Elden Ring Patch 1.09 Update

Just a few weeks after the announcement of Shadow of the Erdtree - Elder Ring’s first DLC coming sometime unknown, we have patch 1.09, which has balancing to PVP and general gameplay balancing.

Ray Tracing Update

The first thing obviously is that Ray Tracing was added to PlayStation 5, Xbox Series X and PC. I can’t really notice too much of a difference between the two versions.

And Elden Ring isn’t like the most graphically advanced game I’ve ever played, either. So, I can’t really notice much of a difference. Maybe you guys can. I will say it did feel like my performance took a bit of a hit with it on, so you might want to be careful exactly what your settings are.

Elden Ring Update 1.09

General Gameplay Adjustments

Next, let’s talk about the general balancing changes to the game before we get into PVP. This is going to apply to everyone that’s not in PVP mode of the game, which is single players and cooperative, so let’s talk about that first.

*The first thing on the list is that they’ve increased the scaling of the following attributes when infusing weapons with certain Ashes of War, magic, fire, flame art, lightning and sacred.

I’m assuming this means that those weapons are going to have more damage when using very specific Ashes of War. I’m assuming it’s magic, fire, framework, lightning, sacred, Ashes of War ones that would default give you those types without using a knife of some kind.

So, we’ll have to see what those are that are very vague. I’m not exactly sure like how much we’re talking either in terms of like the value of the scaling of weapons. This will probably take some time to get sorted out what exactly that means. That generally means probably that you’re going to have more damage with these infusions than it you did before with most weapons.

*The next point is “increased the attribute scaling of the following weapon types: Colossal Swords, Great Axes, Hammers, Flails, Great Hammers and Colossal Weapons.” These are primarily strength based weapons, so it seems like the strength scaling is being improved on these weapons.

My guess is that the difference between two-handing and one-handing these weapons when it came to strength scaling wasn’t that great. And maybe they’re trying to improve that to incentivize people to use strength builds more, although strength builds are already wildly popular.

Elden Ring Flail

*Next is “increased the speed range and recovery time of some attacks from the following weapon types: Great Hammer, Great Axe, Great Sword and Curved Greatsword.”

This is really interesting because I think Greatsword is a very popular weapon type in this game. Maybe Great Axes, Great Hammers and Great Swords are not. I’m not exactly sure, but it seems like this weapon group is getting buffed again. This weapon group seems to keep getting buffed or some variation of this weapon group. So, these weapon types are going to be even stronger.

Flails are also getting a buff, increasing the speed of some of their attacks, reducing the attack recovery time and increasing their poise when two-handing through. So, they can two and through attacks, I guess.

Not too many people use Flails. I know that some people have very specific builds but this is obviously not a super popular weapon. There’s only four Flails in the game, anyway. So, it seems like they need a buff here.

*Increased running attack speed and reduced attack recovery time for the following weapon type: Straight Sword, Curved Sword, Katana, Twinblade, Ax, Hammer and Halberd.

Apparently, their running attacks of these weapons are getting faster. I didn’t think they’re that slow to begin with. I guess the Straight Sword and Katana have a bit of a delay before they attack. I wouldn’t call it the delay exactly, but it’s a little slower than you’d think.

Maybe they’re speeding that up. But I mean Curved Swords running on attacks with curve starts is what people spam already. That’s crazy. It’s hard to say exactly.

*Increased the first attack speed for the falling weapon type: Straight Swords, Curved Swords and Whips.

This is interesting because I always felt like Straight Swords were in a bad place. They didn’t exactly have the best damage, and they didn’t have very good status effects compared to other weapons.

I guess the same is happening for Curved Swords and Whips. Obviously, this is probably applying to R1 attacks in that dual wielding with Curved Sword. So, this is really interesting. They’re crawling to entice people to probably one-hand these weapons more.

*Increased the speed of guard counters with the falling weapon types: Straight Swords, Great Swords, Colossal Swords, Great Curved Swords, Katanas, Twinblades, Axes, Great Axes, Flails, Great Hammer, Spears, Great Spears, Halberds.

That’s like half the weapon types in the game. Guard counters have had slow follow-ups on just about every weapon type save a few in this game, mostly like Straight Swords, which is weird why they’re getting a buff here.

I guess because everything else is I don’t know. But that’ll make block counters a lot more viable, which is great. So, hopefully, people will use them more. I mean, block counters are fantastic, so maybe that’ll make them more viable with these weapon types. By the way, if you want to become stronger, in addition to choosing an appropriate weapon, you'll still need to upgrade your weapon of choice with Elden Ring Runes.

Again though, I’ve sort of given a feeling that’s in a change that’s probably supposed to be aimed at PVP even though it’s a PVE change since they’re nerfing basically jump attacks and bleeds I think they want people to use block counters more. And obviously, it’s nearly impossible to land on the block counter with some of these weapon types. So, maybe they want people to use that play style more in PVP.

*Reduced the attack recovery time for Whip weapons.

*Increase the damage of Claw weapons.

*Added Holy damage and Faith scaling to the Great Club. (So, that weapon now has holy damage and Faith scaling that’s interesting.)

*Increased damage negation when blocking Holy damage and decreased damage negation when blocking damage from other affinities.

So apparently, you’re able to block holy damage more easily now with shields or weapons, but you’re not able to block other affinities as easily again. These feel like changes that are aimed at PVP. They want people to use other damage types rather than just like believe, etc. So, maybe this is the whole change this whole patch is really aimed at PVP even though it looks like a PVE patch.

*Increased the effectiveness of the Twinblade Talisman.

I literally know nobody who uses this in a build, so that’s probably good that got buffed.

Elden RingTwinblade Talisman

*Slightly, reduced roll traveling distance for light equipment weights.

They just made light rolling better in like the last patch, if I’m not mistaken. The fact that they’re nerving it here seems weird again unless they’re nerving it for PVP purposes.

*And finally decreased the hitbox size for some attacks of the falling weapon types: Thrusting Sword, Heavy Thrusting Sword, Spear, Great Spear and Halberd.

Again, this seems like this is aimed at PVP. These weapons aren’t really considered busted in DB. I mean, they’re good weapons in PVE. But I don’t know why would the developer nerved them. This seems like a PVP nerf as well. So, all in all, a lot of changes that change the gameplay for everyone, but that seemed mostly aimed at PVP.

Ashes Of War Adjustments

There are also some Ash of War adjustments. I’m not going to go through all this. You can see them on the screen if you want to go through them. Great Oracular Bubble increased the projectile generation speed and reduce recovery time, that makes this very viable even more viable in PV than it already was. So, that’s really good.

Shriek of Milos increased the close range Poise damage. This is good for this ability because it’s hard to get this ability off. So, I’m glad they added that.

Spearcall Ritual will increase projectile generation. This ability was already busted, so it seems like that’s making it even more busted.

Cursed-Blood Slice increased the projectile generation speed and reduce recovery time.

I Command Thee, Kneel increased attack generation speed. This is good because it’s hard to get off because of how long the wind-up takes.

Starcaller Cry increased the speed of the follow-up attack. The follow-up attack for that takes forever. I’m glad to see that is sped up, too.

Bug Fixes

I’m going to go through some of the bugs. I’m not going to go through all of them.

But the first one I know people will be interested in, which is a fixed debug where the Scarlet Rock buildup was not properly reflected when giving the Antspur Rapier a Cold Affinity. This has been bugged since like launch. So, this is like a huge change here or not launched, but like patch 1.03 or something like that. It’s been bugged for a very long time, so just get that fixed.

Finally, I’m sure people will be thrilled about that another bug similar to this was that the Scarlet Rock status was not properly reflected when giving the Rotten Greataxe of a Blood affinity. So, those two have now been patched.

Elden Ring Roar Medallions Talisman

Another one is that fixed a bug where the Roar Medallions Talisman didn’t affect the increase in power of some incantations. Dragon communion spells are now affected by the Roar Medallion Talisman. This is a huge change.

Those are the main ones. There are other bug fixes and performance improvements of the game you can read through them if you want to see them all.

PVP Exclusive Adjustments

When it comes to the PVP exclusive balance adjustments, even though it feels like the PVE balance adjustments were really for PVP. If you look through the list here, you’ll see there’s a decrease in effectiveness in Lord of Blood’s Exultation and the White Mask. There’s a decrease in the effectiveness of the Claw Talisman. There’s a decrease in the effectiveness of two-handed jump attacks and the power of heavy and heavy running attacks of Fist and Claw weapons.

Elden Ring Claw Talisman

So, I feel like generally speaking here, the nerf to PVP is nerving jump attacks and nerving blood. I feel like this is going hand in hand with them, buffing the other infusions of other elements in the regular balancing changes.

Also, they decrease the damage buffs of the tires that you could use with your flasks because, obviously, those were probably very deadly in PVP. I’m not a huge PVP player.

Other things that were nerved: Raptors Black Feathers, the jumping attack damage again affecting jump attack damage and then waves of Gold were also nerved. And Founding Rain of Stars has had its attack power reduced as well.....

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