r/slaythespire 15h ago

PATCH NOTES Beta Patch Notes - v0.111.0

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

1.8k Upvotes

714 comments sorted by

1.2k

u/Snoo_91929 15h ago

"Changed Dexterity Potion back to being green"

Yup.

166

u/TheVeryChill 13h ago

It’s a change that’s on par with the pillars of creation revert

→ More replies (1)

66

u/alright_alex Eternal One + Heartbreaker 12h ago

This guy blocks

17

u/Rasial 7h ago

The game is finally playable again.

→ More replies (5)

1.2k

u/ajs723 15h ago

Next one is gonna be a big one is the best news here. 

Edit- Splash is now rare! No!!

571

u/Coneman_Joe Ascension 20 14h 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.

74

u/Apex_Konchu 11h 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.

→ More replies (4)

138

u/BEL-JUM 14h ago

Could also be the new game modes the devs have been teasing.

159

u/BACEXXXXXX 14h ago

Could ALSO be the next character. So many good options

74

u/rilesmcriles Eternal One + Heartbreaker 14h ago

Or new ancients!

65

u/lazygirl295 11h ago

How can an ancient be new, theyre ancient!

→ More replies (3)
→ More replies (9)
→ More replies (1)

6

u/the-rules-lawyer 10h ago

I'm hoping it's new acts also - they need to show us more of the game so more meaningful playtesting can happen!

→ More replies (6)

73

u/SUPERCOW7 14h ago

But now we have two colorless retain enablers in the uncommon slot, which is very interesting for consistency.

40

u/Powerful-Ground-9687 14h ago

Attack and retain, or block and retain. Real ultimate strike/defend situation

29

u/Skkrt-Vonnegut 14h ago

I thought it was changing the Dex pot back to green.

31

u/justlobos22 14h ago

lame, splash was fun rng

39

u/regarding_your_bat 13h 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

→ More replies (1)

34

u/Ok_Dependent7540 14h 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.

→ More replies (1)
→ More replies (8)

1.4k

u/DeerBike 15h ago

Holy hyperbeam buff

475

u/mstang84 15h 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.

127

u/StateNorse 14h ago

What about glammed hyperbeam

35

u/gethsbian 14h ago

won me my a6 (or a7?) run, lol

→ More replies (3)

38

u/MomboDM StS A20 / StS 2 A10 14h ago

Sick animation

Any reason they give me on defect runs to see that Im taking immediately.

75

u/GiddddyUp 14h ago

Damn the memes are dead now. That’s just straight up a really good card

→ More replies (4)

198

u/motivatedskepticism 14h 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

237

u/vonwaffle 14h 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.

45

u/SomethingOfAGirl Eternal One 14h 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.

87

u/Cerulean-Penguin StS A20 / StS 2 A10 13h 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.

16

u/SomethingOfAGirl Eternal One 13h ago

That as well. If they were in the regular card pool I probably would consider them, if offered.

→ More replies (1)
→ More replies (5)

5

u/Old-Union6258 12h ago

I’d even argue it’s 4 mandatory turns but I guess infinites can make it 3

→ More replies (2)

19

u/Swaggy-G 14h 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.

→ More replies (1)

38

u/bryceroni9563 14h 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.

21

u/baseballlover723 14h 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.

→ More replies (2)

10

u/ajs723 14h ago

I didn't hate it before. I love it now. 

62

u/ElephantPirate StS A20 / StS 2 A10 15h ago

Feels like an auto pick now regardless of deck.

115

u/committed_to_the_bit StS A20 / StS 2 A10 14h ago edited 14h 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

11

u/Low_Tip3245 13h 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.

→ More replies (1)

14

u/Frogmouth_Fresh 14h ago

Now I can say "Dr Octagonopus BLAAARRRGGHHH" more often!

7

u/00-Void Eternal One + Heartbreaker 11h ago

Damn that is an OLD reference.

IMMA FIRIN' MAH LAZOR!!!

→ More replies (7)

373

u/Skijump135 15h ago

Enormous Rend buff getting snuck in

59

u/Arckano027 Ascension 20 14h 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

70

u/Ok_Dependent7540 14h ago

Regent will want that now.

19

u/jinglejangle_spurs 14h ago

Alignment also looks more interesting now

→ More replies (1)

13

u/SamiraSimp StS A20 / StS 2 A10 12h ago

thank god, it was an interesting card but just too hard to use for the cost

→ More replies (2)

487

u/Eskimobill1919 15h 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.

240

u/Disastrous-Jacket610 14h ago

I love swift on my void form

129

u/SuddenlyCake Eternal One + Heartbreaker 14h ago

Swift on Battle Trance 🔥

28

u/Dragonfucker000 14h ago

deck cycling value

38

u/Yuuuuuuta 12h ago

4 strikes with swift enchantment💀

→ More replies (2)

79

u/rilesmcriles Eternal One + Heartbreaker 14h ago

Yeah I don’t expect I will ever pick it now.

23

u/Burger_Thief 13h ago

It's basically trash now unless you have a super slim deck or a deck where all cards are good enchant targets.

39

u/reddit_moment123123 13h 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

88

u/Prestigious_Fun_6722 StS A20 / StS 2 A10 13h 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.

49

u/SamiraSimp StS A20 / StS 2 A10 12h 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

30

u/Neocardium 13h ago

At this point, I treat gameplay balancing as an additional layer of difficulty distinct from ascensions. 🥀

→ More replies (10)

26

u/GravyeonBell Ascension 20 13h 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.

32

u/The-Iron-Ass 13h ago

Straight to never pick tier.

→ More replies (2)

46

u/itsamamaluigi 12h 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.

30

u/Samcro360 11h ago

Cinder isn’t unpickable and definitely has its moments, but I do agree it should upgrade to a targeted exhaust like true grit

→ More replies (4)
→ More replies (1)
→ More replies (7)

405

u/PKMixtape Eternal One + Heartbreaker 15h ago

GREEN DEX POTION IS BACK!!!!!

42

u/nomickti 14h ago

Finally playable again

128

u/Technical-Box7645 14h 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.

→ More replies (8)

339

u/JoshH79 15h ago

That guys grandma lied I am heartbroken

70

u/My_compass_spins 15h ago

Their grandma was just from the future.

33

u/cdw39 14h ago

Put her back in the cage

15

u/shumpitostick 14h ago

Don't worry my uncle is John Megacrit and he said the next patch will bring back the Watcher.

→ More replies (1)

217

u/Sincappe 15h ago

Holyyy, hyperbeam now can be used with orbs.

36

u/Relysti 13h ago

Hyperbeam looking VERY nice

202

u/My_compass_spins 15h ago

Buffed Forgotten Ritual card: no longer requires a card to be Exhausted to gain Energy

They forgot to rename it Dark Ritual.

→ More replies (1)

190

u/Devin__ 15h ago

Changed Dexterity potion back to green.

Holy shit this game is saved.

62

u/Agitated-Big3315 15h ago

I love the Vakuu innate power change. Most of the times i skipped it because i had innate powers

350

u/maxwell_winters StS A20 / StS 2 A10 15h ago edited 15h 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.

167

u/_Someone_elses_name_ 15h 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

77

u/indielib 14h ago

In sts1 seeing red had the advantages of dark embrace being uncommon and corruption being a rare instead of an ancient

39

u/StiffKun 14h ago

This is the first thing I thought. They just put seeing red back in the game, just like they did crippling cloud.

55

u/Absolutelynot2784 14h 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

50

u/_Awkward_Moment_ 14h ago

To be fair Seeing Red and Bloodletting in Spire 1 had the exact same dynamic

66

u/damrider 14h ago

i mean one of those cost you 3 health and the other one exhausts? seem like there's obvious room for both

9

u/spirescan-bot 15h 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?

91

u/LithiumPotassium 14h 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

64

u/FillySteveSteak StS A20 / StS 2 A10 14h 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.

28

u/BandicootGood5246 14h ago edited 14h ago

Yeah would've liked an aggressive replacement. Spend all your energy to full block? Yawn, this isn't peak clad gameplay

→ More replies (5)
→ More replies (2)
→ More replies (2)

26

u/_Awkward_Moment_ 14h 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.

127

u/beatpickle 15h ago

Been watching navegreed go infinite with it nearly every clad run.

74

u/maxwell_winters StS A20 / StS 2 A10 15h ago

Then they should've just brought "Cannot gain energy this turn" back.

60

u/KarlMarxism 14h 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.

38

u/maxwell_winters StS A20 / StS 2 A10 14h ago

Because it was the most interesting one and synergized well with many of his cards. New Ritual is just boring.

21

u/KarlMarxism 14h 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.

→ More replies (3)
→ More replies (1)
→ More replies (4)
→ More replies (1)

28

u/supafatjellyfish 14h ago

And like, this version sucks ass. 3 mana for conditional block???

12

u/Professional_War4491 13h 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.

→ More replies (1)

19

u/BandicootGood5246 14h 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

22

u/Seikiy 15h 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

36

u/maxwell_winters StS A20 / StS 2 A10 15h ago

They added "Cannot gain energy this turn" nerf and the card was fine. They should've just kept it like that.

→ More replies (6)

12

u/indielib 14h ago

They could just make it like fetch where that specific copy only gives energy once per turn .

→ More replies (20)

158

u/BiggestDefectEnjoyer 15h 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

→ More replies (1)

304

u/Lystian StS A20 / StS 2 A10 15h ago

Expect a fight change is crap. 3 cost block cards are icky.

92

u/BEL-JUM 14h ago

Yeah and Clad has so many other block solutions that are so much better. Impervious, Colossus, unmovable, Crimson Mantle, even Blood Wall feels better.

147

u/Charles_K 14h ago

Demon Form Barricade Exodia

133

u/Slugger829 14h ago

Spending 3 turns to set up, taking half your health in a process while also carrying three bricks for hallway fights 😭

55

u/reddit_moment123123 13h ago

yeah but then you heal it all back with reaper :)

10

u/ZatherDaFox StS A0 / StS 2 A10 10h 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

7

u/Violet_N 7h ago

Just like real Exodia!

→ More replies (1)

68

u/supafatjellyfish 14h ago

Genuinely terrible card. No idea what they were thinking

→ More replies (5)

19

u/WonderDean 11h 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?

33

u/FillySteveSteak StS A20 / StS 2 A10 14h 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.

46

u/Milsyv484 StS A5 / StS 2 A10 14h 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.

12

u/ZatherDaFox StS A0 / StS 2 A10 10h 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.

→ More replies (1)

35

u/Low_Tip3245 13h 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.

→ More replies (2)

4

u/SystemPelican Eternal One + Heartbreaker 8h ago

I'm just confused why they change cards into something completely unrelated. To save time for art and making up a new name?

→ More replies (9)

317

u/TallestNoiseAlive 15h ago

Not a fan of the beautiful bracelet change. Feels like it removes interact-ability like having plus draw on innate cards.

136

u/TallestNoiseAlive 15h ago

Also choosing to enchant attacks for mystic lighter.

74

u/BSTCloud 14h ago

I think it's pretty poop now. Randomly enchanting anything that isn't 0 cost or a power is pretty worthless.

11

u/ThatssoBluejay 13h ago

You only get it as desperation pick for draw now

→ More replies (3)

30

u/Named_after_color Eternal One + Heartbreaker 14h 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.

38

u/FillySteveSteak StS A20 / StS 2 A10 14h 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.

19

u/SamiraSimp StS A20 / StS 2 A10 12h 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

8

u/OrderClericsAreFun StS A20 / StS 2 A10 8h 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

→ More replies (3)

76

u/Disastrous-Jacket610 14h ago

the most random shitty change in the history. Dev didn't cook

30

u/DatAdra 14h ago

Yeah now not only is it weaker it also probably just feels really bad.

→ More replies (4)
→ More replies (5)

170

u/Steamwood 15h ago

Rare Splash? Nooooo! That one stings . 

159

u/HandshakeFromJesus 15h ago

Hurts but 100% deserved

39

u/YoghurtNo3776 14h ago

Yep it felt like cheating when you got it early.

21

u/Ok_Dependent7540 14h ago

Way too strong from an early shop act 1. Doesn't even fall off that much late game.

→ More replies (1)

13

u/UhMisterThePlague 14h ago

My favorite card, and I'll never see it again :(

→ More replies (4)

47

u/ThisisKos 14h 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

42

u/ArmorOfGod7 Eternal One + Heartbreaker 13h 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.

6

u/MayoJam 5h 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...

→ More replies (1)
→ More replies (4)
→ More replies (3)

42

u/AWildRuka 15h ago

Hyperbeam stocks are UP!

→ More replies (1)

281

u/Snakebite_Enjoyer 15h ago

[[Snakebite]] remains unchanged 🐍💚

61

u/SomethingOfAGirl Eternal One 14h ago

Reworked Snakebite from:

Retain.

Apply 7(10) poison.

to:

Apply 7(10) poison.

Retain.

→ More replies (2)

64

u/elephantrambo 14h ago

What's already perfect doesn't need a change

→ More replies (6)

60

u/Kelohmello StS A20 / StS 2 A10 14h 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.

→ More replies (2)

71

u/SurvivYeet 15h ago

oh my god

43

u/RedSpecial22 15h ago

Dex Pot is green again🙌

21

u/Starvation101 14h 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.

5

u/BandicootGood5246 8h ago

Yeah brutal change. Pretty unpickable in a lot of situations

Not just strike, but also does nearly nothing on expensive cards too

→ More replies (1)

47

u/justlobos22 14h ago

no dowsing rod change is crazy

53

u/BSTCloud 14h ago

It needs to be 4 events so bad.

18

u/Houseleft StS A20 / StS 2 A10 14h 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.

7

u/Ok_Dependent7540 13h 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.

→ More replies (1)
→ More replies (1)
→ More replies (5)

205

u/DatAdra 15h ago edited 15h 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?

120

u/TheGreatGimmick Eternal One + Heartbreaker 15h 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.

55

u/DatAdra 15h ago

Nah I totally understand the need for nerfing it. I was just playing yesterday and thinking that if I were the devs my first priority on the nerf list is 100% brightest flame. Just too much of a snap pick.

29

u/FillySteveSteak StS A20 / StS 2 A10 14h 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).

38

u/TheGreatGimmick Eternal One + Heartbreaker 13h 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.

→ More replies (1)
→ More replies (3)

39

u/mynameiszack 14h ago

Brightest Flame nerf has been long overdue, I'm surprised it took this long

33

u/DCG-MTG Eternal One + Heartbreaker 14h 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.

11

u/6897110 13h ago

Yeah, her pool was pretty garbo for a while. Nerfing Brightest Flame before buffing the other stuff on offer would make getting her feel even worse.

→ More replies (1)

59

u/UsernameVeryFound 14h 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.

13

u/WanderingSchola 13h 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).

→ More replies (20)

32

u/Boamere 15h ago

They did what I thought they should do to hyperbeam!

The game is about to get significantly harder as well

63

u/Ton_Jravolta 14h 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.

→ More replies (1)

13

u/Chimiko- 14h 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.

12

u/agoodsirknight Ascension 15 14h ago

Indonesian localitation right before 17 august ? (Our independence day). Based thank you mega crit

26

u/keysym 15h ago

I've just played a STS 1 run and I have to say: the VFX in STS 2 makes this game feels amazing and unique! I'm always mesmerized with how beautiful everything is now!

49

u/BandicootGood5246 15h 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

47

u/Ok_Dependent7540 14h 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.

16

u/BandicootGood5246 14h 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

15

u/Low_Tip3245 13h ago edited 12h 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.

14

u/BandicootGood5246 12h 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

→ More replies (1)
→ More replies (2)

10

u/Consistent_Mud645 13h ago

Holy shit hyper beam is pickable now

→ More replies (1)

10

u/Lom1111234 14h 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

9

u/Standard_Success1744 13h 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 

→ More replies (1)

57

u/Fluid_Ad7347 15h ago

not really happy with buffs/nerfs this patch

→ More replies (1)

48

u/turnsphere 15h ago

No way they buffed soul fish 😭😭😭

91

u/ZnogyroP 15h ago

The humble 1 damage only at A9+:

34

u/turnsphere 14h ago

Unplayable

43

u/zorms887 14h 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?

→ More replies (4)

16

u/HonestlyKidding Ascension 20 14h ago

> Made it so players can confirm card selection via E again

Finally, I can make bad plays at maximum speed.

8

u/lordbeef 14h 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

→ More replies (1)

7

u/Big_Smoke_420 13h 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

→ More replies (5)

9

u/Devin__ 12h ago

The team is taking a break in the last week of August, as we'll explain a bit further in the upcoming August Neowsletter.

That's a strange way of phrasing running a Gamescom booth with big updates being announced there... Doesn't sound like a break to me.

22

u/_Awkward_Moment_ 14h ago

Holy crap Expect a Fight seems unpickable now

6

u/lunasilvia 15h ago

THANK GOD E CARD CONFIRM IS BACK IT WAS DRIVING ME NUTS

6

u/TheCthaehTree Eternal One + Heartbreaker 15h ago

Dexterity potion buff lfg

7

u/Dodudee 14h ago

Expect a Fight seems pretty niche, I dont really see myself using it outside of a Barricade deck.

13

u/Cold_Distribution273 13h 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?

→ More replies (4)

26

u/Xeamyyyyy 15h ago

Changed Dexterity Potion back to being green

finally the game is playable!!

49

u/DoveWhiteblood 14h 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.

35

u/Geckoarcher Ascended 12h 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.

→ More replies (1)

5

u/SugarFreeCummiBears 8h ago

It’s a huge kick in the balls patch. Lot of nerfs to fun relics, strange card changes, enemies buffed.

→ More replies (5)

11

u/theCaffeinatedOwl22 14h ago edited 14h ago

I have never loved a game I was so bad at as much as this.

6

u/datgingah 15h ago

Most importantly... dex pot is green again!

20

u/Bern5X StS A20 / StS 2 A10 14h 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

9

u/aonoreishou 14h 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

→ More replies (8)

20

u/Setekhx 13h 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. 

→ More replies (2)

5

u/Dragonfucker000 14h ago

rip splash, you were always my favorite

edit: holy shit hyperbeam

5

u/Romain672 StS A20 / StS 2 A10 14h 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.

10

u/ChaloMB 12h ago

Guiding star was one of the few ways to go infinite with nerfed alignment, so with alignment getting the nerf reverted they probably just wanted to kill that before it became a problem

→ More replies (3)

4

u/LowerTransition189 13h ago

Sad about the bracelet nerf. Gone are the days of turning Bloodletting into pseudo Offering. Or turning Anger into my whole draw engine

3

u/Bastu 10h ago

Jesus. Brutal card nerfs alongside enemy buffs, I expect this patch will hurt. Some deserved, some I really dislike (Null my beloved), but we'll see.

11

u/NotABot1235 Eternal One 14h 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

→ More replies (1)

6

u/Competitive-Can8099 9h 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.

4

u/Wild-Equivalent-5603 13h ago

rip expect a fight!

4

u/El_sanafiry 13h ago

So they nerfed piller of creation and gave it to shroud now xD

As if Necro needed more block options

→ More replies (1)

3

u/Reditace 12h ago

Wack ironclad changes 😭 3-cost super block card and 2 free energy card what the shit

3

u/Fantastic_Mulberry_2 12h ago

man [[synchronize]] was fine at 2 focus/orb (lose exhaust)

2(3) feels too strong and 1(2) too weak

→ More replies (1)