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Elden Ring Nightreign Deep of Night Balance Adjustments

Elden Ring Nightreign Deep of Night Balance Adjustments

The Elden Ring Nightreign Deep of Night is getting some very much desired adjustments and fixes to become even more balanced after the feedback from fans has been heard by the developers at FromSoftware! There would be multiple changes to the gameplay, the enemies, as well as some great solutions and improvements for many of the aspects in the mode.

If you are a fan of the Elden Ring franchise, you would love to hear that the latest title is getting some refreshing advancements. So, keep on reading to better understand what is happening as we set to explore the Elden Ring Nightreign Steam September 24th Update 1.002.003/1.02.3 and the balance changes it introduces for players in order to enjoy the game even more!

Important Additions and Changes regarding Depth levels in “The Deep of Night”

Enhancements have been made to the "Deep of Night" feature, now allowing players to decrease their Depth level by one, with subsequent adjustments to their ranking to the midpoint of the new level. Additionally, rank demotion protection is introduced: players at Depth levels 3, 4, and 5 will not lose a Depth level after a specific number of defeats — one for level 3 and two for levels 4 and 5. This protection remains effective even if players demote and later return to these levels. Depth level 1 players facing higher-ranked opponents during Depth level 2+ expeditions will not incur point losses upon defeat. Furthermore, the Expedition menu icon has been updated for players reaching the maximum rating at Depth level 5, with previous players at this rating also receiving the new icon.

Adjustments to Nightfarers Stats and Power

There are adjustments made in the Nightfarers update that focus on further enhancing the effectiveness of various weapon types and also modifying some of the main mechanics. Key changes in this regard include an increase in the attack power and possible stagger damage for the Dash and Strong attacks for most of the weapon categories, plus a specific increase in stagger damage for dual-wielding jump attacks with the Thrusting Swords. The stagger damage for dual-wielding jump attacks with Curved Greatswords and Heavy Thrusting Swords has now been decreased accordingly. 

Furthermore, the potency of the “Improved Skill Attack Power (+1, +2)” Passive Effects has been bolstered. Significant changes have been implemented regarding the “Taking Damage Causes XXX Buildup” Relic Effects and the “Taking Damage Boosts Damage Negation” Passive Effect, which now do not activate while you are guarding yourself against enemy attacks. An adjustment to the “[Revenant] Expend own HP to fully heal nearby allies when activating Art” Relic Effect allows it to also benefit allies in the area who are in a near-to-death state. 

Additional updates include modifications to the “Gradual Restoration by Flask” effect, which is now going to provide a small, but instant, heal in addition to its already existing gradual healing power. The “Guard counters trigger holy bursts” effect has been slightly adjusted in order to prevent exploding bursts from canceling the staggered state of affected enemies, a fix that has been re-applied due to a previous incorrect implementation in the Elden Ring Nightreign gameplay. 

Another fix to mention in this section is the “[Wylder] Character Skill inflicts Blood Loss” Depth Relic effect, which now deals increased Blood Loss and the duration of the damage weakening effect from “[Raider] Hit with Character Skill to Reduce Enemy Attack Power” Depth Relic has been extended. The “[Ironeye] Character Skill Inflicts Heavy Poison Damage on Poisoned Enemies” Depth Relic effect has been decreased in its Poison application ability, with damage now being contingent on the poisoned enemies' remaining HP, alongside adjustments to the balance for the “[Revenant] Increased Max FP upon Ability Activation” Depths Relic effect.

Crucial Combat & Enemies Balance Adjustments

A couple of combat and enemy balance adjustments have also been implemented, focusing on several specific bosses and enemies. The HP of the night boss versions for Ancient Dragon, The Duke's Dear Freja, Tibia Mariner, as well as the Great Wyrm have all been reduced. 

Additionally, the “Valiant Gargoyle” has been made easier to stagger, with its HP also getting a bit reduced. The resistance to poison, rot and blood loss status ailments for the “Fallingstar Beast” and “Full-Grown Fallingstar Beast” have seen a decrease too. In the Everdark Sovereign “Augur” Expedition during “the Deep of Night” mode, both the HP and attack powers of “Maris, Fathom of Night” have been lowered to a more reasonable scale.

General Bug Fixes and Improvements

There was a bug that caused the follow-up attack of “Siluria’s Woe” Skill to miss its targets that is now fixed. Another fix would allow the “Crimsonwhorl Bubbletear” effect to work correctly after it has expired. There was also a problem where allies would not heal properly when the player had the “Gradual Restoration by Flask” effect on and this has been corrected. 

Issues with FP recovery using the Flask and continuous mist generation from the “Sleep Produces a Mist of Sleep” effect have also been resolved. Additional fixes include ensuring attacks from “Gladius, Beast of Night” to hit correctly and for the summoned sinners to appear during the fight. Last but not least the problem with various glitches for skills (such as the unintended added skill to the Wylder’s Greatsword after defeating the “Night Assassin”), hit detection on the player and enemies, gauge management and the Relic Rites menu involving Deep Relics have also been addressed by the devs.

Fixes and Improvements Related to the Deep of Night

Fixes and improvements have been made related to the Deep of Night rankings calculations and Rate Reflection problems. Other identified and fixed issues include ranking changes not being correctly applied after an Expedition and cumulative ranking changes being misapplied with subsequent Expeditions. A provisional fix has been provided in Patch 1.02.3, with plans for further investigation and future updates.

Additional updates include the addition of a sound effect for the “Attacks Impaired on Occasion” passive effect. There are also several bugs related to guarding against enemy attacks, including those affecting the effect timer for guarding spells, incorrect enemy markers in logs, wrong color icons for passive effects, missing unique armaments in Sorcerer’s Rise, excessive scarab variants in Shifting Earth: Noklateo, missing graces on maps in Shifting Earth: Rotted Woods and failures in skill attacks to make enemies flinch.

Rarely a journey goes completely smoothly, but when there are responsible studios that take matters seriously, all problems find their respective solutions and the feedback from fans and the player base of a title should always be respected, this here is a great example of just that and we are really excited to check how it all plays out into the Elden Ring Nightreign gameplay!

Stay tuned for more game reviews and interesting news in the world of gaming from us at YUPLAY and best wishes from all of our team!


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