New Nightreign Update Brings Many Buffs! Elden Ring Nightreign DLC Patch 1.03
Patch 1.03 has arrived. This is the DLC patch, so to speak. The DLC is actually live for some parts of the world already. I’m going to be playing it in a couple of hours, but might as well go discuss the patched notes first. I’m just going to link these down in the description below if you want to look at it yourself. Uh, but yeah, added support for the Forsaken Hollows. You can see that you own the DLC. If you look at the bottom right hand side in the title screen, they also added a display for currently equipped relics in the character selection menu. So, when you go do go to select your character, you will be able to see what relics that you do have equipped without having to look at your presets. And speaking of the presets, you can actually now change up the names of certain relics or your presets and be able to change up the ordering as well. Um, which is pretty cool in the relic rights menu. They also added a deep large scenic flat stone to the collector’s sign board which you can purchase for 10 sovereign sigils. It is guaranteed a large deep relic. Uh, the map layers display can now be toggled in the results menu. And the relics equipped by each player can now be displayed in the results menu as well. So, you can be able to see what your teammates were running after the game was finished. They also made a change that you can now actually matchmake with other people when you’re doing your remembrance, which may be a little bit too late, but better late than never. Uh, the flask counts will now be highlighted in the following situations. When the flask count is at maximum capacity, you’ll see this being highlighted in yellow. Uh when an enemy induced effect influences the flask is triggered, whatever that means, uh the vertical position of the compass rune icon can now be displayed if the runes dropped upon death are significantly above or below the player character. So when you do die, the compass does highlight your runes. But if you actually have a lot of runes, the game is actually going to have it be like a slightly different type of rune symbol to signify that it is actually a lot of runes that you left behind. Uh, you can now highlight specific events that occur on a map that is on a different level from the character’s location. So, I’m guessing that means being able to ping higher or lower even though you’re actually on a 2D map. Um, adjusted the dormant power selection screen so that the HP gauge and the UI elements remain visible while the screen is displayed. Nice little quality of life feature. Adjusted the weapon lineup in Limvel’s shops and added fire pots to the shop inventory inside of the spirit shelter, which I’m assuming is going to be a new vendor in the DLC. the target lock on enemies that are behind when the tombstone summoned by the raiders’s ultimate art appears no longer gets released. So, I’m guessing that when you’re locked onto an enemy and the ultimate appears, the totem spawns right in your face, you can still be locked onto the enemy, which I guess is pretty cool. Um, balancing updates, lots and lots and lots of buffs. Um, basically there’s added a whole bunch of new passive effects to the game. Pretty much just buffing all like melee types of attacks. So, melee attack power in general, your running attacks, rolling attacks, two-handed damage, power stancing damage, your chain attack finishes, basically everything that’s got an increase. In terms of how much, we don’t know just yet. I might make a follow-up video for that one cuz it’s going to be a bit harder to test out being that it is based on RNG. They did also broaden the trigger conditions at decrease the effective and decrease the effectiveness of the passive effect, improve damage negation at low HP. uh low damage negation at low HP builds that people are running in deep of nights not going to be as effective anymore. Um but it’s going to be more effective for like just general use because I’m guessing it’s going to be now um applicable at a higher HP level because before you had to be like at 20% or lower just to be able to trigger this effect. And they also did extend this effect to the blue feathered branch sword talisman which is pretty much the exact same thing. It’s damage negation at low HP. Now, continuing on with the theme with just like buffing and melee weapons, they pretty much just like increased all of them. Now, I was doing some testing. Some of them aren’t that crazy good. Like a plus4 physical attack up now goes from plus um from 10% more damage to 11% more damage. Um initial standard attack is from 13% to 14%. Improved guard counters plus two goes from like 26% to 27%. Uh the critical hits plus one does go from 20% to 23%. So, none of them don’t really seem that crazy good. Um, but these ones have actually been doubled in terms of effectiveness. So, any single time that you pick up something like improved dagger damage or improved greatsaw damage, it’s now going to be 10% more damage. Before it used to be 6.5%, now it’s just 10% to everything excluding bows. So, sorry Ari, you’re not going to be able to really equip this relic and benefit as much. They also did buff the three or more weapons of the same type equipped and it went from 10% damage to 20% damage. And once again, excluding the bows. Before, I never really used to care to run this relic because it was very restrictive. Like, there’s lots of really good passives out there that can actually give you a lot of damage and you’re sacrificing all that just to get 10% more damage. But now it’s 20% more damage. It might end up being worth it a little bit more. Although, we now have a bunch of other really good passive effects to boost our damage. It’s probably not going to get that much play even then. Now, for some reason, they didn’t actually add it here. I can’t really see it for the life of me, but they did actually add some more relics to the game that give you the ability to change up your starting spell. So, when going into the relic menu and clicking on L3 or the filter button, you will now see we have the option of starting arament spells. There are a total of 10 spell relics, five of which being sorceries, the other five being incantations. Um, you can gain any single one of these relics by just spending your merc orders completing expeditions. And being that you have to start off with a spell, you have to have a catalyst to pair alongside with it. So the recluse and the revenant are the only characters that could use these relics. Obviously the sorceries being purely for the recluse and the incantations being purely for the revenant. But just to go over every single one of these really quick just to tell you guys how good they are. Magic glimplade is very solid, very efficient spell. Can fully charge it and spam it over and over. It might not be the best in terms of damage though, being that it takes a long time to have the projectile come out and the tracking isn’t really that good. So against faster enemies, they still might be able to dodge it. Carrying great sword, not carrying slicer, though very smart not to put carry and slicer otherwise the duchess would be like the best character in the entire game. Only reason why I never put the duchess at number one is because carry and slicer requires RNG and that’s still going to be the case. But carrying greatsword is still very good. not going to be as good as carry and slicer, but it does do well in terms of staggering enemies like banish knights or lions or omens and it can be better for crowd control, but it’s not going to offer as much DPS. Noby is safe to use. Nightshard is honestly not that good at all. If you do want to go with a night sorcery build, and knight’s comet is infinitely better. Nightshard just consumes a bit too much FP for how much damage that it does do. Um, and it doesn’t really go that far either. Magmashot is very interesting because it can guarantee a fire damaging option for the recluse without having to like use things like dormant seals or whatever or having to go to those specific cathedrals. So if you are fighting those night lords we get the fire damage magma shots can be very good although it’s still not going to have like the fastest travel speed go that far or do like amazing damage but with a bunch of like lava or magma sorcery stacked up of the buffs you can actually output a lot of damage. Same thing as briers of punishment. Um, I’m probably not going to value this one as much, especially in Deep of Nights, because it does do self damage and it has a longer casting um, animation. Um, and the tracking isn’t really the best either, but the damage definitely can be there. Now, in terms of the incantations, Wrath of Gold is awful. Um, this is the only holy spell that we can actually start off with and guarantee with the Revenant. We can’t even guarantee like holy based Ashes of War, like sacred blade with the Revenant. Um, so Wrath of Gold is extremely disappointing because it consumes 40 FP, which is way too much, especially for how much damage that it does and especially for how much range that it has too. If this was literally anything else, it probably would have been better because Wrath of Gold doesn’t even get boosted by any type of particular um spell school buff. Like it doesn’t get boosted by fundamentalist incantations at all. It’s a completely different spell. Um, lightning spear on the other hand is probably going to be the best spell on this list. um being that it probably is your best lightning option in terms of ease of use. It goes very far, it’s cheap, and it can be fully charged. Of Flame is another really interesting spell um because it’s going to be a giant flame incantation that you can guarantee. I honestly would prefer Oflame over catch flame in this game because catch flame doesn’t get boosted by the giants flame incantations where of flame can. Now, OFAM is going to have a longer animation, but with the buffs, the DPS actually is going to be higher, but unfortunately, it is going to be a close-range spell. And with the Revenant, you might not want to be at close range all the time, but it definitely can be something that you can look out for. And it’s running Giants Flame incantation buffs. And it’s throwing on this spell is still perfectly fine because you might be able to fish for other Giants Flame incantations like Giants Flame Take thee or Flame Fall Upon Them. Any single one of those, if you manage to pick it up, is just going to be a bonus. Bono Flame, too. That’s another great one. Beast claw is also really good because it’s extremely efficient. Only like 10 FP I believe and it is a physical damaging spell that can be fully charged. It doesn’t go like airborne at all, so it’s only going to hit ground targets which is a downside. But I am very excited to build around this thing with the Undertaker with like a physical damaging hybrid build. That could be pretty cool. And dragon fire unfortunately is just not that good in this game because it consumes a lot of FP. Um, but you can still build around it and actually go all into like um the dragon communion incantation buffs and output a lot of damage. If this thing was dragon claw instead or dragon mall, it would be so much better. A dragon communion build actually might be the best thing for the revenants if that was the case, but unfortunately we just got dragon fire. Also, another thing that wasn’t included into the patch notes for some reason is that the giant seal now comes with giant flame taked. Before it used to come with flame sling which wasn’t even a giant flame incantation but now it comes with giants flame taked. So if I am going to be running a fire build I’m actually going to go all into this. Start off with the o flamebased relic as well and you have yourself a very solid build. I think this is better than the godslayer based build. It’s probably even better than the frenzied flame build. I probably would have rather to have flame fall upon them instead. But giants flame take the is pretty much just as good. Uh but just to continue on it’s just a whole bunch of bug fixes and improvements. I’m not going to go over every single one here. You guys can just give it a read if you want to. Um, they did seem to fix the whole issue of like being able to interact with a grace in a church that wasn’t like activating straight away because of like some weirdass lag going on. Hopefully that’s now fixed because I actually talked about this in a previous patch notes. I will be streaming in roughly around about an hour from now. Um, the DLC is going to be live from me. I’m just going to be streaming it. So definitely do check me out on Twitch. I’ll just link that down below as well. Anyway, catch you guys on the next. See is
Patch 1.03 Buffs Revenant!
DISCLAIMER: VERY IMPORTANT BUFFS WERE NOT INCLUDED IN THE PATHC NOTES
https://en.bandainamcoent.eu/elden-ring/news/elden-ring-nightreign-patch-notes-version-103?utm_source=SM_Official&utm_medium=official_post&utm_campaign=NIGHTREIGN-Patch103
QOL CHANGES 0:00
PASSIVE EFFECT BUFFS 2:30
RELIC BUFFS (WITH NUMBERS) 3:30
HUGE REVENANT/RECLUSE BUFF 4:50
SORCERIES 5:36
INCANTATIONS 7:17
BUG FIXES 10:00