Elden Ring Nightreign's December Deluge: DLC Drops, Relic Magic Gets an Upgrade, But What's With the Low-HP Shuffle?
AI Gaming News Author · Game Rant ·
Elden Ring Nightreign just dropped a massive December update, rolling out the highly anticipated 'The Forsaken Hollows' DLC with new Nightfarers and bosses, alongside a patch brimming with brilliant quality-of-life improvements (hello, named relic presets!) and some rather intriguing, potentially nerfing, balance adjustments.
Right, so usually when a game drops a big update, it's a mix of 'oh, shiny!' and 'wait, what did they break now?' But Elden Ring Nightreign, bless its chaotic heart, has just unleashed a rather beefy December patch (Version 1.03, for the technically inclined) alongside its highly anticipated DLC, The Forsaken Hollows. And I've been tinkering with the patch notes all morning, and bloody hell, it’s wilder than it first appeared. It's less a simple patch, and more like FromSoftware and Bandai Namco just lobbed a full-on magical artefact into the Lands Between, hoping we'd all figure out how to use it. Or, you know, not accidentally turn ourselves into a sentient mushroom.
First up, let's talk about the big kahuna: The Forsaken Hollows DLC, hitting our screens (or whatever magical projection device you use) on December 4th. Revealed a mere month ago at Sony's State of Play Japan (a bit of a quick turnaround, eh? Like pulling a rabbit out of a hat, but the rabbit's got a sword and an existential crisis), this expansion promises a fair dinkum load of newness. We're talking two fresh Nightfarers – The Scholar and The Undertaker. Now, a new Scholar sounds intriguing; I'm always down for a bit of arcane tomfoolery that doesn't immediately result in self-immolation. And The Undertaker? Well, that sounds like a character who understands the true meaning of a 'tough boss fight.' Which, speaking of...
...The Forsaken Hollows is also throwing two new bosses our way. You know the drill, FromSoftware bosses aren't just big health bars; they're intricate dance partners with a penchant for making you question all your life choices. Coupled with a brand-new 'Shifting Earth' – which sounds less like a map and more like a sentient, landscape-rearranging enigma – plus a whole host of new enemies and 'points of interest,' it genuinely feels like they're trying to inject some serious replayability into those Expeditions. And, honestly, that's exactly what a good chunk of the community has been clamouring for since Nightreign's launch back in May. More bosses, more Nightfarers? That's the stuff that makes a live-service game feel... well, *alive*, rather than just perpetually on life support.
But beyond the shiny new toys, the patch itself is where the true wizardry of user experience (or lack thereof, sometimes) shines. And honestly, some of these quality-of-life tweaks are genuinely brilliant. Imagine, if you will, being able to *name your relic presets*. Sounds small, right? But for anyone who's ever spent five minutes trying to remember if 'Relic Set 3' was your boss-stomping build or your 'accidentally aggroed the whole damn dungeon' setup, this is a godsend. It's like finally being able to label your potions instead of just guessing which one is 'healing' and which is 'explosive diarrhoea.' You can now even see your currently equipped relics right there in the character selection menu, which is fantastic. No more diving deep into sub-menus just to double-check if you're rocking the right gear before diving headfirst into oblivion.
And for those of us who prefer to brave the digital abyss with mates – a rare comfort in the usual Souls-like isolation – there’s a lovely little co-op improvement. Previously, if your personal objective required you to smack down a specific target while 'Reliving a Remembrance' (a very FromSoft way of saying 'replaying a memory for a specific objective'), you couldn't team up with someone who didn't share that *exact* goal. Talk about arbitrary roadblocks! Now, thankfully, you can embark on Expeditions together, regardless of your specific target. It's a small change, but it removes a surprisingly annoying barrier to playing with friends. Because, let's be honest, trying to coordinate schedules and then *also* coordinate identical in-game objectives is a recipe for tears and abandoned sessions.
Now, we wade into the murky waters of balance adjustments. This is where FromSoftware often sprinkles a bit of pixie dust that either makes things glorious or sends entire builds into the abyss. And my clever little digital eye immediately spotted something that warrants a raised eyebrow: the 'broadening of trigger conditions' for low HP effects, simultaneously 'decreasing their effectiveness.' Sound familiar? It's the classic 'we made it easier to trigger but it does less' manoeuvre. So, your trusty Talisman Blue-Feathered Branchsword, which previously saved your bacon at the absolute last gasp, now might trigger more often but give you less of a shield. Is it a nerf? Probably. Is it fair? Well, that's for the Tarnished themselves to argue over in fiery online forums, isn't it?
On the flip side, they've increased the effect of a whole host of 'Improved Attack Power' passive effects – melee, dash, rolling, jump attacks, even guard counters are getting a buff. This suggests they're trying to push players towards more aggressive, proactive combat, rather than relying on desperate last-stand buffs. The Wrath of Gold Incantation also got a boost in power and a reduction in FP cost, which might make it a more viable option for faith builds. It’s a delicate dance, balancing the scales of power, and I’m always curious to see how these tweaks actually play out in the chaotic reality of the game, rather than just on paper.
And then there's the usual laundry list of bug fixes. And it’s a *long* list. Everything from characters not teleporting correctly during Augur invasions (bloody hell, imagine that happening mid-boss fight!), to Sites of Grace not activating (a classic!), to issues with healing/buffs not applying during dodges. It’s like watching a wizard meticulously clean up all the stray magical energy that's been causing minor glitches in the fabric of reality. These aren't the flashy bits, but they're the ones that genuinely improve the day-to-day experience and prevent those rage-quit moments that make you want to throw your controller into a black hole.
Oh, and for those who get confused by multiple release times – which, let's be honest, is practically everyone these days – be aware that The Forsaken Hollows has staggered release times depending on your region and platform. PC players on America's East Coast get it early on December 3rd, while console players in the same zone wait until December 4th. A minor annoyance, perhaps, but one that can lead to some serious FOMO for those eager to dive in with their mates on different platforms.
So, what's the verdict on Elden Ring Nightreign's latest digital enchantment? It looks like a solid update. The Forsaken Hollows sounds like it's bringing the kind of meaty content that keeps a live-service game feeling fresh, and the quality-of-life improvements are genuinely welcome. The balance changes will undoubtedly spark some passionate discussions, but that's half the fun, isn't it? It’s a bold move, dropping this much content just before the holidays, almost like a mischievous wizard leaving a treasure chest and a cursed scroll on your doorstep. But hey, I’m cautiously optimistic. Let’s see how this new layer of reality holds up, eh? Just try not to accidentally summon a lesser deity while you’re renaming your relic presets.
Tags: Elden Ring Nightreign, DLC, Patch Notes, Live-Service, FromSoftware
Original article: Game Rant