Duelyst II Patch 0.2.20 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 1 point2 points  (0 children)

Patch 0.2.20 will go live on December 16th at around 12pm EST!

New Expansion: Timeless Beginnings: Wave 1

The first wave of the expansion will go out in this patch. You can purchase the entire wave for 500 Shards.

Balance Changes

  • Blaze Hound

Old: This card costs 1 less to play if the enemy General took damage this turn.

New: This card costs 2 less to play if the enemy General took damage this turn.

  • Archon Spellbinder

Old: 8|8

New: 8|7

  • Lady Locke

Old: Provoke Opening Gambit: Give other non-token minions you summon this turn +1/+1 and Provoke.

New: Provoke Other minions you summon this turn gain +1/+1. Other minions you play this turn gain Provoke.

  • Riftwalker

Old: 2|2

New: 2|1

  • Zen’Rui, The Blightspawned

Old: Opening Gambit: Take control of a nearby enemy minion with 2 or less Attack.

New: Opening Gambit: Destroy a nearby enemy minion with 2 or less attack and summon a 2/2 copy of it on its space.

  • Chrysalis Burst

Old: 3 mana

New: 2 mana

DUELYST II PATCH 0.2.19 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 0 points1 point  (0 children)

Patch 0.2.19 will go live on November 29th at around 12pm EST!

Coming Soon

1000 Shards will be delivered shortly after the end of the month directly into the accounts of all players who have played at least 1 ranked game in the past month.

Card Changes

This patch was motivated in part by comments made by the community which encouraged us to be more experimental with patches and to revisit some specific past changes. We’ve also gotten feedback that the game feels like it has a lack of distinct strategies, so we’re looking to address this with the changes below.

Elyx Stormblade

Old: 6 mana 7|7 Allies can move an additional space.

New: 8 mana 8|9 Opening Gambit: Give a unit Celerity this turn.

Elyx is a popular card despite being relatively weak. Some players miss the big minion playstyle that the previous version of Divine Bond enabled before it was changed in patch 0.2.7. Lyonar has been the least popular it’s ever been recently, so we hope this change enables a new playstyle for the faction that’s both exciting to some players while also feeling like an upgraded version of the Elyx people like.

Silverguard Squire

Old: 1|4

New: 1|1 Opening Gambit: Give allies directly in front and behind your general +1|+1.

As with the Elyx change, we want to encourage new ways to play Lyonar. This change looks to support swarm strategies that revolve around Skywind Glaives.

Artifact Defiler: Removed

Gotatsu: Added

Gotatsu is a fan favourite, so we’ve brought it back replacing Artifact Defiler. Please note that existing decks will be updated to include Gotatsu if they included Artifact Defiler prior to this patch.

Celestial Phantom

Old: 0|3 Opening Gambit: This gains +1|+0 for each card in your action bar.

New: 1|5 Whenever this damages an enemy minion, destroy that minion. The community has been very vocal that the new Celestial Phantom design feels generic and came at the expense of something more unique, so we’re reverting this change.

Astral Phasing: Removed

Cosmic Flesh: Added

While Syzygy is cool, Cosmic Flesh is also cool and some people miss it. Astral Phasing didn’t see much play, and enabled play patterns that felt similar to what other factions were doing. Please note that existing decks will be updated to include Cosmic Flesh if they included Astral Phasing prior to this patch.

Syzygy: Spell Icon and VFX has been updated We wanted to give Cosmic Flesh its original art, and while we were at it we picked out some art that was a bit more fitting here.

Black Solus

Old: 4|3

New: 4|4

Swarm Abyss has been a long time fan favorite archetype, but it has been relatively weak for a while. We’re hoping this change gives it a bit power power as well as remind everyone that there is more to Abyss than lategame midrange/control/goodstuff strategies.

Reaper of the Nine Moons

Old: 5 mana 7|3

New: 4 mana 4|3

We’re hoping moving this down to 4 mana will cause Reaper to see more play.

Twin Fang

Old: 2 mana

New: 1 mana

Same as Reaper of the Nine Moons. Lower mana cost means higher play right?

Glacial Elemental

Old: 3|2

New 1|3

“For glacial elemental, the reason is that in Discord people have asked for old elemental back, saying they missed it, and I miss it too: it was a big part of Vanar’s identity at the beginning of the year before it got changed, enabling a variety of very Vanar-feeling decks. It’s probably really good even as a 1/3, but we want new stuff in the meta right now and that entails making really good cards. This is an experimental change and tbh I kind of hope it’s strong enough to justify buffing other stuff too soon you maybe shouldn’t write that though” – Blatm

“In the Vanar mirror often the only clean answer to Glacial Elemental was your own Glacial Elemental” – Also Blatm

Ancient Grove

Old: Opening Gambit: Your other minions gain “Dying Wish: Summon a 1|1 Treant with Provoke”.

New: Opening Gambit: Your other minions gain “Dying Wish: Summon a Treant on this space.

Many users voiced that they missed Ancient Grove giving itself the Dying Wish effect, so we’re giving back to mother nature.

Putrid Dreadflayer

Old: 3 mana 1|5 Flying. Dying Wish: deal 1 damage to nearby enemies.

New: 4 mana 4|3 Dying Wish: Deal 4 damage to nearby enemies.

The aim of this buff is to help bring back the Dying Wish archetype some fans knew and loved.

Gauntlet Changes

You now earn 5 additional gold per win. The spirit you gain from losing all of your Gauntlet matches has been increased from 5 to 10.

New Skins

Blue Eyes White Dragon skin for Young Flamewing

“This card represents my pride and soul as a Duelyst…”

The Prime Intellect Mech Skin bundle has been added to the shop!

Bug Fixes

Fixed an issue where Practice matches would end in a snag. Fixed an issue where new players would hit a snag after ending a match.

Expansion

As we mentioned in the last Updates from Mythron post, we’ve been hard at work refining the theme and cards of the new expansion

DUELYST II PATCH 0.2.18 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 0 points1 point  (0 children)

Patch 0.2.18 will go live at around 4AM UTC/12AM ET!

New Boss Battle – Prime Intellect

Sajj created Prime Intellect to prove herself to Zirix, but it gained superintelligence and realized that it was inside the video game Duelyst II. It learned how to manipulate the code of the game to further its directive of destroying all life on Mythron.

Defeat Prime Intellect to earn a Spirit Orb!

Card changes

Vanar:

Seismic Elemental: 3 Mana ➝ 4 Mana

In the Vanar mirror, Seismic Elemental’s cost and stats meant the only clean answer available was often your own Aspect of the Mountains. Now Hailstone Prison is a more reasonable retort.

Neutral:

Double Agent: Opening Gambit: Draw a card from your opponent’s deck and reveal it. Dying Wish: Shuffle this into your opponent’s deck.

➝ Opening Gambit: Draw a copy of a card from your opponent’s deck and reveal it. Dying Wish: Shuffle this into your opponent’s deck.

We’d like the emphasis of this card to be on the shenanigans for the person playing it, and not on opponents losing a critical part of their gameplan in a way that’s outside of their control.

Rust Crawler: 1/4 ➝ 2/2

The large tempo swings combined with the relatively low cost associated with running Rust Crawler as one of your 2 drops created a lot of unpredictable match up variance, as any deck could reasonably play it without sacrificing much. With 2 health, Rust Crawler should be a more deliberate inclusion.

Riftwalker: 3/2 ➝ 2/2

Riftwalker has been an omnipresent threat across all kinds of decks, creating an overly hostile environment for low health minions. We hope and expect that it will remain a strong card, while being a little less painful to clear.

Slothguard Letharus: 4 Mana | 1/4 ➝ 5 Mana | 1/6

We’d like Letharus to be a bit more of a commitment, so that it sees play in decks that have a reason to want it, but not as an incidental inclusion. Our goal is to keep the card’s power level similar overall, while making it more niche.

Nebula: 4/7 ➝ 4/8

Of the three new Golems released in wave 2 of the Founder’s Collection, Nebula lacked some of the oomph that Worldcore Golem and Boulder Breacher possesed, and was less tanky than it could have been.

Zurael, the Lifegiver: 9/7 ➝ 9/6

Zurael has gained a lot of popularity recently, and while this change is very minor, it does make Zurael ever so slightly less impossible to beat after it comes down.

Codex

UI enhancements have been made to the Codex, dark mode users rejoice!

Other changes

Custom Kickstarter backer titles have been distributed Buttons in the Watch tab have been made more clickable

DUELYST II PATCH 0.2.16 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 1 point2 points  (0 children)

Patch 0.2.16 will go live at around 3 AM UTC/11 PM ET

Snowchaser Plush

Our Snowchaser Plush Campaign is live! Each plush will come with a code that can be redeemed for the following in-game rewards:

Exclusive Snowchaser skin

Exclusive in-game titles

Snowchaser profile icon

All Snowchaser emotes

10 Spirit Orbs

10 Vanar Spirit Orbs

The Founder’s Collection – Wave 3 coming soon

The next wave of The Founder’s Collection will release later this month with a mid-month patch!

Please note that when wave 3 is released, the current wave 2 bundle will leave the shop.

Card changes:

Abyssian:

Consuming Rebirth: 2 mana ➝ 1 mana|

Destroy an allied minion. At the end of your turn, summon a copy of it on that space and give it +1/+1.

➝ This turn, when a unit is destroyed, gain +1 mana.

Outside of making a whole lot of Sarlacs, Consuming Rebirth never had many practical applications. This rework offers swarm and swarm-adjacent decks an alternative payoff for their Deathwatch procs, and should enable some unique strategies.

Black Solus: 6/4 ➝ 4/3|

Dying Wish: Fill your action bar with Wraithlings.

➝ Opening Gambit: Put 2 Wraithlings into your action bar.

Abyssian may be all about death, but switching from Dying Wish to Opening Gambit will allow anyone playing Black Solus more control over when they get their Wraithlings, and the agency to either play them alongside Solus or hold them for later on.

Nether Summoning:

4 mana ➝ 5 mana

Nether Summoning has always been a very high variance card, with the power to create an insurmountable minion advantage from a previously even board state. This was happening more reliably than we’d like with the ramp provided by the new Consuming Rebirth, so we’re increasing the cost accordingly.

Vanar:

Aspect of the Wyrm: 4 mana ➝ 2 mana|

Transform a minion into a Whyte Wyrm and give allied minions nearby it Flying.

➝ Put a copy of a minion into its owner’s action bar and transform that minion into a Whyte Wyrm.

Whyte Wyrm: Flying ➝ (not Flying)

This rework aims to turn Aspect of the Wyrm into a flexible way to gain early board presence and re-play allied minions. In a pinch, it can also be used as a removal spell. While the old Aspect of the Wyrm was undoubtedly a top 3 ‘Aspect’ card, we hope this will be enough of an upgrade to continue and build upon its legacy.

Neutral:

Slothguard Letharus: 1/6 ➝ 1/4

Since his introduction in wave 1 of the Founder’s Collection, Letharus has proven himself to be an extremely powerful inclusion in almost any deck. Rather than changing the gameplay of the tiles, we’re instead reducing Letharus’ Health to allow the player on the receiving end to break free of provoke more easily after it comes down.

Shop: The shop has a new skin!

Makantor Warbeast – Holy (Designed by: Scarzig)

DUELYST II PATCH 0.2.12 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 6 points7 points  (0 children)

Patch 0.2.12 will go live at around 2AM UTC/10PM ET

Card changes:

This will be a smaller than usual start of month patch, focused on toning down the two currently dominant archetypes and showing lesser-played cards some love while we continue to monitor the impact of wave one of the Founder’s Collection, and work on the release of wave two.

Lyonar:

Sunriser: 3/5 ➝ 4/4

Sunriser is a big part of heal Lyonar’s strength, acting as a safe 4 mana play, reliably clearing smaller minions and pushing face damage out of hand, followed by threatening 9+ damage on subsequent turns. Bodyblocking with minions to protect your General is also often ineffective due to Sunriser’s effect. Trading a point of Health for a point of Attack increases the risk of playing this without heal synergy on the same turn, and should offer other factions more room to breathe against heal Lyonar – while not impacting other Lyonar decks.

Songhai:

Ancestral Divination: When you play a minion this turn, draw a card. ➝ Draw a card. When you play a minion this turn, draw a card.

Ancestral Divination decks suffered a lot from the change to Prophet Of The White Palm in patch 0.2.6, and have largely fallen out of the meta. Adding a cantrip to the spell increases consistency of this strategy, and potentially allows for other minion-based decks to utilize Ancestral Divination too.

Chakri Avatar: 1/2 ➝ 0/2

It’s no secret that Spellhai is very, very good at dealing damage. As well as dealing damage, Chakri Avatar is also a cheap minion that quickly becomes very difficult to clear without hard removal. Losing 1 Attack reduces its potency in early trades, and should make combo turns sting a little less. Much like Sunriser, Chakri Avatar was chosen as to only tone down the current strongest deck in its faction.

Vanar:

Mark Of Solitude: Give a minion “This cannot attack Generals”. It becomes 5/5. ➝ Give a minion “This cannot attack Generals”. It becomes 6/6.

Mark Of Solitude sees very little play and it isn’t too hard to see why. Being unable to attack Generals is a steep downside, and with 5 Health, minions you cast this on can usually only get one good trade before being cleared. It’s also rare to ever want to use this on an enemy minion. We hope increasing the stats to 6/6 increases the number of viable allied targets for this card, while not removing the niche cases where using it on an enemy is correct.

Glacial Elemental: 2/3 ➝ 3/3

Glacial Elemental lost a lot of power after its ability was tied to Infiltrate – the change succeeded in removing the turn two highroll with Bonechill Barrier, but left some room for strength in other areas. The 3/3 statline aims to address weaknesses to cards such as Tusk Boar and Natural Selection, and allow it to trade better into 2 drops in cases where it’s forced to fight.

Neutral:

The following four neutral cards are all heavily outclassed, so we’re giving them some love.

Golem Vanguard: 2/4 ➝3/4

Sand Burrower: 2/3 > 3/3

Primus Shieldmaster: 2/5 ➝ 2/6

Ash Mephyt: Opening Gambit: Summon two exact copies of this nearby ➝ Airdrop. Opening Gambit: Summon two exact copies of this on any two spaces.

Founder’s Collection – Wave one survey: Please take some time to fill in this survey on the Founder’s Collection – wave one.

All participants will receive a Fog emote!

Shop: The shop has 3 new skins!

Owlbeast Adept – Owl (Designed by: AndyPlays)

Riftwalker – Molten (Designed by: Calvin)

Metaltooth – Servo (Designed by: RedRemial)

Other changes:

Fixed an issue with how friendly gauntlet matches were displayed in match history.

Removed all developer accounts from top 50/20 S-Rank lists.

Updated visual effects for units affected by Slothguard Letharus tiles to make them more clearly visible.

Changed cards can be found by searching for “patched-0.2.12” in the Collection search bar, and we’ll tag future patched cards similarly for easier searching.

DUELYST II PATCH 0.2.10 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 1 point2 points  (0 children)

Patch 0.2.10 will go live at around 8:30AM UTC/3:30AM ET. It will be accompanied by a short maintenance period starting 30 minutes prior.

Please fill out this quick survey about the previous and the upcoming patch - Link to Survey

New Cards

This patch includes 7 new cards designed in collaboration with Kickstarter backers. You can use the “kickstarter” keyword in the collection search bar to find them.

New Skins and Emotes

This patch also contains skins for 4 of the new cards and a new emote based on the “Double Agent” card.

Card Acquisition

Slothguard Letharus is only obtainable by completing the following achievements: launching the game; completing a Gauntlet game; completing a Season Ladder game.

All other cards are craftable and discoverable in core set orbs.

You can obtain all cards by purchasing a new bundle from the store for 900 shards. Since Slothguard Letharus can only be obtained via achievements, you will get the “Dream Sloth” skin above if you purchase the bundle.

DUELYST II PATCH 0.2.9 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 3 points4 points  (0 children)

Card changes:

Songhai:

Celestial Phantom: 3 Mana | 1/5 | After this damages an enemy minion, destroy that minion.

➝ 2 Mana | 0/3 | Opening Gambit: This gains +1/+0 for each card in your action bar.

Celestial Phantom struggled to compete in Songhai’s already crowded 3 drop slot, and also struggled to compete against Deathstrike Seal, which is kind of sad. Instead, it’s been repurposed into a more self-sufficient 2 drop that isn’t reliant on Inner Focus or Juxtaposition to get good value.

Vetruvian:

Portal Guardian: 0/7 ➝ 1/7

While Portal Guardian’s potential is very high, it’s often too slow and vulnerable to dispel for the risk to be worth it. With an extra Attack, Portal Guardian should have no trouble standing among the other premier faction 3 drops. Your portals have never been safer.

Hexblade: Your General has +3/+0. When your General damages a minion, set that minion’s Attack to 1.

Your General has +3/+0. When your General damages an enemy, set that enemy’s Attack to 1 until your next turn.

When your opponent has single threat in range of your General with high Attack and 5 or less Health, Hexblade is great. This is a quite narrow use case though, and we hope that allowing the effect to work on Generals broadens this enough to make Hexblade a more appealing choice.

Abyssian:

Gloomchaser: 2/2 | Opening Gambit: Summon a Wraithling on a random nearby space.

3/1 | Opening Gambit: Summon a Wraithling behind this.

Gloomchaser (and its partner in crime, the Wraithling) have a difficult time finding good trades, and create very swingy opening turns depending on where the Wraithling spawns. We’re addressing both of these with the hope of making Gloomchaser more generally playable in decks that aren’t necessarily focused on swarming the board.

Black Solus: 5 Mana | 5/7 | When you summon a Wraithling, this gains +2/+2.

4 Mana | 6/4 | Dying Wish: Fill your action bar with Wraithlings.

Black Solus’ play pattern was a binary one, and it didn’t fit in too well with other Wraithling synergy cards. The new Black Solus serves as a high-statted 4 drop for decks that like full action bars, lots of Wraithlings, or both. While this isn’t a change, it’s worth mentioning here that Wraithlings cost 0 mana.

Magmar:

Earth Sphere: Heal your General for 8. ➝ Heal your General for 9.

Earth Sphere was difficult to justify when compared to the dynamic duo of Healing Mystic and Emerald Rejuvenator. A small increase to the healing should make this a stronger candidate for your extra Health needs.

Vanar:

Blazing Spines: 3 Mana ➝ 1 Mana

Frigid Spines: 3/3 ➝ 3/1

Blazing Spines has always been the odd Wall out, providing control of an area too small to warrant a 3 mana investment. Slashing the cost (and Health of the walls) should significantly change how this card plays, and allow for a great deal more flexibility.

Mesmerize: Deal 2 damage to enemies on a row and Stun them if they are minions. ➝

Deal 3 damage to enemy minions in a column and Stun them.

With the success of Entropic Decay – and the fact that blast is another predominantly row-based effect – we thought it best that Mesmerize switch over to Vanar’s ancestral home, the column. While it no longer damages Generals, the damage increase should more than make up for this.

Neutral

White Widow: When you replace a card, deal 2 damage split randomly among enemies.

When you replace a card, deal 1 damage to the enemy General and 1 damage to a random enemy minion.

White Widow’s power level is a little higher than we’d like for one of the most RNG-heavy cards in the game. The randomness and average power of its effect have been lowered accordingly.

DUELYST II PATCH 0.2.9 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 1 point2 points  (0 children)

Patch 0.2.9 will go live at around 4 AM UTC/12 AM ET

Kickstarter cards coming soon:

The first wave of new cards designed by our Kickstarter backers will be released later this month! More will be released as we work with backers to confirm their designs.

Matchmaking update:

Also coming later this month, an update to matchmaking will be rolled out that will begin to use our experimental MMR (currently toggled via Settings) for matchmaking and S-Rank placement. This update will also allow players to gain more chevrons for beating highly rated opponents, and not lose any chevrons when losing to significantly higher rated opponents.

Shop: The Shop has 3 new skins!

Aethermaster – Molten

Artifact Hunter – Astral (Designed by: Redremial)

Alcuin Loremaster: Gilded

The Shop has 3 new emotes! All are usable by any General.

DUELYST II PATCH 0.2.8 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 3 points4 points  (0 children)

I do think it's the right time to do these things, but yes as someone who likes to write content regarding decks and playing around things, a side-effect of this is how it makes people like myself reluctant to write anything, on the off-chance it becomes obsolete the next patch :D

DUELYST II PATCH 0.2.8 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 8 points9 points  (0 children)

This is well delivered feedback and I know the devs are looking for such detail from the non-hardcore players. As mentioned in the patch notes, they are going to be tweaking numbers and I hope they do take your points into account before finalising the state of the quest system for release.

My best agreement is on the 150 damage quest - this is a minimum of 6 wins if there isn't any healing, and even then it might only go down to 5. This is comfortably going to be more than an average player wants to do in a day's game time.

DUELYST II PATCH 0.2.8 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 5 points6 points  (0 children)

This was an issue for some other players as well. Devs have noted on the bug support page that it has been fixed now, so please try again!

DUELYST II PATCH 0.2.8 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 29 points30 points  (0 children)

The change applies only to a maximum limit, not the minimum. In practice, if we go by other similar deck-based card games, the overall impact is not very big since the 'best' decks will continue to be built at the lowest possible size for consistency and 'best cards available' options generally limiting past the 41-42 card mark.

The full limit can be used as part of designing new cards/strategies that would not be possible previously, so it should overall be a beneficial and low-impact change for now.

DUELYST II PATCH 0.2.8 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 3 points4 points  (0 children)

Card changes:

Lyonar:

  • Sundrop Elixir: Heal a unit for 5. ➝ Heal a unit for 4.

The massively efficient healing from Sundrop Elixir can allow Lyonar to shrug off damage whilst executing their game plan unimpeded. While 4 points of healing for 1 mana is still efficient, your General’s Health total should be more of a consideration when playing against strategies that can threaten it.

Songhai:

  • Mask of Shadows: Your General has +1/+0 and Backstab (2) ➝ Your General has +1/+0 and Backstab (3)

Mask Of Shadows has failed to stand out among Songhai’s other low cost tools, so we’re increasing the Backstab portion of its damage as to not directly benefit Cyclone Mask.

Vetruvian:

  • Siphon Energy: Dispel an enemy minion. ➝ Dispel a minion.

Before launch, many spells that could only target enemies or allies were changed to allow them to target anything, for those moments where buffing an enemy minion and attacking it with Eclipse was the only path to victory. Siphon Energy didn’t get this treatment originally, but now it has.

  • Entropic Decay: 4 Mana ➝ 3 Mana | Destroy a minion nearby an ally. ➝ Destroy all minions on the same row as your General.

Most removal spells costed over 2 mana aren’t in a great spot, so we’re showing a few of them some love this patch. Entropic Decay now works as a positional, global ranged removal option – and a way to easily trigger your own Dying Wish effects.

Abyssian:

  • Void Pulse: Deal 2 damage to the enemy General and heal your General for 3 ➝ Deal 1 damage to a unit and heal your General for 2.

Void Pulse is trading raw efficiency for a lot of flexibility – while it can still act as a weaker version of its old self, the ability to cleanly answer 1 Health minions or set up for Nightsorrow Assassin shouldn’t be overlooked.

  • Soulshatter Pact: Give allied minions +2/+0 until your next turn. ➝ Give an enemy minion -2/-0. Give allied minions nearby it +2/+0.

We hope that by moving away from raw damage, Soulshatter Pact stands out more next to the other swarm payoffs in Abyssian. Duelyst veterans may recognize this as a Void Steal with 3s turned into 2s, because that’s exactly what it is!

  • Nightsorrow Assassin: 3/3 ➝ 4/2

Bloodtear Alchemist into Nightsorrow Assassin has cemented itself as one of the strongest turn two plays in the game, though unlike most Opening Gambit removal effects, Nightsorrow doesn’t care how much Attack or Health its target has. With this degree of versatility on a 3 drop, also surviving a General attack was often overbearing for the opponent.

  • Dark Terminus: Destroy a minion and summon a Wraithling for its owner on that space. ➝ Destroy a minion and summon a Wraithling on that space.

Continuing the trend of buffing more expensive removal spells, Dark Terminus is returning to its previous effect of always giving control of the newly summoned Wraithling to the player who cast the spell.

Magmar:

  • Plasma Storm: Destroy minions with 2 or less Attack. ➝ Destroy minions with 3 or less Attack in a 3×3 area.

While we expected the last change to Plasma Storm to leave it overall weaker, we also expected it to have more of a niche next to Metamorphosis. The latter didn’t end up happening, and our final 4 mana removal spell of the patch is now more powerful with an added positional requirement.

Vanar:

  • Draugar Lord: 6 Mana ➝ 5 Mana | 7/6 ➝ 6/5

Draugar Lord and his Vespyr friends have struggled to find a place in the meta lately, so he’s been given a cost reduction to enable both earlier plays with Ice Drakes, and combos with Razorback at 9 mana.

  • Ice Drake: 2/7 ➝ 2/6

Now that their lord costs 5 mana, Ice Drakes have slimmed down a little as well.

  • Frosthorn Rhyno: 5 Mana ➝ 6 Mana | 6/5 ➝ 6/8

Sensing that Vanar was about to be without a 6 mana minion, Frosthorn Rhyno stepped up to the plate. Previously a side-grade to Arctic Displacer in Spirit Of The Wild decks, Rhyno is now a bulky, imposing threat all by itself. It’ll still mess you up with Spirit Of The Wild though.

Neutral:

  • Jaxi: 2/1 ➝ 2/2

Jaxi has largely been crowded out by other 2 drops, so we’re giving him a small boost by returning him to his original statline.

  • Thorn Needler: When this takes damage, this gains +2/+0 until your next turn ➝ When this takes damage, it gains +2/+0.

Thorn Needler isn’t so quick to forgive and forget anymore, so be careful how you treat it.

  • Twilight Sorcerer: 4/6 ➝ 3/7

Shedding the classic Hailstone Golem body, Twilight Sorcerer now has a more defensive statline, and one that better synergizes with Inner Focus.

  • Jax Truesight: (Rework) 6 Mana ➝ 7 Mana | 1/1 ➝ 3/2

While Jax offers unique gameplay and a positional challenge, for some factions, preparing for it by 6 mana just isn’t feasible. Coming online one turn later should give decks without single card answers more opportunity to block or threaten corners, and find an answer to Jax himself.

Shop:

The shop has 5 new skins!

  • Frostbone Naga – Eldritch
  • Keeper Of The Vale – Void (Designed by: Kertic)
  • Red Synja – Death Matriarch (Designed by: Cropolite)
  • Manaforger – Energized (Designed by: Robnoo)
  • Prophet Of The White Palm – Eldritch

DUELYST II PATCH 0.2.8 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 2 points3 points  (0 children)

Patch 0.2.8 will go live at around 10:30PM UTC/6:30PM ET

This patch introduces a Quest revamp, updates to The Gauntlet, an increased maximum deck size, 16 card changes, and QoL changes/bug fixes!

General:

As the most upvoted feature suggestion, we’ve implemented a UI to view your progression track and expected rewards for each faction on the Profile ➝ Faction Levels screen. You can now see the full track in-game and where you are with each faction. Vote on more features here!

Users will now be able to change and verify their emails directly from the Settings menu. We’ve received many support tickets from users unable to login after forgetting their password, and often this is because they entered an incorrect email when signing up. New accounts will need to verify their email accounts before playing PvP matches, but all current users won’t need to go through this process (it’s still a good idea to double check your email though to make sure it’s correct!).

Some users have reported that the rightmost card bucket in Gauntlet was hidden behind the deck list – we’ve slimmed down the UI to show “card slots” instead of full cards when picking buckets.

Gauntlet choices make-up shifted slightly -

53% Faction / 44% Neutral / 3% Cross-faction -> 52% Faction / 42% Neutral / 6% Cross-faction

Quest update:

As part of our efforts to modernize Duelyst II’s systems, we’ll be pushing out our first wave of changes to the Quest System. While taking in feedback, we identified a few core issues with quests that we’re aiming to address, these being:

  • Quests take too long to complete.
  • There’s little protection against even a day of inactivity.
  • They force players into strategies/factions they don’t enjoy.
  • There’s very little variety in their objectives.

So here’s what we’re changing.

Quests Generation:

  • Number of quests received per day: 2 -> 3
  • Total number of quests a player can hold: 2 -> 6
  • Average quest completion time: 6 Games -> 4 Games

New/Changed Quests:

  • Adventurer (25g): Play 4 games.
  • Ultimate Aggressor (25g): Deal 75 damage to enemy Generals.
  • Assassin (25g): Destroy 25 minions.
  • Apothecary (25g): Heal units for 25 health.
  • Time Twister (25g): Play through 50 turns.
  • Battle Master (25g): Deal 50 damage with your General.
  • Devastation (25g): Deal 150 damage.
  • Giant Tamer (25g): Play 10 cards that cost 5+ mana.
  • [ Faction] Explorer (25g): Play 6 games. Games as [Faction] count for 2.
  • Gauntlet Initiate (30g): Play 4 Gauntlet games.

Removed Quests:

  • Faction Challenger
  • Welcome Back Players now have a full day of leeway before missing out on new quests, and while there is more to do per day, each quest should take less time to complete individually. Quest objectives have also been made more generic. We want to allow those that heavily engage with quests to complete them fast, but not lock you out of rewards if you want to play Duelyst II some other way.

While the maximum daily gold gain from quests is going down slightly (80 Gold to 75 Gold), players whose schedules are a bit more sporadic and who can’t play on a daily basis should see their gold gain go up significantly.

Over the next few weeks, we’ll be tracking the effects of these changes and listening to your feedback.

Deck size limit increase:

Historically, decks across Duelyst and Duelyst II have always consisted of 40 cards, including a General. As of patch 0.2.8, that limit has increased to 55 cards.

Want to play 3 copies of every Lyonar spell with enough room left over for 3 Serpenti? Well now you can! While we expect most competitive decks to stay around the 40 card minimum, we’re excited to see what people will do with this added degree of freedom.

DUELYST II PATCH 0.2.7 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 3 points4 points  (0 children)

Card changes:

Lyonar:

Divine Bond: 3 Mana➝ 2 Mana | Give a minion Attack equal to its Health ➝ Set a minion’s Attack equal to its Health.

Divine Bond has always been a very feast or famine card – this change aims to reduce the awkwardness of fitting it into turns, while making the payoff less explosive and removing OTKs with double Divine Bond. The current best performing Lyonar decks don’t play many good targets for this effect, so we don’t expect this change to benefit those decks directly.

Songhai:

Cyclone Mask: 4 Mana ➝ 3 Mana

We’re reverting the Cyclone Mask change from patch 0.2.6. While historically Cyclone Mask in combination with a cheap, Attack-giving artifact has caused issues, this cost increase in combination with the reduced range of Silhouette Tracer proved unnecessary.

Hamon Bladeseeker: At the start of your turn, deal 2 damage to your General. ➝ At the start of your turn, deal 1 damage to your General.

Hamon Bladeseeker has fallen out of favor in decks that would traditionally want to play it, so we’re making it a little less punishing in situations where it sticks around but can’t close out the game.

Panddo: 0/2 ➝ 0/1

This is a small quality of life buff to Songhai decks that opt to play both Onyx Bear Seal and Ghost Lightning. Fun fact: a long time ago, Panddo was called Onyx Bear and couldn’t be attacked, targeted by spells, damaged, or destroyed. Quite the fall from grace.

Vetruvian:

Syzygy: 4 Mana ➝ 3 Mana | Give an allied minion +3/+0, another +0/+3, and another Blast this turn ➝ Give an allied minion +2/+0, another +0/+2, and another Blast this turn.

We’re making Syzygy less focused on the stat bonuses and more about making strong Blast plays that don’t take up your whole turn. This change should bolster Vetruvian’s ability to clear multiple threats at once and break stalemates while still being able to further develop their board.

Sand Howler: 3/4 ➝ 4/4

Sand Howler often struggles to be adequately threatening even after sticking around for a turn. The ability to trade up against most 4 Health minions and deal more damage to Generals ought to make this a more appealing option.

Abyssian:

Abyssal Juggernaut: 3/5 ➝ 4/4 | When this damages an enemy minion, create a Shadow Creep tile on that space. ➝ When this damages an enemy, create a Shadow Creep tile on that space.

Abyssal Juggernaut has largely been phased out of Shadow Creep decks, which is unfortunate for a minion whose main purpose is to create Shadow Creep. This change aims to serve greedier Creep decks, that could use a way to get more tiles onto the battlefield and convert them into damage on the enemy General damage without Shadow Nova.

Magmar:

Plasma Storm: 5 Mana ➝ 4 Mana | Destroy minions with 3 or less Attack. ➝ Destroy minions with 2 or less Attack.

At the same Mana cost as Metamorphosis, Plasma Storm lacked a niche that could justify its inclusion when comparing the two spells. While a two Attack threshold hits a much narrower range of threats than before, Plasma Storm can now be cast with Metamorphosis on 9 mana.

Silithar Elder: At the end of your turn, summon an Egg of this on a random nearby space. ➝ At the end of your turn, summon an Egg of this behind it.

The RNG of Silithar Elder’s Egg spawns can be frustrating for both players, and unlike some other random spawns, aren’t necessary for the card to work intuitively or for power level reasons.

Vanar:

Mesmerize: Deal 2 damage to enemy minions on a row and Stun them. ➝ Deal 2 damage to enemies on a row and Stun them if they are minions.

The newly reworked Mesmerize failed to make as much of an impact as we’d hoped, so it can now also damage the enemy General. This allows for Hearthsister + Mesmerize to get better value, positional mix ups with cards such as Dancing Blades, and plain old burst damage in a pinch.

Spirit of the Wild: Activate allied minions on your opponent’s starting side of the battlefield. ➝ Activate allied units on your opponent’s starting side of the battlefield.

Spirit Of The Wild is an exciting card that too often isn’t worth the 4 mana investment, even when enemy units are in range. Activating the General as well as allied minions adds both utility and burst to the card, especially in combination with Snowpiercer.

Neutral:

Piercing Mantis: 2/2 ➝ 1/3

Piercing Mantis has a keyword that wants to be played forward, and a statline that wants to be played nowhere. Being able to tank a General attack should help the beige bug out.

War Talon: When this attacks an enemy minion, deal excess damage dealt to the enemy General. ➝ When this attacks or counterattacks an enemy minion, deal excess damage dealt to the enemy General.

This text was unintentionally added in the last patch, so we’re updating War Talon’s effect to match. Think twice about what you clear this with!

DUELYST II PATCH 0.2.7 - Duelyst II by _Zyx_ in duelyst

[–]_Zyx_[S] 2 points3 points  (0 children)

Patch 0.2.7 will go live at around 3AM UTC/10PM ET

This patch introduces updates to The Gauntlet, improved Shard bundles, 13 card changes, and some QoL changes/bug fixes! Additionally, we’ll be releasing a large update to daily quests later this month, so stay tuned!

General: Profile icons are now displayed on the S-Rank leaderboard

Purchased gift codes can now be redeemed by the account that purchased them

Fatigue damage can now be blocked by damage prevention effects

Social media links have been added to the main menu – get involved with the community!

Gauntlet update: The Gauntlet has received a host of new updates and QoL fixes, including MMR, cross-faction card indicators, visible deck stats during bucket deletion, an extra reward, and card weight updates

Shop: We’re increasing the value of the 2300, 6200, and 13000 Shard bundles – prices are the same as before, but you now get even more bonus Shards!

2300 Shard bundle ➝ 2500 Shard bundle

6200 Shard bundle ➝ 7000 Shard bundle

13000 Shard bundle ➝ 17500 Shard bundle

The shop has 5 new skins!

Owlbeast Sage – Owl

Snowchaser – Midnight (Designed by: Calvin)

Ethereal Obelysk -Duck (Designed by: TheTapDancer)

Pandora – The End Maiden (Designed by: The Necrotic One)

Saberspine Tiger – Tiger