Patch v3.1.9 (26/07/2025)
Hello Blitzers!
Launch has been great and our player base is growing steadily. Blitz became the go-to choice for a quick duel. This patch is aimed at initial card balance and game performance.
Client Changes
- Fixed game session persistence. Players will not get logged out after 5~ hours. Tokens get refreshed on login and players will need to re-login only if they were inactive for 30 days.
- Improved game performance (lowered CPU/GPU usage) by 10%~.
- New translations (BETA): Italian by @Chocob0 and Vietnamese by @ne.yu9nlowkey . Few improvements to Spanish by @p3p3_jaiba.
- Improved interpolation, resulting in slightly cleaner in-game view (also Orb open view) without a need to increase DPR. Text should appear less jagged.
- Minor UI improvements - Solo Challenge view, return buttons.
- Practice enemies now have correct deck size.
- Non-purchasable cosmetics are now hidden in Shop.
- Deck lists now consist of exactly 33 cards, instead of 32.
- Sharing and watching replays works. You can share a replay using Profile > Match History > Share.
Card Changes
Lyonar
Before | After |
---|---|
![]() | ![]() |
Auryn Nexus was supposed to be 0 mana. But now, instead of reducing it to 0 mana, the buff is increased to avoid strong 2-mana combos with Divine Bond.
Before | After |
---|---|
![]() | ![]() |
Out of hand damage is more expensive in every faction, but Immo was left untouched. It's a staple Lyonar card, but we are adding skill cap to it by allowing only to heal damaged minions.
Before | After |
---|---|
![]() | ![]() |
At 2 mana it was unplayable. Rarely there was a high mana minion destroyed during the game, because games tend to be quick. Relies on other Hallowed Ground synergy, so changing rarity to Rare to make it easier.
Before | After |
---|---|
Hallowed Ground: Heal 1 damage to friendly minion at the end of your turn. | Hallowed Ground: Heal 2 damage to friendly minion at the end of your turn. |
Songhai
No direct changes in this patch. Due to neutral minion changes, it may make certain play styles stronger.
Vetruvian
Before | After |
---|---|
![]() | ![]() |
Core change for Vetruvian. Vetruvian's identity rewards tricky plays and stats manipulation. Flat +2/+2 buff did not fit this identity and was relatively boring to play with/against.
Before | After |
---|---|
![]() | ![]() |
To nerf Portal Guardian+Scion's Second Wish combo.
Abyssian
Before | After |
---|---|
![]() | ![]() |
There was no real reason to make it 3 attack in the first place. Changing to 2 attack.
Before | After |
---|---|
![]() | ![]() |
Shadow Nova more expensive due to Creep change.
Before | After |
---|---|
Creep: Deal 1 damage to enemy minion at the end of your turn. | Creep: Deal 2 damage to enemy minion at the end of your turn. |
Games were too fast and creep was insignificant. Buffing creep damage.
Before | After |
---|---|
![]() | ![]() |
0 mana minions are very popular in Abyssian's lists - and it's an intended outcome. Though, 0 mana minions combined with Rite of the Undervault can sometimes flood the board without any punishment. Overall, this ability fits Abyssian identity, but so does the self-damage.
Magmar
Before | After |
---|---|
![]() | ![]() |
Following Shadow Watcher changes. Classic Magmar nerf.
Vanar
Before | After |
---|---|
![]() | ![]() |
Buff to make it a strong individually or with Hearth-sister and not relying on Vespyr synergies.
Before | After |
---|---|
![]() | ![]() |
CLARIFICATION
Both Before and After Borean Boar's are Vespyrs.
Vespyrs buffing Vespyrs and clearing board by spawning Vespyrs and transforming other Vespyrs... sounds very single-dimensional. It's an important Tribe for Duelyst, but should benefit from small Vespyr decoupling. This change intends to allow more play styles and buffing early game.
Before | After |
---|---|
![]() | ![]() |
Out of hand board clear was not fitting positional/static control Vanar identity. Start of the turn effect gives some counter play possibilities. Establishing Glacial Elemental boards is more rewarding, as it triggers every turn.
Before | After |
---|---|
![]() | ![]() |
Sleet Dasher was not too strong for a 6-drop and simply relied on Boundless Courage. Buffing health is the best choice to make it more universal.
Neutral
Before | After |
---|---|
![]() | ![]() |
Core change of this patch. With cheap minions in hand, targeting nearby minion becomes near-global range. Change intends to make better use of 2D board paradigm and making skill cap higher for playing and countering shrouds.
Before | After |
---|---|
![]() | ![]() |
As above.
Before | After |
---|---|
![]() | ![]() |
Everyone's favorite 0 drop. Planar Scout is a different case than Dragonlark or Bloodtear Alchemist, as it enables incredible Turn 1 plays. Feels like after this change it will still find a place in many deck lists.
Before | After |
---|---|
![]() | ![]() |
Flying should give a lot of flexibility for caster and limiting enemy on his choices, even if it doesn't feel like immediate effect. Leveraging Flying modifier to core game ability has a high priority in Blitz.
Before | After |
---|---|
![]() | ![]() |
Sand Burrower has ability that exists in similar version in many card games, but was rarely played in Duelyst. Keeping 4 health to keep it vulnerable to mid game one-shots, but reducing mana cost to make it worthwhile to play consecutively on return to action bar.
Summary
Thanks for going through 3.1.9 Patch Notes. Join Duelyst: Blitz Discord to discuss the changes.