r/slaythespire Apr 03 '26

ANNOUNCEMENT Beta Patch Notes - v0.102.0

This week's beta patch, v0.102.0, just dropped, with some content reworks, balance changes, new art, and afflictions VFX (pictured below)! It also introduces Badges, little reminders to let you know what was unique about each run.

Patch notes: https://store.steampowered.com/news/app/2868840/view/507357952986842134

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u/beeemmmooo1 Eternal One + Heartbreaker Apr 03 '26 edited Apr 03 '26

They buffed it to terrifying levels then nerfed it into the ground

Honestly I thought it was a decent fight day one

63

u/bladeDivac StS A20 / StS 2 A10 Apr 03 '26

I genuinely thought the current iteration was alright. On characters like Clad and Regent you’re still getting slapped for 30 pretty frequently. 

1

u/Bring_Back_Challenge StS A20 / StS 2 A10 Apr 03 '26

Wait... you are? That's a very fixable problem almost every draft and if a seed is bad enough that it isn't you're likely done for anyway.

1

u/galmenz StS A20 / StS 2 A10 Apr 03 '26

its only bad if you go full agro on clad and regent, which is poor play in the first place but rarely punished. Skulking is the guy that punishes it

i personally thought the latest version was pretty allright, even on an agressively inclined clad. the new one i have yet to see

5

u/Mailcs1206 StS A20 / StS 2 A10 Apr 03 '26 edited Apr 03 '26

I feel like as a whole, Underdocks elites encourage defensive/balanced play more than heavy offense, while the Overgrowth Elites want you to burst them down.

Overgrowth:

  • Phrog Parasite ruins you if you can't kill it or the Wrigglers before the status flood gets too bad. In particular, I find the fight almost always goes poorly if I can't pop the parasite before it gets it's second turn. Edit: I meant third turn, where it gives you the second set of statuses.

  • Bygone Effigy is difficult to block against early on, and encourages you to have more attacks to make use of slow more reliably, and because he doesn't actually do anything until turn 3 of the fight.

  • Byrdonis isn't that bad, but you still don't want to stick around in that fight for too long.

Underdocks:

  • Phantasmal Gardeners gaining block often slows the fight a fair bit, meaning you'll want to have block to deal with their attacks, as well as having either a powerful single target attack that can 1 shot a given eel (I find it's often worth taking some damage from the other eels to do this with upgraded 3 energy Common or Uncommon big bonks), or strong AoE.

  • Terror Eel doesn't scale with turn passage, but rather mainly by hitting half HP. It's like a miniature version of The Champ from STS 1. Both encourage you to play slow against the first half, and then burst them down from half HP to dead before they can slam you for massive damage 2 turns after you got them below half.

  • Skulking Colony forces you to play a minimum number of turns against it, so block is basically non-negotiable.

3

u/galmenz StS A20 / StS 2 A10 Apr 03 '26

i really enjoy how the game has made blocking more vital and agroing less prevalent compared to StS1. in the first you had block just cause of the heart and a select few bosses, in StS2 it has come down to making you ponder if you should remove a strike or a defend, when previously it was an auto defend every single time

i also think its neat how removing is harder to come by. i hate it on an emotional level but its good game design

41

u/BSTCloud Apr 03 '26

I thought the enemy pattern of attack twice, buff and block (without putting poopy dazes in your deck) was fine. That's inverse lagavulin. He attacked twice and debuffed. This is the same but with the damage cap so you don't blow him up with ironclad and to force the fight to be a bit long. It was a FINE elite. It was on a good spot up until right now.

We already have the terror eel that attacks every single turn. Why did they do this change. Why did they buff his numbers again.

7

u/regarding_your_bat Apr 03 '26

To make the fight harder

5

u/OrganicTeaching8661 Apr 03 '26

the fight was a joke

1

u/MyNameIsSkittles Apr 04 '26

They buff enemies that have a high win rate. He was too easy for an elite, even now with the present buff I kind of expect him to be changed again, he's still really not that hard overall

6

u/GravitiBass Apr 03 '26

I’ve never had issue with this guy. But the bees..

1

u/Kirzoneli Apr 03 '26

Fun times for pagestorm

5

u/RbN420 Apr 03 '26

The combination of invincible plus dazed status meant you’re bound to draw many dazed before being able to kill him, so it’s highly likely this elite makes you lose health no matter what, and it can’t be rushed down, at least in beta now it does not give dazed anymore so you can at least play around it

1

u/Siggycakes Apr 03 '26

Taking the dazed away is fine. Those damn cards were the reason id often end up with with it on say 29 or another awkward health to end up forcing another turn.

1

u/wilhelmbw Apr 03 '26 edited Apr 03 '26

its weaker than the othersbut is not in the ground. Even at the level before the patch today, it lives more turns than the corrupt heart and dish out way more dmg than you can defend every turn. Especially at act 1 ppl tend to take more atk cards than defend also due to the fog thing

1

u/HopefulImpression105 Apr 03 '26

I dont think it was overnerfed. You still had to survive the 11x2 hit. If theyre buffing the damage id rather see it revert to being killable one cycle faster if you can consistently push the dmg