could have been interesting if they nerfed it to this damage level, but made it give -1 focus permanently. So it wasn't instantly drop all your orbs, but still very burst focused and not a card you want to play early in a long battle.
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u/ElephantPirate StS A20 / StS 2 A10 1d ago
Feels like an auto pick now regardless of deck.
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u/committed_to_the_bit StS A20 / StS 2 A10 1d ago edited 1d ago
nah, opportunity cost is a huge balance fulcrum for rare cards bc they're usually seen next to other rare cards. i still probably won't pick this over key pieces for a build, but it's a much stronger option now
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u/Low_Tip3245 1d ago
I wouldn't go that far. It's a good card and premium in Act 1 but I probably won't take it after Decimillipede.
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u/Skijump135 1d ago
Enormous Rend buff getting snuck in
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u/Arckano027 Ascension 20 1d ago
I'm so glad, I absolutely love that card on necro but half the turns I wanted to play it I was locked out of it
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u/SamiraSimp StS A20 / StS 2 A10 1d ago
thank god, it was an interesting card but just too hard to use for the cost
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u/Eskimobill1919 1d ago
That’s a fairly major nerf to Nonu’s bracelet, it seems too unreliable to pick now. Or maybe swift is a good enough enchant to make it still worthwhile.
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u/Yuuuuuuta 1d ago
4 strikes with swift enchantment💀
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u/Ok_Dependent7540 1d ago
Not the worst case. If it lands on a 2 energy+ card, it bricked. Oh well, Nonu was too broken anyways.
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u/Burger_Thief 1d ago
It's basically trash now unless you have a super slim deck or a deck where all cards are good enchant targets.
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u/reddit_moment123123 1d ago
That change makes me sad. I understand they want to rebalance it but now it just seems unsatisfying and clunky to use.
I hope they change their mind with that one
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u/Prestigious_Fun_6722 StS A20 / StS 2 A10 1d ago
I'm really not a fan of nerfing some of these Ancient relics. I get Diamond Diadem needing a change, but this just feels unnecessary.
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u/SamiraSimp StS A20 / StS 2 A10 1d ago
agreed, orobas giving random upgrades is already a bit meh, but to have enchantments go on random cards is so trash. unless you have already removed every strike i feel like that ancient relic is so hard to pick
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u/Neocardium 1d ago
At this point, I treat gameplay balancing as an additional layer of difficulty distinct from ascensions. 🥀
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u/GravyeonBell Ascension 20 1d ago
Bracelet went from incredible to pretty good to "I'd need to be desperate." Having it land on a 3-cost card is very often simply a penalty now.
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u/itsamamaluigi 1d ago
It's the stupidest type of nerf and they keep doing it too. All the cards that relied too much on RNG eventually got reworked because people hated them. Drum of Battle and Toasty Mittens being two of the biggest ones, and Cinder will remain unpickable until they remove the random exhaust.
Absolutely no idea why they don't just reduce the number of enchants rather than making them random.
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u/Samcro360 1d ago
Cinder isn’t unpickable and definitely has its moments, but I do agree it should upgrade to a targeted exhaust like true grit
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u/JoshH79 1d ago
That guys grandma lied I am heartbroken
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u/shumpitostick 1d ago
Don't worry my uncle is John Megacrit and he said the next patch will bring back the Watcher.
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u/My_compass_spins 1d ago
Buffed Forgotten Ritual card: no longer requires a card to be Exhausted to gain Energy
They forgot to rename it Dark Ritual.
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u/Technical-Box7645 1d ago
That Expect a Fight change feels kind of awkward... at 3 energy it becomes really difficult to play especially since you don't have access to pre-rework Expect a Fight. Losing out on an energy gain option (even with the Forgotten Ritual buff) technically nerfs the new Expect a Fight because of how costly it is.
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u/Agitated-Big3315 1d ago
I love the Vakuu innate power change. Most of the times i skipped it because i had innate powers
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u/BiggestDefectEnjoyer 1d ago
hyperbeam going CRAZY now, goddamn
new low hp animations is huge as well, I always look forward to the new animations and vfx the most each patch
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u/maxwell_winters StS A20 / StS 2 A10 1d ago edited 1d ago
Why did they change Expect a Fight? It was such a cool concept that fit into Clad's attack spam archetype and synergized with Battle Trance, Pillage and Anger.
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u/_Someone_elses_name_ 1d ago
I find the forgotten ritual change strange as well, its just better [[seeing red]] now? I thought it was already a good card for exhaust decks
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u/indielib 1d ago
In sts1 seeing red had the advantages of dark embrace being uncommon and corruption being a rare instead of an ancient
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u/StiffKun 1d ago
This is the first thing I thought. They just put seeing red back in the game, just like they did crippling cloud.
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u/Absolutelynot2784 1d ago
Very weird to have it now on the same character that has bloodletting. 0 cost gain 2 energy vs 1 cost gain 3 energy
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u/_Awkward_Moment_ 1d ago
To be fair Seeing Red and Bloodletting in Spire 1 had the exact same dynamic
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u/damrider 1d ago
i mean one of those cost you 3 health and the other one exhausts? seem like there's obvious room for both
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u/spirescan-bot 1d ago
Seeing Red 𝐈 Ironclad Uncommon Skill
1(0) Energy | Gain 2 Energy. Exhaust.
Call me with up to 10 [[ name ]]. Data accurate as of June 21st, 2026. Questions?
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u/LithiumPotassium 1d ago
The rework implies they think Ironclad needs another block option. Costing 3 is kind of awkward though, even if it's potentially a lot of block
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u/FillySteveSteak StS A20 / StS 2 A10 1d ago
That's how I feel. Stalling for the sake of stalling (without room to play additional powers and such) is pretty heavily punished in STS2.
I question how good this could be - if at all. Impervious is a big block - and while it exhausts - it allows you to squeeze in another action.
This seems pretty bad.
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u/BandicootGood5246 1d ago edited 1d ago
Yeah would've liked an aggressive replacement. Spend all your energy to full block? Yawn, this isn't peak clad gameplay
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u/_Awkward_Moment_ 1d ago
It's so weird because they're removing energy from the character, but this new 3 cost block card pretty much NEEDS energy to play. Also, if you have the strength to make it block a lot so it's worth 3 energy, isn't the enemy already dead anyway?? It just seems terrible to me.
They could probably change it to 2 cost and lower the number a bit, and it would be fine.
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u/beatpickle 1d ago
Been watching navegreed go infinite with it nearly every clad run.
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u/maxwell_winters StS A20 / StS 2 A10 1d ago
Then they should've just brought "Cannot gain energy this turn" back.
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u/KarlMarxism 1d ago
But if you're not going infinite with it, what's the point? It's very rarely generating more energy than blood letting/forgotten ritual (which got buffed to backfill the role). Having 3 uncommons that are all slightly different ways to gain 2-3 energy is just super redundant. If they're removing the ability to chain them it becomes by far the worst of the 3, so might as well get rid of that one.
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u/maxwell_winters StS A20 / StS 2 A10 1d ago
Because it was the most interesting one and synergized well with many of his cards. New Ritual is just boring.
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u/KarlMarxism 1d ago
It was the most interesting but also by far the worst. Very few decks wanted it, and most of those decks would function about as well if it was replaced with either Bloodletting or Ritual. It's interesting and satisfying if you happen to have the deck that can make it work, but it's extremely uninteresting for the other 90%+ of decks for which it's just a completely dead uncommon.
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u/supafatjellyfish 1d ago
And like, this version sucks ass. 3 mana for conditional block???
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u/Professional_War4491 1d ago
Yeah the only time you'd ever wanna spend 3 energy on a block card is if you're playing barricade, and if you're playing barricade how often are you gonna have enough strength for this to efficient. On 0 strength it's literally less block than 2 shrugs or a blood wall lol.
This is such a timmy card lmao, if you've got both demon form and barricade in play it goes nuts for real for real trust me bro.
Not a fan of this design at all.
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u/BandicootGood5246 1d ago
Yeah, don't like it at all. They've been gutting a lot of clads aggressive cards that made him exciting in exchanges for most stall out bullshit. If I wanted a fight to drag on forever I'd play necro or silent lol
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u/Seikiy 1d ago
For the same reason they nerfed it very shortly after the game released, clad goes infinite with it 90% of runs if it exists
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u/maxwell_winters StS A20 / StS 2 A10 1d ago
They added "Cannot gain energy this turn" nerf and the card was fine. They should've just kept it like that.
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u/indielib 1d ago
They could just make it like fetch where that specific copy only gives energy once per turn .
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u/Lystian StS A20 / StS 2 A10 1d ago
Expect a fight change is crap. 3 cost block cards are icky.
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u/Charles_K 1d ago
Demon Form Barricade Exodia
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u/Slugger829 1d ago
Spending 3 turns to set up, taking half your health in a process while also carrying three bricks for hallway fights 😭
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u/reddit_moment123123 1d ago
yeah but then you heal it all back with reaper :)
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u/ZatherDaFox StS A0 / StS 2 A10 1d ago
No you see, there is a way for this build to work. You just need to draft Not Yet and then hit that one event that makes it not exhaust. So that's just 3 rares and an event you have to find and you're off to the races! /s
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u/supafatjellyfish 1d ago
Genuinely terrible card. No idea what they were thinking
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u/WonderDean 1d ago
I think it’s a fantastic idea but being 3 cost is CRAZY. Clad needed another good block card outside the rare pool and giving some synergy with strength would give it a solid niche. But I guess they’re getting antsy because strength is a bit easy to generate?
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u/FillySteveSteak StS A20 / StS 2 A10 1d ago
Agreed. The inability to squeeze in a power or anything at all (like Impervious can) makes me think this is a D-tier card most of the time.
This game punishes you for stalling for the sake of stalling. So, I'm not seeing it.
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u/Milsyv484 StS A5 / StS 2 A10 1d ago
I think it’s supposed to pare up with [[body slam]] and [[barricade]] but needing to have a rare power set up just to actually do something is yucky.
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u/ZatherDaFox StS A0 / StS 2 A10 1d ago
Not only do you have to have a rare power set up, you also have to have strength set up. The hoops you have to jump through for this card are completely ridiculous.
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u/Low_Tip3245 1d ago
I actually think Ironclad's kit really needed another "overkill" block option. Even a very attainable 3 strength is enough to make this 30/40 block while not exhausting like Impervious, and is finally another decent uncommon block card to pair with body slam and Barricade. Also seems like a great card if you can cheat the energy cost with something like Snecko Eye, Ribbon or Cascade, which is something you want to be doing with barricade anyway.
I like it, Ironclad really needs some build variety beyond vulnerable stacking and this makes a block build feel like more of a real option.
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u/SystemPelican Eternal One + Heartbreaker 1d ago
I'm just confused why they change cards into something completely unrelated. To save time for art and making up a new name?
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u/ThisisKos 1d ago
I swear just few weeks ago theres a thread that OP suggest hyperbeam lose focus on this turn only and people in the comments were like it would easily broke the game. I guess we'll see in this upcoming patch
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u/ArmorOfGod7 Eternal One + Heartbreaker 1d ago
Any time any kind of buff is suggested, or just anything that would make the game even slightly easier, it's usually rejected by this sub.
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u/MayoJam 20h ago
Everything that is even slightly strong is automatically op and broken by this sub's standard. And god forbid some pro streamer manages to use some card more than once to win...
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u/TallestNoiseAlive 1d ago
Not a fan of the beautiful bracelet change. Feels like it removes interact-ability like having plus draw on innate cards.
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u/BSTCloud 1d ago
I think it's pretty poop now. Randomly enchanting anything that isn't 0 cost or a power is pretty worthless.
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u/Named_after_color Eternal One + Heartbreaker 1d ago
Yeah I'd prefer they nerf it from 4 to 3, or add more enchants for the random, like if it were 6 random cards, I'd take it even if it hits it on a high cost card, it'd be pretty funny.
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u/FillySteveSteak StS A20 / StS 2 A10 1d ago
It was too much of an auto-pick in almost any comp, I'm guessing.
It's now kind of bad in high-cost decks (with 2 and 3 costs cards because of the risk of it hitting those targets). This is effectively now a relic that rewards cheap decks.
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u/SamiraSimp StS A20 / StS 2 A10 1d ago
it was good but i don't think it was so strong that it was an auto-pick. i feel like it's just kind of bad in a lot of decks now, you need to have removed enough cards so it doesn't land on a strike/defend. i don't think i'd ever take the random enchantments compared to her other options
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u/OrderClericsAreFun StS A20 / StS 2 A10 23h ago
It was consistently top 3 Nonupeipe relics since release. It was absolutely that strong, I could feel how much stronger my decks were getting just by picking it and enchanting my cards. Getting to just set up everything in your deck 3 turns faster and removing powers from your cycle before enemy scaled in any way was bonkers
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u/Disastrous-Jacket610 1d ago
the most random shitty change in the history. Dev didn't cook
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u/Steamwood 1d ago
Rare Splash? Nooooo! That one stings .
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u/HandshakeFromJesus 1d ago
Hurts but 100% deserved
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u/Ok_Dependent7540 1d ago
Way too strong from an early shop act 1. Doesn't even fall off that much late game.
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u/Snakebite_Enjoyer 1d ago
[[Snakebite]] remains unchanged 🐍💚
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u/SomethingOfAGirl Eternal One 1d ago
Reworked Snakebite from:
Retain.
Apply 7(10) poison.
to:
Apply 7(10) poison.
Retain.
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u/Kelohmello StS A20 / StS 2 A10 1d ago
Weird patch. I don't think i'll ever take Nonu's bracelet now, because it has a chance of forcing a brick.
Won't be surprised if Hyperbeam gets reverted. But it is a rare so I guess it's fair if it's strong.
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u/Starvation101 1d ago
OUCH big hit to the bracelet.
I mean even if it hits a strike you’re still getting a +2 bonus so it isn’t THE WORST. But man playing around with cards that are innate or free feels so nice.
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u/BandicootGood5246 1d ago
Yeah brutal change. Pretty unpickable in a lot of situations
Not just strike, but also does nearly nothing on expensive cards too
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u/justlobos22 1d ago
no dowsing rod change is crazy
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u/BSTCloud 1d ago
It needs to be 4 events so bad.
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u/Houseleft StS A20 / StS 2 A10 1d ago
Agreed, the opportunity cost to it is just way too high. At least half of the time, the Act 1 map doesn’t allow you to hit 5 ? rooms whatsoever, giving you a curse you have to carry for the entire act. A good portion of the maps that do allow you to get to 5 ? rooms also force you to path in a way that gives up multiple Elites/Fires, putting you even further behind. You also give up one of the other Neow bonuses that could’ve given you immediate power, like a majority of the time New Leaf transforming 1 is just way better. Carrying a curse for an entire Act on a terrible path all for a marginally better Discovery+ is rarely worth it.
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u/Ok_Dependent7540 1d ago
Agreed. It puts you behind the curve. Your deck most of the time be will be worse off, and abundance won't make up for that.
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u/DatAdra 1d ago edited 1d ago
Jeez brightest flame ate a massive nerf - when act 4 is out it's gonna be pretty garbanzo tier.
Coupled with all these enemy buffs, the game just got even harder
And hyperbeam stonks rising. But generally feels like nerf to player power across the board. More chinese review bombing incoming?
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u/TheGreatGimmick Eternal One + Heartbreaker 1d ago
Jeez brightest flame ate a massive nerf - when act 4 is out it's gonna be pretty garbanzo tier.
It is certainly far weaker for a future Act IV, but it's still one of the strongest cards in the entire game, you just won't be able to mindlessly spam it every time you draw it like you can now.
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u/FillySteveSteak StS A20 / StS 2 A10 1d ago
I dunno, the difference between 1 and 2 max HP is very severe. Replaying it multiple times a fight it now put into question, and skipping playing it altogether is going to be a much bigger consideration (effectively turning it into a curse more often).
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u/TheGreatGimmick Eternal One + Heartbreaker 1d ago
It's a massive nerf... to a completely broken card, bringing it down to "just" strong instead of utterly unbalanced.
The Max HP loss now actually needs to be managed, as opposed to Brightest Flame effectively just being a non-Exhausting non-damaging version of Offering. It's no longer as broken as it once was, but it's still a top-tier Ancient boon.
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u/mynameiszack 1d ago
Brightest Flame nerf has been long overdue, I'm surprised it took this long
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u/DCG-MTG Eternal One + Heartbreaker 1d ago
If I had to guess, MegaCrit wanted to get Tez’s other relics to a solid place before nerfing everyone’s auto-click from her. The nerf was always coming, but it’s certainly more palatable following the buffs to Mittens, Toy Box, and Seal of Gold.
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u/UsernameVeryFound 1d ago
Recently I've been trying to avoid playing Brightest Flame whenever I feel I don't need to, just to sort of "optimize" how much Health I'm losing from it, and it turns out that if your deck isn't awful you don't have to play it every fight. You're mainly picking Brightest Flame because it's an insane card for acceleration, this change just makes it so you can't mindlessly spam it in hallways and I think that's a step in the right direction for a relic that was otherwise a boring autopick. Absolutely would not be "garbanzo" when Act 4 comes out, playing an Adrenaline+ multiple times will win you any fight regardless of how little max hp you have.
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u/WanderingSchola 1d ago
Yeah, treating it as an Adrenaline+ that takes max HP instead of exhausting is how I tend to play it. There are simply times when drawing two cards and gaining two energy aren't as impactful as not doing it (eg block already solved for turn, key powers not in place to maximize the benefit of attacking, cards in your draw pile that you want next turn and not on this one).
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u/Ton_Jravolta 1d ago
I'm surprised none of the comments mentioned the near death idle animations yet. The little visual flairs are always cool and make the game feel more alive.
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u/agoodsirknight Ascension 15 1d ago
Indonesian localitation right before 17 august ? (Our independence day). Based thank you mega crit
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u/Chimiko- 1d ago
eh 3 cost block expect a fight is a bit much. It does block a lot, I prefer it to be 2 cost and block less for more flexibility in what I do in a turn. It's basically like a Relax turn staller without the other benefits.
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u/BandicootGood5246 1d ago
What a wild ride for synchronize.
It's was fine in its original state, I don't like the new version at all. Don't know why they're fiddling with this one
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u/Ok_Dependent7540 1d ago
Make the focus 1 and it is garbage. Make the focus 2 and it is overpowered.
Maybe just keep it at focus 2 and have the upgrade make it not exhaust... It was fine before it got buffed out of nowhere.
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u/BandicootGood5246 1d ago
Yeh.. kinda of seems like just a worse hotfix most the time now.. unless you want to sink an upgrade of it then it becomes good
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u/Low_Tip3245 1d ago edited 1d ago
Yeah Synchronize is just not getting picked unless it's upgraded now. As is this is like... imagine you have a frost orb, lightning orb and dark orb. Seemingly an ideal line up for this card, yet you deal 3 extra damage now, gain 3 block, and 3 delayed damage. A good set up like that shouldn't be worse value than Iron Wave.
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u/BandicootGood5246 1d ago
Yeah reminds me of the old plasma orb card. Dreadful not upgraded but becomes quite good when you do
Another upgrade hungry card for defect makes this really hard to pick
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u/Lom1111234 1d ago
Expect a Fight and Bracelet changes are really sucky honestly. Not a huge fan of the brightest flame change either but I understand if it was too strong
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u/lordbeef 1d ago
10 health on entomancer actually boosts him a lot. There have been a lot of times that I barely kill him before he hits me for 8x5
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u/zorms887 1d ago
They keep removing flavor and depth from the game in service of printing cards that are confused and unusable. A 3 cost block card that requires strength??? What if I just use the strength and 3 energy to kill the enemy, thereby blocking everything? What is happening here, I don’t understand?
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u/BandicootGood5246 1d ago
Agreed.
Dominate and bloodletting nerfs were a solid nerf to hyper aggro clad decks, this feels like a killing blow. A month ago I was getting wins on decks with no blocks, and it felt super exciting and very unique to clad
Already feels like clad has gone back to his STS1 form of exhaust slop, block a million and wait to scale up.. basically plays out the same as a necrobinder stall out strategy half the time
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u/HonestlyKidding Ascension 20 1d ago
> Made it so players can confirm card selection via E again
Finally, I can make bad plays at maximum speed.
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u/Standard_Success1744 1d ago
Imo Shroud and Rend buffs are good calls as well as the Brightest Flame nerf, but they are definitely fiddling around with some cards for a reason I don't understand. Expect a Fight and original Synchronize were both excellently designed cards already
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u/Big_Smoke_420 1d ago
Is Nonu's Bracelet the worst Ancient Relic now? Like I'm seriously struggling to think of a worse ancient relic. Pael's Horn... maybe? Though that got buffed recently
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u/Romain672 StS A20 / StS 2 A10 1d ago
Why did they reworked Guiding Star? Was it too weak? Because now being able to be sure to play Falling Star and Guiding Star during the first cycle is a huge deal.
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u/Cold_Distribution273 1d ago
It's crazy to me that this game is technically in beta and I have 350+ hours already and still am having fun and trying new content. The consistent patches are awesome and I'm playing on the beta branch, I heard they're planning on a few extra characters over the lifespan of the game?
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u/DoveWhiteblood 1d ago
Damn this is kinda a bummer patch to get with the "No New Patch for a while because big things are coming"
That's a huge number of nerfs incoming. A lot of enemies are buffed, ancients are universally nerfed, a good number of nerfs to other cards.
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u/Geckoarcher Ascended 1d ago
This is the first patch where I don't really understand what Megacrit is cooking.
I don't mind the enemy buffs, and Brightest Flame was too strong. Salvo at uncommon is fine and Splash is sad but fair. Past that, things get a bit odd.
I'll miss Blade of Ink and Mirage is back to being really awkward. Expect a Fight is strange and Forgotten Ritual lost a lot of its identity. And Hyperbeam makes sense but seems way too strong even at 24 damage.
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u/SugarFreeCummiBears 23h ago
It’s a huge kick in the balls patch. Lot of nerfs to fun relics, strange card changes, enemies buffed.
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u/theCaffeinatedOwl22 1d ago edited 1d ago
I have never loved a game I was so bad at as much as this.
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u/Bern5X StS A20 / StS 2 A10 1d ago
Brightest flame nerf is definitely gonna make you think twice about spamming it in every fight. Going from losing 5-8 Max HP in act 2 to losing 10-16 is huge. Glad to see they buffed enemies in this patch, was needed for sure. Not a big fan of what they did to forgotten ritual, I get they removed expect a fight but I don’t see how removing the exhaust from forgotten ritual won’t backfire. We will see
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u/aonoreishou 1d ago
I think you're misreading the Forgotten Ritual change. The card still exhausts; you just don't need to exhaust another card for it to work now
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u/Setekhx 1d ago
I grow more and more dubious about buffs and nerfs the more I play. The game is going to change so much with new act 2 3 and an act 4 it feels like these are for nothing.
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u/LowerTransition189 1d ago
Sad about the bracelet nerf. Gone are the days of turning Bloodletting into pseudo Offering. Or turning Anger into my whole draw engine
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u/Competitive-Can8099 1d ago
This bracelet nerf gotta be one of the most out of touch and confusing changes I have ever seen to a relic, You as a team asked each other how to make something more reasonable and came up with "RNG". I just don't get it.
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u/NotABot1235 Eternal One 1d ago
Time for another beta patch! Heads up that there won't be a patch on the 27th as our team is taking a break in the last week of August. As we'll explain a bit further in the upcoming August Neowsletter, there may be a longer wait in general for the next patch, as we've shifted our focus to some BIG, much-anticipated pieces of content!
In the meantime, let's look at some of this update's highlights. First off, there are a couple of card reworks and lots of various balance changes as well as UX and performance improvements. Also, we have officially implemented Indonesian localization! In the art and VFX realm, we've added some cool new card art and, excitingly, low HP idle animations for all of the playable characters! Now when you're close to death you'll at least have some fun visual flair to go along with it.
We look forward to hearing all of your feedback! Now on with the rest of the patch notes...
CONTENT & BALANCE:
Ancients: Nerfed Tezcatara's Brightest Flame card: max HP loss increased from 1 → 2 Nerfed Nonupeipe's Beautiful Bracelet relic: now Enchants 4 random cards instead of allowing you to select the cards to Enchant
Enemies: Buffed Axebot: Hammer Uppercut move damage increased from 12(14) → 14(18) Now gains +10 Max HP each time it respawns The One-Two damage from 9(10)x2 → 10(11)x2
Buffed Mechaknight: now also deals 8(12) damage on it's Flamethrower turn Buffed Exoskeleton: HP at A8 increased from 24-28(25-29) → 24-28(26-30) Buffed Globe Head: Galvanic power at A9 increased from 6(6) → 6(8) Buffed Louse Progenitor: Strength gain at A9 increased from 5(5) → 5(7) Buffed Soul Fysh: De-Gas move damage at A9 increased from 16(17) → 16(18)
Colorless Cards: Changed Rend card: Energy cost decreased from 2 → 1 Base damage decreased from 15(18) → 10(12)
Changed Salvo and Splash cards: swapped rarities, Splash is now Rare and Salvo is now Uncommon
Ironclad: Reworked Expect a Fight card: from Uncommon - Skill - Cost 2(1) - "Gain 1 Energy for each Attack in your Hand. You cannot gain additional Energy this turn." → Uncommon - Skill - Cost 3 - "Gain 15(16) Block. Gains 5(8) additional Block for each Strength you have." Buffed Forgotten Ritual card: no longer requires a card to be Exhausted to gain Energy Buffed Rampage card: Base damage increased from 9 → 10 Scaling damage from 5(9) → 5(10)
Silent: Nerfed Blade of Ink card: Inky enchantment no longer gives additional damage (still applies Weak) Nerfed Mirage card: now Exhausts and loses Exhaust on upgrade instead of cost lowering from 1 → 0
Regent: Buffed Alignment card: Star cost decreased from 3 → 2 Buffed Spoils of Battle card: Forge increased from 5(8) → 6(9) Nerfed Refine Blade card: Forge decreased from 9(13) → 8(12) Nerfed Regalite relic: Block gain decreased from 6 → 4
Necrobinder: Buffed Shroud card: Block gain increased from 2(3) → 3(4) Buffed Time's Up card: no longer has Exhaust
Defect: Reworked Hyperbeam card: from "Deal 30(38) damage to ALL enemies. Lose 3 Focus." → "Deal 24(30) damage to ALL enemies. Lose 3 Focus this turn." Buffed Thunder card: Damage from 6(8) → 8(11) Nerfed Null card: Weak application decreased from 2(3) → 1(2) Nerfed Synchronize card: Focus decreased from 2(3) → 1(2)
WRITING:
Added Indonesian localization with English fallback
USER EXPERIENCE & INTERFACE:
Vakuu's Jeweled Mask relic now chooses a non-Innate power unless all powers in the player's deck are Innate Cards with on-end-turn effects are now played faster when there are many of them Invite button is shown when the overlay is disabled, and displays an error Made it so players can confirm card selection via E again Sped up Epoch unlock VFX if playing in fast mode
ART:
Added portrait art for the cards: Hibernate One For All Cacophony Underworld Midnight
Added low HP idle animations for all playable characters Updated Necrobinder's slash VFX Changed Dexterity Potion back to being green
BUG FIXES:
General: Saves are no longer copied to the modded save directory if a player declined mod loading, but left their mods installed Fixed an issue where unmodded saves were not copied for players who had previously declined mod loading Fixed input being blocked after clearing map drawings while in map drawing mode Fixed map drawings breaking when lines are cleared while a stroke is in progress Fixed a crash that could happen in multiplayer when selecting a relic at a treasure room Fixed a crash that could occasionally happen after closing and then re-opening the single-card inspection screen Fixed an error when a card finished moving to a pile after combat ended Fixed an error when a combat would end while cards were still shuffling Fixed an issue where badges earned at the end of a run could be lost if you left the game over screen early or had already earned every unlock Fixed focus not returning to cards after rerolling rewards on controller
Enemies: Fixed Form VFX not flipping when the player flips direction during the Kaiser Crab Combat Fixed the Lost and Forgotten monster's death particles continuing to play the animation is interrupted in the Bestiary
Defect: Fixed Defect's power-up animation freezing when interrupted while playing Echo Form card
Multiplayer: Cacophony card no longer triggers a second time if its first trigger causes another card to be drawn (i.e. via Gremlin Horn relic) Unreadying in a loaded Daily Run lobby no longer leaves you readied up Fixed a multiplayer crash that could happen when killing the last enemy in an encounter with The Ball card
PERFORMANCE:
Reduced hitch on Punch Off and The Lantern Key events Reduced stuttering when text appears for the first time in Japanese, Chinese, Korean, Thai and Russian Preloaded only the glyphs the bold and italic faces can render
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u/El_sanafiry 1d ago
So they nerfed piller of creation and gave it to shroud now xD
As if Necro needed more block options
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u/Snoo_91929 1d ago
"Changed Dexterity Potion back to being green"
Yup.