2Firestrike decks were losing more than they should for a rare, so each Combo now hits harder.

49 changes across cards, monsters, monster groups, descent bosses and charms. Each shows what changed and why.
Stronger than before.
2Firestrike decks were losing more than they should for a rare, so each Combo now hits harder.
1Flame Arc still lagged behind after its last lift, so it burns a bit more.
1Players with Bastion lost more often than without it, so its Chill pays a little more.
1Cold Comfort still trailed other cards after its last lift, so it hits a little harder.
1Frost is the hardest deck to win with right now, so Ward Pulse heals a bit more.
1Players often passed on Frenzied Cut and did not miss it, so it hits a little harder.
1A rare that costs Health should clear a whole group, so Gore Pact hits everyone harder.
1Sacrifice was still the weakest Blood card, so it now costs you less Health.
1Charged Strike was the weakest card in the game, so it now costs less and starts Combos cheaply.
1Ground Wire still trailed after its last lift, and Storm needs help, so it heals a bit more.
0Players often skipped Overcharge, so spending all your mana on it now pays off more.
1First Light was the card Dusk players won least with, so it hits harder.
1Players taking Seismic Shove did no better than those who passed, so it stacks more Guard.
2Bloodrend lost more often than it should for its cost, so it hits harder.
1Iron Scar costs Health and was not paying it back, so it gives more Guard.
The Furnace Thrall ended far more runs than other monsters on its floors, so it has less Health.
The Slagwright ended more runs than its neighbours, so it has less Health.
The Arbiter ended far more runs than other monsters on its floor, so it has less Health.
The Drowned Admiral ended far too many runs, so it has less Health.
The Hollow Warden ended more runs than other monsters on its floor, so it has less Health.
The Hullbreaker was the deadliest door in the game, so it has less Health.




The Anchor and its Eels ended too many runs together, so each of them is a little weaker.
Players with Tolling Knell won a bit less often than without it, so it gives more Wrath.
Red Toll's healing cost still outweighed its Wrath, so it gives more Wrath.
Players with Thornheart won less often than without it, so it hits back harder.
Players holding Fracture Crown won noticeably less often than without it, so its Shatter goes up.
Players with Berserker Brand won a bit less often than without it, so it gives more Wrath per hit.
Trimmed back a little.
1Players with Ashen Hex won clearly more often than without it, so its Ember burst is smaller.
1Black Brand was winning more than its share of runs, so it applies a little less Ember.
1Cinder Fan was a bit too strong, so it spreads slightly less Ember.
1Permafrost was a little ahead of other cards, so it gives one less Guard; its chain stays.
1Sleet Draw's job is the Chill on every monster, so its small hit is trimmed.
1Leech was one of the strongest cards in the game, so it hits a little less; its healing stays.
0Static Spark was winning more than its share, so its splash hit is a little smaller.
2Stormcaller was ahead of the other Storm cards, so it deals a little less.
0Bedrock was very strong for a free card, so it stacks one less Guard.
2Masterstroke was carrying the strongest deck, so it deals a bit less per Edge; it still draws two.
2Oath of the Duelist was a little too strong, so it deals one less per Edge.
1Still Water stayed ahead even after its last trim, so it gives a bit less Guard.
0Blood Gash stayed ahead after its last trim, so it gives one less Wrath.
1Ember Rend was winning more than its share, so it hits one less.
0Fury Sweep was a strong free hit on every monster, so it deals a little less.
1Scar Mend was the strongest card in the game, so it heals less.
The Sill-Sweeper barely scratched anyone, so it now hits harder.
The Landing was a pushover for an elite, so its big hit lands harder.
The Margin-Scribe almost never hurt anyone for an elite, so it hits harder.
The Underdraft was far too gentle for an elite, so both its hits land harder.
Returning players beat the later Descent bosses almost every time, so they have more Health; first runs are unchanged.
Boss Health before Added now
Same idea, new rules.
Hoarfrost Totem was the strongest charm, so it now chills monsters once at the start instead of every turn.
Atlas of Doors · Season VIII balance changes · Everything new in Season VIII