On this video, I will be speaking slightly bit about Deep of Night time, which is a brand new sport mode for Elden Ring: Nightreign that simply launched a couple of hours in the past. I have been taking part in all of it day and wish to go over the patch notes, what’s modified, what this new mode is, some ideas, and my normal impressions up to now.
Elden Ring: Nightreign Deep of Night time Defined
So, what precisely is Deep of Night time? It is primarily a brand new infinite mode and a ranked mode mixed.
Gamers compete collectively in opposition to a tougher model of the sport that includes red-infused enemies and executives.
These enemies hit tougher, take extra injury, and drop new gear that carries two optimistic buffs and one destructive buff.
There are additionally new relics unique to this mode.
They slot into chalices with particular colours, and whereas they will grant extraordinarily highly effective results, in addition they include downsides.
It’s very RNG-heavy: generally you’ll pull one thing wonderful, different occasions a relic with brutal negatives.
At first, Depth 1 gained’t really feel drastically completely different except you run right into a pink boss early. However when you get into Depth 2, the problem spikes exhausting. That’s when the actual Deep of Night time begins.
From that time, you face Everdark Sovereign bosses, and since you don’t know which boss you’re up in opposition to till loading in, you want a extra normal construct as an alternative of a specialised one.
I’ve observed my win fee dropping from round 85–90% right down to 30–40% in Depth 2.
It’s tough, and I can solely think about what Depths 3, 4, and 5 shall be like as soon as the infinite portion begins.
Total, I just like the problem. It forces slower, extra methodical play as an alternative of simply face-rolling content material.
Nonetheless, the RNG of pink weapons and relics makes it really feel like your success is tied extra to drops than earlier than. I’d prefer to see FromSoftware tweak this by firming down destructive results or rebalancing passives.
Patch Notes 1.02.2
Alongside Deep of Night time got here balancing modifications. Let’s break them down.
Nightfarer Changes
Wylder: Features elevated poise whereas casting claw photographs and extra injury in opposition to blocking enemies.
Guardian: Buffed throughout the board with larger power/dexterity scaling, stronger ult, wider block angle, and higher halberd guard counters. A lot wanted, however I’m undecided it’s sufficient to make Guardian extra well-liked.
Duchess: Features larger dexterity scaling and stronger dagger assaults. Finale final lasts longer, although her two-handed dagger heavy was barely nerfed.
Raider: Nice axes and hammers stagger extra, and Retaliate’s vary was elevated. This could push gamers away from simply twin colossal spam.
Revenant: Summons are actually extra clear (lastly), and you’ll transfer by way of Helen and Frederick. Big quality-of-life change.
Executor: Huge buffs. Curse Sword lastly hits tougher, its weapon talent was improved, and a few assaults below Crucible Beast final now deal extra injury.
Notably, Iron Eye and Recluse stay untouched, that means they’re already in a strong spot.
Weapons, Passives, and Particular Results
Stagger injury on dual-wield bounce assaults has been elevated.
Infinite stacking of Energy of Vengeance and Home Maray passives has been capped.
Wilder took a nerf: his fiery greatsword talent now consumes stamina. On the flip facet, his final artwork hearth injury was buffed.
A number of quality-of-life fixes, like holy burst now not resetting posture.
Relic Changes
The usual assault improve with fiery follow-up utilizing character talent Greatsword solely is one I run on a regular basis on Wylder. It is so good.
They’ve made it eat stamina now, which sort of sucks.
One of many nice issues about that talent was that it didn’t eat any, and you possibly can even use it level clean to avoid wasting stamina and deal good injury. So, that’s been nerfed.
They’ve elevated the quantity of fireside burn impact, the fireplace injury on the bottom for Wylder’s final artwork.
It wasn’t tremendous excessive earlier than, however it additionally wasn’t tremendous low. His final is among the higher ones in my view, in order that’s a pleasant little buff.
Apparently, there was a problem with the injury being completely different when two-handing or one-handing whereas utilizing this talent. That’s been sorted out now, so it doesn’t apply anymore.
Iron Eye Changes
They’ve elevated the length of the Iron Eye relic impact, which extends the length of weak level. It was beforehand solely about 2.5 seconds, which was virtually nothing.
I don’t know what they’ve prolonged it to, however I think about it’s rather more helpful now.
Even when they solely added one other 2.5 seconds, it could nonetheless be significantly better. And in the event that they made it longer than that, then it’s positively one you possibly can think about operating.
Most Iron Eyes proper now have +1 character talent use, and gamers simply hit them once more to increase weak level when wanted.
So, this isn’t a compulsory relic, however it’s significantly better to have. Should you discover it on a relic with different good bonuses, you possibly can positively slot it in with out feeling dangerous about it.
Restoration and Recluse Buffs
They’ve elevated the efficiency of steady HP restoration. From what I’ve seen, it nonetheless says +1, so I think about this simply means it ticks sooner than it did earlier than. That’s my guess.
The efficiency of Recluse’s final artwork elevating max HP has additionally been elevated.
So now, activating final artwork raises max HP and it persists till you’re taking a success, even after the artwork’s length ends. Meaning Recluse will proceed to have larger HP, which is sort of good. That’s positively one of many Achilles heels of Recluse, so this can be a welcome change.
Everdark Sovereign Bosses Changes
Sovereign Sentient Pest Boss
The assault and stamina assault energy in opposition to guarding knight powers has been elevated within the ultimate part. In addition they adjusted and modified the assault actions of Animus. I don’t know precisely what meaning, possibly they tweaked the AI a bit, however it’s exhausting to say.
In addition they lowered the stagger length when nightfairs are hit by a few of the boss’s assaults.
So, it’s slightly little bit of a buff and a slight nerf on the identical time. I don’t count on this combat to really feel a lot completely different. Most individuals aren’t guarding anyway, so it’s in all probability going to be kind of the identical as you’re used to. I haven’t fought the Everdark model but in Deep of Night time, so I’m undecided.
Everdark Equilibrious Beast
This was one we predicted was going to get nerfed some time in the past as a result of it was so rattling troublesome.
They adjusted the impact granted to summon condemned nightfairs, so now it may be dispelled by Regulation of Aggression or Regulation of Regression.
They elevated the enhancement granted by the sunshine drop from defeating condemned nightfairs — the golden orb that buffs you with well being and assault energy. This makes that mechanic extra necessary.
They lowered the assault energy of the condemned guardian, so if there’s one in your group, it gained’t hit as exhausting.
They eliminated the impact that elevated injury negation upon re-summoning condemns, which is a transparent nerf.
They lowered the loss of life standing impact resistance of condemned nightfairs. So, in the event you’re making an attempt to make use of Deathblight, it’ll be simpler to set off and kill them extra shortly.
They adjusted the response of condemned nightfairs to ranged assaults. I discovered this irritating as an Iron Eye participant as a result of they appeared to dodge roll so much. That ought to occur much less now — one other nerf.
In addition they addressed the focusing on precedence of condemned nightfairs below particular fight guidelines. In order that they’ll goal in a different way, whether or not it’s different nightfairs, you, or a celebration member. Unsure if that’s a nerf, a buff, or simply an adjustment, however it seems like a slight nerf general.
So, all in all, this boss combat has been nerfed. Not as a lot as I assumed it could be, however positively sufficient to make it simpler on the whole. You’ll encounter this in Depth Two of the Deep of Night time. I had it as soon as already, and it was tragic. That nerf was completely wanted.
Everdark Sovereign Darkish Drift Knight
They elevated the HP, stamina, and assault energy in opposition to guarding nightfairs. So in the event you’re blocking, you may’t simply tank it infinitely anymore. That’s a buff.
In addition they elevated the assault energy of some assaults, making the boss stronger general. This one positively wanted a buff. It was one of many simpler bosses, and actually, sort of disappointing given how troublesome the common model was the primary time I fought it. So, it’s good to see this one get buffed a bit.
Different Relic Results
Important hits earn extra runes now.
The HP and FP restoration results on weapon-specific kind assaults have been elevated.
I nonetheless don’t know in the event that they’re adequate to make use of recurrently except you’re utilizing quick weapons. They’re actually higher than nothing, particularly for FP restoration, however the HP return nonetheless doesn’t appear value it. Perhaps in the event you get them on a relic with two different sturdy bonuses, it’s not that dangerous.
Last Ideas
I began out skeptical with Depth 1, however as soon as I hit Depth 2, I started loving Deep of Night time. It’s robust, it’s punishing, and it’s precisely the sort of mode that pushes you to develop.
That stated, pink weapons and relic negatives want stability changes.
Proper now, RNG dictates an excessive amount of of your run. Nonetheless, in the event you’ve been craving one thing tougher than the bottom sport, this mode will completely ship.
We’ll in all probability do one other video on this quickly the place we cowl extra specifics on how the opposite depths are, together with ideas and techniques that may provide help to push additional. I additionally wish to go over what relic combos you need to be searching for and spotlight a few of the particular results in a later video.
I wish to know what you guys consider this Deep Night time occasion up to now. How are you discovering it? Did you want Depth One? Are you on Depth Two already?
What do you make of the brand new relics? What do you consider the brand new pink weapons and the distinctive weapons that have been added?
Let me know within the feedback under.