Duelyst Patch 1.83by Counterplay Games / April 18, 2017
Duelyst Patch 1.83 is expected to deploy on April 19th around 4PM Pacific Time
We have some wide reaching balance changes coming with this patch, making adjustments to cards from all previous sets. But first, a note on our design philosophy with new cards and balance changes.
If you’ve been keeping track of our patch notes over the past few expansions you probably noticed us making changes for “design space” reasons as each new set rolled out, as well as various other changes we would make periodically. This is something we’d like to avoid in the future. We don’t want to break your existing decks or decks you are building towards, we don’t want to squash your ideas about upcoming card combos by changing an existing card you own as new cards come out. Metagames continually evolve and adapt, both through deckbuilding innovations and through new expansions. We want to encourage this type of organic exploration and innovation, rather than driving the meta with our own changes. We think Duelyst is most fun when you get to play with your cards, grow your collection and experiment with new decks, rather than us telling you how to play.
We will however continue to monitor the state of the game, and still have the ability to step in and make balance changes in the short term if needed, though our goal is to do this rarely.
That being said, there are a number of card changes we’ve been testing for quite some time that we are rolling out with this patch. We’re confident that these changes will allow us to take a step back and give the meta more room to grow on its own, and make more room for exciting new cards to be added to Duelyst in the future.
Enfeeble – Cost changed from 3 to 5.
Enfeeble allows Vanar to trivialize hard-fought board advantages, especially in combination with other cards, a bit more easily than we are comfortable with going forward. By increasing the mana cost to 5, Enfeeble can keep its board-clearing identity but will require a larger investment to do so.
Shadow Sister Kelaino – Stats changed from 2/5 to 3/3.
When a Shadow Sister Kelaino sticks on an Abyssian board, her healing grants tremendous long term impact. We’re reducing her stats to 3/3 to make it easier to remove her from the board, opening up a wider variety of cards to be viable options when playing both with and against Abyssian.
Thumping Wave – Cost changed from 3 to 4.
Thumping Wave’s versatility makes it a staple card in Magmar decks, but it is simply too effective as both a finisher and removal spell. We’ve increased its cost from 3 to 4 to shift the focus back onto its flexibility, rather than strictly outperforming its competition.
Flash Reincarnation – Ability changed to “If the next card you play this turn is a minion, it costs 2 less and takes 2 damage.”
With this change, Magmar can no longer play two Flash Reincarnations back to back to summon an end game minion in the first few turns of the game. They’ll still be able to ramp big minions onto the board early, but the more egregious edge cases will be removed.
Chrysalis Burst – Cost changed from 4 to 6.
The large amount of randomness on Chrysalis Burst when played at key moments in the mid-game created swingy and hard to predict board positions for both players. Often Chrysalis Burst would single handily win or lose the game for its caster, depending on where the eggs spawned and what minions came out of them. Additionally, Chrysalis Burst continues to be the most powerful egg effect by a good margin.
By moving Chrysalis Burst to 6 mana, players will have more time to prepare for it, and we’ll be able to support eggs in much more interesting and powerful ways going forward.
Windblade Adept – Ability changed to “Zeal: Gains +1 Attack.”
Windblade Adept is a widely played minion with no equal in Lyonar. By decreasing its Zeal from +2 Attack to +1 Attack, it will remain a powerful option without preventing other two-cost minions from seeing play.
Grandmaster Nosh-Rak – Cost changed from 7 to 8. Health changed from 7 to 8.
Grandmaster Nosh-Rak has an extremely powerful and often immediate effect that ends the game quickly for Vetruvian players. At 7 mana, it’s difficult to give Vetruvian new high-impact minions when their damage could effectively be doubled the following turn. By moving Nosh-Rak to 8 mana, there will be a bit more breathing room before the Grandmaster comes online.
Meltdown – Cost changed from 7 to 8. Stats changed from 7/7 to 6/6. Ability now deals 6 damage.
While we still believe randomness can produce interesting and dynamic gameplay, Meltdown is too frequently being used as the finisher of choice and deciding the outcome of close games. We’re increasing its mana cost and decreasing its stats to lower its power level a bit and make room for a wider variety of late game card choices.
For roughly 1 week after these changes, Thumping Wave, Flash Reincarnation, and Chrysalis Burst will be disenchantable for full spirit value. Disenchant values are not applicable to the other changed cards, as non-Prismatic cards from small expansions and basic cards are not craftable/disenchantable. (Prismatic versions for small expansion cards are still disenchantable for full value).
Continuing the Story – Chapters 25-30 added to the Codex
Enter the Alcuin Library and hear more tales from Mythron’s historia
Bug Fixes and Minor Updates
- Adjusted turn timer behavior to better handle actions submitted in final few seconds of your turn.
- Fixed a bug where Boulder Breacher’s Bond effect would not activate when hatched from an egg at the start of turn.
- Compressed multiple stat changes within a short window into a single stat change visual (+1,+1,+1,+1 = +4)
- iOS Beta currently in limited testing, ramping up to wider testing soon.
- Android build being prepped for initial testing.
- Additional game modes including continuous draft with cross-faction decks.
- Continuing card expansions throughout the year.
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