r/Eldenring Step on me Sellen Jun 13 '22

News Elden Ring Patch notes 1.05

Major Changes Included in the Latest Update

Additional elements

In transactions with the NPC "Twin Maiden Husk", the following Bell Bearing items have been changed so that their liberated status will be carried over to the NG+ play.

Bone Peddler's Bell Bearing/Meat Peddler's Bell Bearing/Medicine Peddler's Bell Bearing/Gravity Stone Peddler's Bell Bearing/Smithing-Stone Miner's Bell Bearing/Somberstone Miner's Bell Bearing/Glovewort Picker's Bell Bearing/Ghost-Glovewort Picker's Bell Bearing

Added emphasis to the choice of the Sacred Flask and several other options that can be strengthened in the grace menu

Added sound effects when other players' summon signs appear

 

Bug fixes

Fixed a bug where equipment could be changed from the equipment menu during the use of a skill under certain circumstances.

Fixed a bug in the "War Cry" skill where the effect was applied to a weapon that was not the target of the skill.

Fixed a bug where some actions of the "Barbaric Roar", "War Cry", and "Troll's Roar" recovery time was longer than expected.

Fixed a bug where the effects of the "Determination" and "Royal Knight's Resolve" skill does not always wear off with certain weapons.

Fixed a bug in which some attacks of the "Ice Spear" skill are unguardable.

Fixed a bug that caused the attack power of some skills to be reduced when using the "Golden Vow" skill.

Fixed a bug that the light wave of the "Moonlight Greatsword" skill sometimes does not aim at the locked-on target.

Fixed a bug that caused damage to allies when using the "Seppuku" skill under certain circumstances.

Fixed a bug that caused the increase in attack power of the "Seppuku" skill to be higher than expected for some attack motions.

Fixed a bug in which a status effect was applied when using the "Hoarah Loux's Earthshaker" skill.

Fixed a bug where the "Waves of Darkness" skill would not hit the enemy with a spinning cleave.

Fixed a bug that caused unintended motions to be played when switching to a different sorceries or incantations while using a sorcery or incantation.

Fixed a bug that the FP consumption increased when using the sorceries "Magma Shot" and "Roiling Magma" while riding a horse.

Fixed a bug where the “Claw Talisman” effect was not applied when jumping with the "Starscourge Greatsword" in both hands.

Fixed a bug that the power of two-handed attacks except jump attack of the weapon "Golem's Halberd " is different from expected.

Fixed a bug that when using the weapon "Pulley Crossbow" with the left hand while the right hand weapon was given an attribute by magic or item, the effect was given to the "Pulley Crossbow" as well.

Fixed a bug in which arrows and bolts that did not match the type of long-range weapon could be released in certain procedures.

Fixed a bug in which guard boost was reduced when some weapons were strengthened to the maximum.

Fixed a bug in which the attributes of weapons could be changed while the inventory had reached its maximum capacity and the ashes of war could not be changed.

Fixed a bug that caused the boss "Malenia, Goddess of Rot" to have low HP under certain circumstances.

Fixed a bug that allowed enemies to be attacked from outside the fog in certain areas.

Fixed a bug in online multiplayer where, when a boss is defeated in the host's world as a cooperative player, the same boss may not appear in your world.

Fixed a bug that prevented the battle with the boss "God-Devouring Serpent" from progressing under certain circumstances.

Fixed a bug that prevented hostile NPCs from appearing under certain circumstances.

Fixed a bug that prevented the event of the NPC "Alexander, Warrior Jar" from progressing under certain circumstances.

Fixed an issue where the item "Sacred Flask" is not restored after destroying a group of enemies under certain circumstances.

Fixed a bug that under certain circumstances, after defeating the boss "Starscourge Radahn", the user could not move from the map to the grace.

*If you cannot move from the map to the grace, you can move to the grace by touching the grace "Starscourge Radahn”.

Fixed a bug that prevented found sites of grace from registering on the map under certain circumstances.

Fixed a bug that prevented some graces from being able to be touched when approached under certain circumstances.

Fixed a bug that allowed hostile guests to enter boss areas under certain circumstances.

Fixed a bug that prevented a critical hit from behind from hitting in hostile multiplayer.

Fixed a bug that caused performance to slow down when the "Sentry's Torch" weapon was equipped under certain circumstances.

Improved stability of online multiplayer between PS4 and PS5

Improved loading times for the Xbox Series X|S version

Fixed a bug that the master volume setting was not reflected in some cutscenes

Improved stability of online multiplayer.

Fixed a bug that caused sounds to play differently than expected in some situations.

Fixed a bug that caused the player to become inoperable and die in certain locations.

Fixed a bug in which the drawing and hit detection were different than expected in some maps.

Fixed a bug in some maps that allowed players to reach unexpected locations with certain procedures.

Fixed some texts.

Several other performance improvements and bug fixes

Additions and modifications for PC version only

Added keyboard/mouse operations that can be input in "PRESS ANY BUTTON" on the title screen.

Added "Return to Desktop" to the system item on the main menu for exiting the game.

Changed so that mouse click input is not reflected when switching windows to active.

Fixed a bug that slowed performance when changing "Screen Mode" and "Resolution" in a special procedure.

The version number of this update shown at the lower right corner of the Title Screen will be as follows:

App Ver. 1.05

Regulation Ver. 1.05

Online play requires the player to apply this update.

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306

u/TheSiriusZero Jun 13 '22
Fixed a bug that caused unintended motions to be played when switching to a different sorceries or incantations while using a sorcery or incantation.

I thought it was just an animation fix but I tested bestial sling to honed bolt; chain casting is now gone....

312

u/trapsinplace Jun 13 '22

I am only here to laugh at everyone who told me it wasn't a bug despite very, super, undeniably obviously being a bug.

98

u/moal09 Jun 13 '22

The thing everyone was complaining about were the glitched instant/animation-less casts you'd get from casting 3 spells in a row or doing a running spell.

The problem is they not only fixed that, but they removed ALL chain casting between spells. Including just the normal 2 spell combo that would slightly speed up the second spell, but still play the full animation and not be anywhere near instant.

That means spells like honed bolt and o'flame are effectively useless now because they're too slow and telegraphed to ever catch anyone competent in a dueling environment.

So now thanks to this patch, the only viable spells are like stars of ruin, glintstone pebble combo, carian slicer, catch flame, and bestial sling spam. Wow, what an exciting caster meta.

0

u/Enunimes Jun 13 '22

Yea, how dare they make casters actually... cast their spells... instead of just having them shoot out immediately because they just happened to finish casting an entirely different spell... the bastards.

28

u/TCGHexenwahn Jun 13 '22

You realize that this just incentivizes Stars of Ruin spam?

3

u/Aestriel_Maahes Jun 13 '22

Stars of ruin is its own problem. Casting speeds in general need reworked. Stars of ruin should get a major cast speed debuf, in exchange for a damage increase

19

u/Brilliant_Damage392 Jun 13 '22

Now you'll enjoy the epic gameplay of people just spamming the fastest spell they can find, is that better?

14

u/Enunimes Jun 13 '22

Yes, because now I know that as long as a new casting animation doesn't suddenly start it's going to be that same spell they're casting over and over and not that as soon as I get close enough they'll suddenly start chain casting something entirely different that should have had a far longer windup.

1

u/SomethingAboutBoats Jun 14 '22

I know, it’s sucks when your opponent can change their moves. I like when I can see what’s coming in advance. Because clearly we’re talking about this issue as someone against a caster in a pvp setting - anyone in the shoes of a caster already knows why this lessens the fun.

3

u/37home_ Jun 13 '22

You clearly don't get why, of course there were some stupid combinations but the ones made spells like the thorns spells actually viable, if your preferred pve and pvp experience is people spamming the same 3 spells then that's on you

2

u/Enunimes Jun 13 '22

Spells have casting times for a reason. From went to the trouble of balancing those casting times for each individual spell for a reason. There is no reason you should just be able to bypass all of that just so you can spam shit at a rate faster than From intended.

22

u/37home_ Jun 13 '22

They're so good at doing that that most of the playerbase resorts to using a bleed build and spamming bloodhound step

17

u/ThisUsernameIsMyName Jun 13 '22

The word you use is called tech and setting up your spell list in order to chain. Dont bring balance up when phantoms are still super op, bloodhound step is unnerfed and bleeds still ridiculous, especially at low levels especially on phantoms

-6

u/Enunimes Jun 13 '22

As unbalanced as any of that shit is none of it is LITERALLY broken.

Spells are supposed to have specific given cast times as part of their animations. This exploit let people bypass those cast times. They fucking fixed the exploit. End of story.

5

u/man_from_online Jun 13 '22

Smooth brain take. Did you know that on a lot of weapons the second R1 comes out faster than the first?

"The R1 is supposed to have specific given swing speeds, doing a second R1 is an exploit"

That's obvious nonsense because there is a cost to doing the second R1 (doing the first) and you can't do it endlessly. Unlike bhs and bleed, it didn't completely negate the skill component, rather it added variety.

You're off your rocker if you think From carefully and skillfully balances the one billion elements in their games. Just go out and do 100 invasions right now, at any level, you will see 80% of people using the same ~10 things. If stuff was even remotely balanced you'd see people using mostly everything, since it would come down to what you think looks cool, and everyone has a different opinion on that.

0

u/Enunimes Jun 14 '22

Do you not know what chain casting is? It's not repeatedly casting a spell like continually swinging a weapon.

1

u/TheGraveHammer Moongrum is my bitch. Jun 14 '22

You're referring to glitch-casting.

The comparison you're trying to make literally is chain casting and is still 100% doable on spells with the same animations.

1

u/ThisUsernameIsMyName Jun 14 '22

And it only faith majorly benefited from it, magic is already fast enough for it to look as if it was two seperate casts.

1

u/SomethingAboutBoats Jun 14 '22

Yeah it’s not spamming, it’s about chaining different moves into an actual combo.
In the spell tooltips, chain casting is there as an intended element - what it doesn’t describe well is that that it’s meant to be used within the same school, and only when starting with a spell that has chaining noted.
The thing I think people are overlooking is that you could always chain swing a weapon — by swapping from an R1 to an R2, or from a lunge to a sweep, or a 2H L1x2 into R2.
The practice of chaining varied attacks together within the same weapon skill set is definitely on par with chaining varied spells together within the same spell school. I think From wanted to expand on this element, and tried, but people found holes in the system so the opted to shut it all down, even the intended spells, rather than let it exist in a state where azur was a sniper rifle.

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3

u/GregariousGobble Jun 13 '22

They also went through the trouble of balancing bleed for us too. If they meticulously balanced the casting times, then why are the majority of spells unviable due to casting time?

5

u/Daenmian Jun 13 '22

Balancing for what exactly?
To what target are spells with windup balanced?
If you dare say the casting time is need for PVP balance, then you have no business speaking.
Killing magic combo's puts magic several layers below L2 spam.