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re: Mortal Shell II
Posted on 8/28/26 at 2:15 pm to StansberryRules
Posted on 8/28/26 at 2:15 pm to StansberryRules
I've been scared to spend my glimpse or whatever they're called too. I got a poison build going with Tiel and am wrecking stuff, tho they do hit way harder when you go to the southern part of the map. I still have to get Sester Gennessa and that's who I think I'm going to invest in. Either her or Proxima.
Posted on 8/28/26 at 5:38 pm to Easye921
This game really shows its arse in the second half. Entire southern area is the exact same enemies just with juiced up damage and HP. Dungeons get shorter and lazier. Bosses still suck
I beat the first 3 bosses of the endgame area and have 1 left I think. In the entire game so far, I’ve first-tried all but 4 bosses. Out of those 4, I got 2 on the second try. Really disappointing. And that’s with me spending 0 glimpses on shells. Just using Tiel and abusing parries and dodges
I beat the first 3 bosses of the endgame area and have 1 left I think. In the entire game so far, I’ve first-tried all but 4 bosses. Out of those 4, I got 2 on the second try. Really disappointing. And that’s with me spending 0 glimpses on shells. Just using Tiel and abusing parries and dodges
Posted on 8/28/26 at 5:58 pm to Carson123987
Are you playing at night?
Posted on 8/28/26 at 6:47 pm to LSUGent
Probably 70/30 day night. Night mode is mostly a resource and secret finding thing and isn’t really interesting mechanically. Same enemies, just even spongier. Not trying to make things take longer just for the fun of it
Posted on 8/28/26 at 7:34 pm to Carson123987
Yeah the enemy variety is a noticeable issue later, the same solider guys and exploding elemental zombie types. And yes the bottom half of hte map is less interesting than the top, the bottom doesn't even feel particular cohesive, just like an assortment of islands and the islands have generic castles and stuff.
I've outscaled the danger at this point, I'm more likely to die from falling off cliffs than by mobs.
As I said earlier, the shell abilities all get a little bit too good so you can easily roll suff.
This is a common issue with a lot of souls games though, I think they balance hte game aroudn people not having that many upgrades or levels but if you're upgraidng and leveling and finding items by being htrouhoug you get oP quick.
I've got one major area left ont he main map and then I'm sure they'll be some endgame sorta finale area or boss.
I'ts a good game and I've enjoyed it, despite the issues that you run into deeper into the game.
I've outscaled the danger at this point, I'm more likely to die from falling off cliffs than by mobs.
As I said earlier, the shell abilities all get a little bit too good so you can easily roll suff.
This is a common issue with a lot of souls games though, I think they balance hte game aroudn people not having that many upgrades or levels but if you're upgraidng and leveling and finding items by being htrouhoug you get oP quick.
I've got one major area left ont he main map and then I'm sure they'll be some endgame sorta finale area or boss.
I'ts a good game and I've enjoyed it, despite the issues that you run into deeper into the game.
Posted on 8/28/26 at 8:48 pm to StansberryRules
Wait till you get to the endgame area. It’s like they ran out of time and money and just spammed copy/paste with elite enemies
Posted on 8/30/26 at 2:48 am to Carson123987
I'm in the endgame area now and I actually love it. Every mob or room being a threat to kill you actually keeps things tense, sure it would have been better if they had been new enemies, but the threat still makes the fighting exciting again.
The final gate boss I fought and all the bosses I've run across in the endgame are kicking my arse.
I had gotten extremely lazy and winning most of the boss fights the back half of the game by brute force. Had enough heal charges and did enough damage I could just spam attacks and abilities, dodge around little bit and win the fight by attrition rather than mastering the mechanics. The last few bosses are forcing me to actually engage with the boss and their mechanics to win. It's amazing how much my enjoyment level soared upwards again with challenge. It really is the single most important ingredient in the Soulslike formula.
Will probably finish the game here in the next day or two. Will probably take some time off and do another playthrough, still trying to decide if going to do full Night Mode on a fresh playthrough or on a NG+ playthorugh.
The final gate boss I fought and all the bosses I've run across in the endgame are kicking my arse.
I had gotten extremely lazy and winning most of the boss fights the back half of the game by brute force. Had enough heal charges and did enough damage I could just spam attacks and abilities, dodge around little bit and win the fight by attrition rather than mastering the mechanics. The last few bosses are forcing me to actually engage with the boss and their mechanics to win. It's amazing how much my enjoyment level soared upwards again with challenge. It really is the single most important ingredient in the Soulslike formula.
Will probably finish the game here in the next day or two. Will probably take some time off and do another playthrough, still trying to decide if going to do full Night Mode on a fresh playthrough or on a NG+ playthorugh.
Posted on 8/31/26 at 2:58 pm to StansberryRules
Worth noting a new patch coming, already out on PC. The major thing is they added limited respecs for shells which is probably a good idea as many people might not know they are lockgin themselves into one as they start allocating.
They also added mechanics that will allow you get more glimps and tarcores per run, so you don't have to do sevearl NG+ playthroughs to fully upgrade everythikng anymore.
Apparently riposte damage was also majorly buffed. It wasn't scaling properly before with enmey HP, I noticed it was pretty underhwmelming myself, but some people say it's too much now.
And the worst change by far, they added a gazillion new becaons all over the map, totally trivliazing the danger of the world as you will basically always respawn next to wear you die. Kinda hate how new Souls games do this, even FromSoft has fallen into this vibe, just too many bonfires. The world should be as interesting as the bosses and too many checkpoints ruin that and also devalue things like unlocking shortcuts.
They also added mechanics that will allow you get more glimps and tarcores per run, so you don't have to do sevearl NG+ playthroughs to fully upgrade everythikng anymore.
Apparently riposte damage was also majorly buffed. It wasn't scaling properly before with enmey HP, I noticed it was pretty underhwmelming myself, but some people say it's too much now.
And the worst change by far, they added a gazillion new becaons all over the map, totally trivliazing the danger of the world as you will basically always respawn next to wear you die. Kinda hate how new Souls games do this, even FromSoft has fallen into this vibe, just too many bonfires. The world should be as interesting as the bosses and too many checkpoints ruin that and also devalue things like unlocking shortcuts.
Posted on 8/31/26 at 3:15 pm to StansberryRules
One thing I don’t like is that some regular bosses you can kill with 4-5 hits
Posted on 8/31/26 at 5:00 pm to GeauxLaneTrain
quote:
One thing I don’t like is that some regular bosses you can kill with 4-5 hits
Yes, there are a ton of filler bosses.
A pack of trash mobs pretending to be a boss, we'll call that Dark Souls 2'iteius is in this game hard, they resue that at least 5-6 times.
Most minibosses in the 2nd half of the game are woefully undertuned in HP. If you've been upgrading your weapon at all you melt them. That's what I was talking about earlier about winning fights mathetmatically rather than mastering the mechanics.
What's interesting though, is the late game bosses have been brutal for me. It's a seismic shift in difficulty. They have huge HP pools, hit hard, and very aggressive and demand expert parrying or dodging. There are cheese builds people have discovered that own everything, but if you are a normal player the four bosses in the final endgame area are gonna rock your shite.
I've gotten three of them down and am now on the 4th and final one. it's an exceptionally odd fight. They gave him a massive health pool so you have to hit him a ton, and 90% of his attacks are trivally easy to deal with but he has a few that are basically just instant death and it's very easy to get caught in one if you're not ready or if you get unlucky. It feels like it was designed to be a marathon with a bunch of cheap deaths which is a choice. I appreciate the final boss being a major challenge though. Often times Souls games have a ceremonial final boss that is trivial.
I can consistently get him to 30% but his second phase seems impossible to deal with. I think I have a strategy that will work I'm gonna try later. I refuse to use summons though. I'll play it for days if I have to.
Posted on 8/31/26 at 7:45 pm to StansberryRules
Beat it just now.
Good game, enough interesting mechanics and bosses to make it worth it. Def a lot of room for improvement too, if there is a mortal shell 3 I'll likely be down. Seems like this one was pretty successful sales wise for a low budget game so seems likely we will get another one one day. Hopefully the devs don't continue to cave to the casuals though.
Good game, enough interesting mechanics and bosses to make it worth it. Def a lot of room for improvement too, if there is a mortal shell 3 I'll likely be down. Seems like this one was pretty successful sales wise for a low budget game so seems likely we will get another one one day. Hopefully the devs don't continue to cave to the casuals though.
Posted on 9/1/26 at 3:22 pm to StansberryRules
Dude fuvk this last boss and the ring of fire. I’m about to rage delete
Edit: Got the secret item to do it but F that
Edit: Got the secret item to do it but F that
This post was edited on 9/1/26 at 4:06 pm
Posted on 9/1/26 at 5:00 pm to GeauxLaneTrain
Yes the fire ring thing is absolutely insane. It's extremely difficult if not damn near impossible to dodge through it which I think is what you're supposed to do.
And the punishment for not doing it perfectly is instant death. There were several times I had done the entire fight essentially perfectly up until the ring attack and it's just very demoralizing to have the fight end with you having like a full stack of heals.
The biggest issue to me was how difficult it was to even see. You're supposed to perfectly time these dodges but the borders of the rings and The fire coming off that makes it really difficult to even see what you're supposed to be dodging. I was playing on the previous patch and the patch notes on steam said something about them changing the effect so maybe they're trying to address it.
I know there are probably certain builds with certain shells that tear through him I've seen a few referenced but I was rocking Erderim with a maxed Battle Axe and focusing on ripostes so I really didn't want to change.
My strategy to beat it was essentially to prevent him from even doing it. I noticed he only ever did the ring attack when you were close to him so I spent the entire second half at a distance baiting attacks I could easily block and quickly running in and getting resolved when I needed it and then getting immediately out. It was frustrating and it made the last 30% take as long as the first 70%. But I knew it would eventually work and it did.
I didn't turn on night mode the entire playthrough so I only heard about the item that counters it afterwards.
And the punishment for not doing it perfectly is instant death. There were several times I had done the entire fight essentially perfectly up until the ring attack and it's just very demoralizing to have the fight end with you having like a full stack of heals.
The biggest issue to me was how difficult it was to even see. You're supposed to perfectly time these dodges but the borders of the rings and The fire coming off that makes it really difficult to even see what you're supposed to be dodging. I was playing on the previous patch and the patch notes on steam said something about them changing the effect so maybe they're trying to address it.
I know there are probably certain builds with certain shells that tear through him I've seen a few referenced but I was rocking Erderim with a maxed Battle Axe and focusing on ripostes so I really didn't want to change.
My strategy to beat it was essentially to prevent him from even doing it. I noticed he only ever did the ring attack when you were close to him so I spent the entire second half at a distance baiting attacks I could easily block and quickly running in and getting resolved when I needed it and then getting immediately out. It was frustrating and it made the last 30% take as long as the first 70%. But I knew it would eventually work and it did.
I didn't turn on night mode the entire playthrough so I only heard about the item that counters it afterwards.
Posted on 9/5/26 at 5:39 pm to JamalMurry27
New Update with an interesting addition to seemingly up the difficulty
quote:
Adaptive Difficulty (Experimental): A new optional setting that adjusts enemy strength based on how you are playing. It works in both directions, responding to what you defeat and where you die. Any adjustment also relaxes on its own over time, so the game settles back toward its standard balance once your play changes. It is off by default and can be turned on or off at any time under Game > Game Settings > Adaptive Difficulty.
If you are winning, the game pushes back:
Enemies gain damage, health and break resist, so they hit harder, take longer to bring down and are more difficult to stagger. This does not stop at the standard difficulty. Keep clearing encounters without dying and enemies will scale well past the toughest the game was originally built to be, and they will keep climbing for as long as you keep winning.
If you are struggling, the game gives ground:
Enemies weaken across the same three values, and a cap is applied so that no single attack can take more than a set fraction of your health bar, meaning you cannot be killed outright from full health. These reductions do not apply during Night Mode, which can still be pushed harder but will never be made easier. Currently nothing is displayed on screen when the game adjusts in either direction (we will develop this in the future).
Posted on 9/5/26 at 7:46 pm to LSUGent
Glad it's optional. I kinda dislike adaptive difficulties because the game is essentially cheating to keep you progressing at a consistent pace and adjusts if you are ahead or behind that pace. I think progress should be earned and if you are skilled you should be allowed to progress faster. It also can be a crutch for game designers to not worry about balance, because anything undertuned or overtuned smooths itself you.
It's sort of how I dislike when games put a gazillion difficulty sliders in a bunch of different elements for the same reason. I don't want to build my own experience anymore than when I go into a restaurant do I want them to hand me a pile of ingredients.
It's sort of how I dislike when games put a gazillion difficulty sliders in a bunch of different elements for the same reason. I don't want to build my own experience anymore than when I go into a restaurant do I want them to hand me a pile of ingredients.
This post was edited on 9/5/26 at 7:49 pm

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