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Alek

Games User Researcher
Verified
Oct 28, 2017
8,467
The currency in Gungeon is pretty rare though. I feel like I make more progress in Dead Cells to be honest. Even on a bad run I get through at least 3 levels and bank some cells in the process.

Well, in gungeon you usually get at least two items items added to the dungeon at the end of each run. I think Gungeon offers a lot more overall (it simply has a lot more items) but it does depend greatly on how well you do as you get more helix credits the further you go.

But it's not really the rate of new items that I find to be the issue, it's the point in time that it reinforces you. Gungeon provides that reinforcement at the end of a run, telling you about all the items that have been added to the gungeon. It gives you an immediate reason to jump back in and try again.

In Dead Cells, you get nothing at the end of a run. You just get told that you've lost your cells on that floor. It's a bad feeling, and there's no immediate reinforcement to push you back in again.

Even punishing games like Dark Souls offer that incentive to keep playing. When you die you leave your souls behind. So ironically, Dark Souls isn't all that punishing at all. It offers players an olive branch to keep going. At the end of a run, Dead Cells offers nothing.
 

stan_marsh

Banned
Oct 25, 2017
8,688
Canada
Well, in gungeon you usually get at least two items items added to the dungeon at the end of each run. I think Gungeon offers a lot more overall (it simply has a lot more items) but it does depend greatly on how well you do as you get more helix credits the further you go.

But it's not really the rate of new items that I find to be the issue, it's the point in time that it reinforces you. Gungeon provides that reinforcement at the end of a run, telling you about all the items that have been added to the gungeon. It gives you an immediate reason to jump back in and try again.

In Dead Cells, you get nothing at the end of a run. You just get told that you've lost your cells on that floor. It's a bad feeling, and there's no immediate reinforcement to push you back in again.

Even punishing games like Dark Souls offer that incentive to keep playing. When you die you leave your souls behind. So ironically, Dark Souls isn't all that punishing at all. It offers players an olive branch to keep going. At the end of a run, Dead Cells offers nothing.
Are you saving your cells between levels?

Don't understand what do you want the game to give you on death?
 

Alek

Games User Researcher
Verified
Oct 28, 2017
8,467
Are you saving your cells between levels?

Don't understand what do you want the game to give you on death?

I'm just talking about the behavioural game design of other roguelites, versus this one. I'm saying, that other games which provide an immediate reason to go back in, incentivise players to stay engaged with the game.

I am spending cells between levels, I can absolutely see progress between levels, but that incentive is removed from the point where you die, and need to begin a run again.
 

Krauser Kat

Member
Oct 27, 2017
1,700
If you are not compelled by the aces gameplay and meaningful weapon variations and ways to play then the game is not for you. The gameplay and winning and going through each difficulty with different weapon builds is whats makes the game unique and replayable.
 

stan_marsh

Banned
Oct 25, 2017
8,688
Canada
If you are not compelled by the aces gameplay and meaningful weapon variations and ways to play then the game is not for you. The gameplay and winning and going through each difficulty with different weapon builds is whats makes the game unique and replayable.

You said it better than I could have.

I have about 30+ hours into Dead Cells and feel like I make progress every run, even if I just bank some cells it's a successful run. Always learn something new with weapon variations too.

Hope patch 1.1 hits soon.
 

ValtermcPires

Member
Oct 30, 2017
2,892
Custom mode & Balancing
Important features
  • Community suggestion A vast number of items have been updated to make them more useful or powerful. The idea here was to make many "auto-recycle" items much more interesting.
  • New custom game mode released! You can now customize your runs the way you want, like unlocking/relocking items, enabling special gameplay adjustments, changing rules etc. You are under control, have fun :)
  • Community suggestion Homunculus skill has been vastly improved: you can now grab your own turrets, cancel a grab, it deals more damage, breaks invisibility etc.
  • Community suggestion Most mutations have been reworked & balanced in order to make some of them more useful. See other notes for more details.
  • Community suggestion The "mob auto-scaling" mechanic has been removed completely. All the levels now have a fixed "difficulty" that won't adapt to you in weird ways anymore. This affects the game in the following ways:

    - in 0-cell mode: things will be a little bit easier (just a little bit)
    - in 1 & 2-cells modes: difficulty is roughly the same as before
    - in 3 & 4-cells modes: you'll have to be really careful to be properly equipped before getting to late levels (picking cursed chests scrolls is highly recommended)
  • Community suggestion All the cooldown reduction mechanic has been redone from scratch. The mutations that granted free CD reduction (for active skills and grenades) were removed. They were replaced by 4 new mutations to give you new active ways to reduce your skill cooldowns: by killing enemies in close combat, by killing at distance, by parrying and by dealing critical hits.

    For example, one of these mutations reduces all your ongoing skills cooldowns by 2.5 sec for each successful shield parry, and this time value even increases based on your Survival stat.

    The one that reduces CD for each critical hit is a new colorless mutationthat will scale on your highest stat.
  • Community suggestion Bosses no longer drop Legendary items, but 1 weapon and 1 active skill instead. Legendaries are now "world drop", so you may encounter them when killing mobs or on the new "legendary altars". The level generator has also been adjusted to ensure you find a "Legendary Altar" in most of your runs. You may also get legendaries as rewards of advanced challenges, like beating a boss without getting hit.
  • Community suggestion Damage Reduction has been heavily reworked. Most items no longer grant DR anymore, their power has been increased as a compensation. Damage Reduction is not a mandatory strategy anymore and the whole game difficulty has been rebalanced accordingly.
  • Community suggestion You can upgrade the Forge with the Collector and unlock the ability to upgrade an item quality more than once.
  • Community suggestion Balanced the way money profits/costs scale on higher difficulty settings. Costs now scale faster than profits. Also, Recycling profits are no longer based on the the buying cost of the item, but on its reselling value, which scales slower (TLDR; recycling no longer breaks the whole economy).
  • New secret holes can now spawn below your feet. Pay attention to hidden runes in the ground and use your stomp move to break them!
  • Most mobs in 4-cells difficulty are now more aggressive: they can teleport, they have a better detection range and they cannot be distracted by deployed traps.
  • Community suggestion New challenge doors in transition levels will require you to kill X enemies without getting hit in a row. Their rewards are equivalent to Timed Doors. Note you can get hit before or after a serie of X kills, this won't invalidate this challenge.
  • New challenge doors after bosses will grant Legendary items if you kill a Boss without getting hit once.
  • Community suggestion Timed doors have all been moved to transition levels. They now offer a multi-purpose reward instead of Scrolls. You can now choose 1 reward for free among 3 (picked among weapons, skills and talismans). Their quality level (+/++/S) is guaranteed, based on the current difficulty setting.
  • Healing items (Tonic) & mutations (Necromancy, What doesn't kill me) now heal a percentage of your max life, and this percentage scales with your stats.
  • Elites enemies have been reworked. All of them will now have an additional random elite skill in addition of all their normal skills. Expect many different things, from lightning walls, clones or shield pylons.
  • Community suggestion Killing a mob while the homunculus is stuck on it no longer triggers the homunculus skill cooldown, allowing you to use constantly, as long as your target dies. If you recall it before the enemy death, it will trigger the penalty cooldown.
  • The Achievements are now visible ingame!
  • You may now find Legendary Altars in some levels. They grant you a legendary item but you'll have to kill all the nearby enemies first. Version 1.1.2
  • Fighter Endurance is a new mutation that increases your HP by a percentage which scales with your Brutality. Version 1.1.3
  • Upgrading items in Forge now costs a fixed flat price that doesn't scale with difficulty. Upgrading "from ++ to S" for example should now be more affordable in BC3 & BC4. Version 1.1.3
  • The Homunculus will now retract if it touches traps like Spikes. Version 1.1.3
  • The 5th money blueprint is now available ingame. Version 1.1.3
  • Community suggestion The way the player's HP scales has been vastly rebalanced for Brutality and Tactic. You should have much more HP at higher levels, preventing from being one-shot (if your build is balanced).
    Brutality used to give extra HP until level 14, it now caps at level 45 (30 for Tactic). Version 1.1.6
  • Community suggestion Increased HP given for each scroll you pick. The new values are +60% HP for Brutality, +50% HP for Tactic and +70% HP for Survival. Version 1.1.6
  • Community suggestion 3 shields are now Survival/Tactic: Punishment, Parry Shield and Knockback Shield. Version 1.1.6
Balancing
  • Community suggestion Electricity based weapons now deal critical hits if the target is standing in water.
  • Community suggestion Elite sidekicks mobs can no longer be grabbed by Homunculus
  • Community suggestion Increased (a lot) Homunculus DPS
  • Using the Homunculus now breaks invisibility
  • Community suggestion You can recall the homunculus when stuck on an enemy
  • Community suggestion Fixed Homunculus enemy grab distance
  • Community suggestion Pushing a grenade with a shield no longer triggers the "lock penalty timer" of the shield.
  • Pushing grenades lying on the ground using the Parry Shield now properly creates additional bonus grenade.
  • Magnet grenade deals electric damage (crits in water)
  • Community suggestion Countered bullets can now fly through walls if the countered bullet does.
  • Countered bullets now pierce first enemy.
  • Player Turrets no longer block enemy bullets.
  • Community suggestion Fixed elite Inquisitor wake distance (at last!)
  • Homunculus can now climb ladders.
  • Countered bullets will now go back to the enemy that sent it (yes, we're looking at you, Inquisitor!)
  • Fixed Lightning Whip not dealing electricity damage in water
  • The frontline shield (which won the "Most useless thing" award in 2017) has been updated. It can now be holded to grant invincibility, but this ability needs to be recharged (using parries or just waiting). It's no longer a zombie blueprint.
  • Vampirism has been redesigned: it now causes bleeding to all nearby enemies and you get free healing when you kill them. It recharges when using your potion.
  • Tonic recharges when using your healing potion. It's blueprint requirement was removed too, so it's available very early in any new game.
  • Community suggestion Partial hits (like the ones you get from blocking instead of parrying with a shield) no longer give you Infection markers.
  • Spiteful sword no longer stun enemies if the attack wasn't successful (eg. hitting a shield)
  • Added and fixed scores on some monsters for Daily Run Mode
  • Community suggestion Homunculus comes back to you if your main body gets hit.
  • Fixed elites level
  • Legendary items rerolls at the Forge are now much more expensive, as expected.
  • Balanced refine/reroll costs for most items at the Forge. S-tier items cost much more gold in the Forge.
  • Ice Crossbow now has a much higher shooting rate but its range has been decreased.
  • Community suggestion Almost tripled the pickup distance of some precious rewards (gold teeth, gold cells etc.)
  • Removed incompatible affixes for the Frantic Sword (like "moar damage when full life").
  • The Electric Whip has been updated: it deals more damage and has a 3-steps attack sequence.
  • Community suggestion All gems are now automatically picked up as you walk past them.
  • Poison cloud now scales damage instead of giving damage reduction.
  • Community suggestion Shields no longer grant damage reduction. Parry damage has been increased for many of them.
  • "Combo" mutation deals much more damage but lasts less time.
  • Vengeance mutation now reduces damage taken by a fixed percentage after getting hit.
  • Community suggestion YOLO mutation now locks its mutation slot if it was consumed (you cannot remove it). You can still remove it if it wasn't used.
  • Community suggestion You don't get any healing from food when you have the "Dead Inside" mutation.
  • Increased damage reduction on "Tough Nut" mutation. It now grants you a move speed buff when you get hit by a trap.
  • Community suggestion "Ripper" mutation now removes up to 3 arrows from enemy's body, dealing damage for each arrow.
  • Community suggestion The "Melee" mutation lasts a little bit longer if the conditions are not met anymore (2 mobs or mob around you).
  • Community suggestion New perk reset costs (very cheap on first use, very expensive for all the next ones).
  • "Gastronomy" mutation now grants a DPS buff when you recycle food. This buff lasts 5 min and stacks. It still increases food efficiency if you eat it.
  • "Counter Attack" mutation deals almost twice more damage.
  • Community suggestion Cluster bombs spread much farther and each sub grenade deals more damage. It also has a slightly higher attack breach chance.
  • Oil Grenade now applies oil on twice larger area, and it lasts longer.
  • Community suggestion Ice Bow now deals more damage but its freeze duration is now 0.5s. This weapon is meant to be an long-range "interrupt" weapon.
  • Community suggestion Fire grenade now scales its damage with the item level and no longer grants damage reduction.
  • The Boomerang weapon now goes through all enemies, making it much easier to play. It no longer crits, but its damage were been increased accordingly.
  • You may now drop a temporary "increased cell drops" bonus from enemies.
  • Affixes like "Shoot an arrow in front of you" or "Throw a grenade" can no longer interrupt enemy attacks.
  • Nut Cracker no longer stuns enemies but deals critical strikes to frozen/stun/rooted enemies instead.
  • Doubled Spartan Sandal knockback power.
  • Swarm Grenade now invokes 2 minions but can be repeated to have up to 8 minions. It now has a 1 sec cooldown. Minions last much longer, and disappear if they are too far from you.
  • Alienation mutation now increases the number of enemies you have to kill by +50%
  • Acceptance mutation now inflicts Curses when you eat food.
  • Community suggestion Cursed Items no longer have a "+20% dmg taken" penalty (which never actually worked anyway, thanks to a bug). They are now always "++" tier and Colorless.
  • Community suggestion Increased Alchemic Gun attack speed (the DPS didn't change).
  • Toxic Cloud is now an "acid" cloud that inflicts bleeding and poisoning. It lasts twice longer.
  • Community suggestion Elemental affixes (ie. "extra damage on fire/bleed/poison") have been balanced. Fire got nerfed.
  • Community suggestion Sadism mutation was removed.
  • "Open wounds" is a new mutation that inflicts bleeding on every critical hits you deal to enemies.
  • Community suggestion You can no longer use your Homunculus while cursed.
  • Community suggestion Pyrotechnics weapon deals less damage and has a slightly longer initial casting time.
  • Fire Blast weapon description has been updated and its range has been increased.
  • Oil disappears more quickly on burning enemies.
  • Punishment Shield deals more damage and repels + stuns nearby enemies.
  • Community suggestion Death Orb now explodes after a specific amount of damage dealt, or if the player is too far.
  • Slow-down effect after freezing now has a diminishing return limit (ie. it no longer works after X uses on the same enemy).
  • Community suggestion "Long Slow-down after freeze" affix now is 2x longer instead of 4x.
  • Community suggestion Lightning Bolt weapon can now be held beyond the overflow limit. You'll just take damage as long as you hold it.
  • Death Orb no longer has a "rally effect" (recover recently lost HP).
  • Frost blast now has limited ammunition that automatically refills over time. It also has a slightly longer recovery time.
  • The speed buff you get from killing enemies is now twice higher and lasts slightly longer.
  • The Grappling Hook now adds a percentage based damage buff that scales with your stats and stuns the victim on your first attack.
  • Polished and balanced the Time Keeper! Will be more difficult to beat!
  • Balanced some item prices.
  • Community suggestion Spartan Sandal has a much faster casting time and now has a 3-steps attack sequence. The last attack ignores most knock-back resistances.
  • Community suggestion The Rapier "crit window" lasts longer after a roll, allowing for more critical hits if you're fast enough.
  • Repeating Crossbow now roots enemies and has 4x more ammo. It inflicts critical hits to rooted targets.
  • Repeating Crossbow is now a Tactic/survival weapon
  • Increased quality level of all items in shops.
  • Community suggestion Reduced "extra damage on slowed down target" to 25%
  • Fixed item duplication exploit.
  • Blood Sword bleed lasts much longer but inflicts less damage.
  • Increased Hand of the King root resist.
  • Community suggestion All the unused cells you have with you after you beat the Hand of the King will drop in a bag at the beginning of your next game, in the Prison.
  • Slightly increased Heavy Turret damage.
  • Increased Powerful Grenade damage so it's now actually much more powerful. Its cooldown was decreased.
  • Infantry Grenade has a lower cooldown.
  • Added "Bleed on parry" affix.
  • The BroadSword now inflicts critical hits on 2nd & 3rd strikes.
  • Community suggestion Balanced Blade has almost no chance to interrupt enemy attacks (ie. stagger).
  • Community suggestion Elite sidekicks no longer stop arrows. Version 1.1.1
  • Community suggestion Boomerang can no longer receive "Ammo +3" affix.Version 1.1.2
  • Community suggestion Decreased Cudgel damage. Version 1.1.2
  • Spiteful sword now deals critical hits if you're cursed OR if you got hit up to 8 sec ago. Version 1.1.2
  • Acceptance mutation now inflicts 5 curses when eating food. Version 1.1.2
  • Prevented some affixes to be added to skills with very short cooldown (ie. Swarm). Version 1.1.2
  • Corrupted Power cooldown was halved. Version 1.1.2
  • "Bow & Endless Quiver" now deals more damage and inflicts a critical hit on last arrow. Version 1.1.2
  • Quick Bow deals more dmg for critical hits and has 1 extra ammo. Version 1.1.2
  • Duplex bow now shoots 3-arrows at a time and is considered a Tactic/Survival weapon. It's slower, but deals more damage. Version 1.1.2
  • Decreased Fire Grenade cooldown. Version 1.1.2
  • Decreased Explosive Decoy cooldown. Version 1.1.2
  • Decreased Lacerating Aura cooldown. Version 1.1.2
  • Decreased Wings of the Crow cooldown. Version 1.1.2
  • Community suggestion Dead Inside mutation now increases your HP by +50%. Version 1.1.3
  • Community suggestion Mobs attacked by the Homunculus will now aggro the hero in BC4. Version 1.1.3
  • Community suggestion Impaler spear now has knockback effect when hitting enemies. Version 1.1.3
  • Infantry Grenade now deals about twice more damage. Version 1.1.3
  • Beating the HotK is now rewarded with cells. Version 1.1.5
  • Fire Turret cooldown is now twice shorter. Version 1.1.5
  • Community suggestion Phazer cooldown was reduced. Version 1.1.5
  • Wave of Denial is now twice more powerful, its cooldown is twice shorter and it can repel enemy bullets. Version 1.1.5
  • Lacerating Aura can no longer interrupt (stagger) enemy attacks. Version 1.1.5
  • Lacerating Aura has a shorter cooldown and a slightly larger area of effect.Version 1.1.6
  • Limited the frequency of scrolls on mobs. Version 1.1.6
  • Fixed DashShield not properly stopping Thorny mobs when they roll over your face. Version 1.1.7
  • Punishment Shield inflicts damage to nearby enemies when blocking arrows or deflecting bombs. Its damage was slightly increased. Version 1.1.7
  • Player's diving attack no longer stuns enemies if they are under a full shield protection. Version 1.1.7
  • Ice Shard weapon now throws 3 grenades at a time, is twice faster and slows down enemies for twice longer. Version 1.1.7
Level design
  • Scrolls lying on the ground should no longer be too close from each others in levels.
  • Community suggestion Updated Roofs & Clock tower for speed runners.
  • Added a connection between Prison Depths and Ancient Sewers that requires 1 activated boss cell.
  • Sepulchre now has 5 triple scrolls and no doubles.
  • Ancient Sewers now have 4 triple scrolls and no doubles.
  • Cemetery lost 1 triple scroll.
  • Added 3 boss-rune locked doors to Fog Fjord village.
  • Added 2 boss-cell locked doors and a few extra stuff in Ancient Sewers.
  • Community suggestion Removed many rooms from Ancient Sewers to make it shorter.
  • Minor balance adjustments in Prison Depths.
  • Rooms added for Ossuary and The promenade of the Condemned
  • New traps added in secret portals!
  • Triggered doors now open almost instantly when walking on a pressure plate.
  • Minor level design fixes
  • Added permanent lights near boss-cell locked doors in Sepulchre. Version 1.1.3
  • Spikes in the Throne room now retract after the HotK combat. Version 1.1.4
  • Sewer rooms have been updated : the sewers are now narrower Version 1.1.7
Graphics & UI
  • Community suggestion Lightning Bolt color feedback is now more legible.
  • The forcefield wall fx (the one surrounding some bosses) has been updated & optimized
  • Pause & map are now available in Homunculus mode
  • Community suggestion Added cooldown feedbacks to homunculus skill (hero eye changes color)
  • Fixed blood shield showing an area effect on blocking instead of on parrying only.
  • Added a feedback to invite you to choose a item to replace
  • Some polishes on Pause and HUD: you can now see if an item is a colorless or legendary, and see what tier is used for it
  • Fixed boss lifebar weird resizing
  • Some little UI fixes
  • Bats position on ceil has been improved
  • Pendulum can be tingled by bullets now.
  • Added cell animation in Collector UI
  • Improved camera during Boss Battle
  • Added a label in Save UI to know if these are from the Early Access.
  • Clock Tower: fixed color doors and polish in background
  • Cursed Treasure have now a background + the treasure color in the map
  • Added various feedback on various UI window
  • Added a fourth panel in GameInfos to show the current gameplay modifiers
  • You can no longer access to superior forge rank if you don't have the required boss cells.
  • The door behind the Guillain's Mutation shop now shows a better explanation if you try to open it while it's locked.
  • "Nerves of Steel" bow and "Boomerang" skins have been updated.
  • Improved a lot of UI for our mouse users!
  • Community suggestion Updated some confusing translations ("victim burns", etc)
  • Fixed Hayabusa Gauntlets description.
  • Community suggestion Added a limit to the "critical hits" related screen flashing.
  • Made many cinematic animations (like teleporting, or crossing doors) a little bit faster.
  • Added "Resist" feedback on mobs that can resist to all slow-down effects (ie. Hand of the King)
  • Fixed Twin Daggers damage in its description.
  • Weapons that have unconditional critical hits (like Twin Dagger or Broadsword) now only show a single DPS value in their description. Version 1.1.2
  • Long-press feedback (like when recycling items) now shows up on top of everything. Version 1.1.3
  • Community suggestion You can now break hidden wall blocks using the "Activate" button/key (useful if they are difficult to hit with your current weapons). Version 1.1.3
  • Removed blood fx for critical hits on background props. Version 1.1.7

Bug fixes
  • Ammo stuck on Hand of the King now drop if he jumps.
  • Community suggestion Fixed Hand of the King attack that did damage the player before the animation actually hits. It also no longer hits player if he's behind the boss on 3rd strike.
  • Fixed Hand of the King issues with Bear Traps.
  • Lightnings generated by an affix no longer hit nearby doors.
  • Fixed Infection reset exploit during loading screens.
  • DirectX "device removed" errors are now handled correctly.
  • You can now sell an item directly from a dual altar.
  • Fixed crash after reloading a game during a Gameplay Twitch vote
  • Oil Grenade now applies oil on its target properly, even if the target was already burning.
  • Community suggestion Deflecting a grenade with a shield now properly triggers shield "on successful parry" effects (if they can apply), and it no longer locks player controls for 0.5s.
  • The Hunter Grenade no longer has any gameplay affix.
  • Ally worms no longer attack doors
  • Fixed bullets through walls exploit
  • Homunculus attacks can no longer be blocked by shields.
  • Fixed multi activating item with one activate button push
  • The Collector door will automaticaly open if you have nothing to unlock
  • Fixed blueprints not showed in Collector UI the first time
  • Community suggestion Fixed gastronomy mutation description
  • The mouse cursor is now correctly hidden (DirectX version) Version 1.1.2
  • Fixed PoisonSkin affix (poison enemies if you receive dmg) affecting mobs that shouldn't be affectable. Version 1.1.3
  • Boss Cell should no longer drop in spikes after HotK combat. Version 1.1.3
  • The first bomb (that splits into smaller ones) thrown by the Grenader enemy now properly inflicts damage. Version 1.1.6
  • Fixed small grenades from Grenader mobs that couldn't be countered.Version 1.1.7
  • Wrenchip whip no longer ignore shields on 3rd hit (it's a kick, not a whip hit). Version 1.1.7
  • Fixed Elite Archer asynchronous attack anim. Version 1.1.7
  • Fixed asynchronous animations when a mob is slowed down (using frost weapons for example). Version 1.1.7
  • Fixed Wave of Denial being sometime resisted for no reason. Version 1.1.7
  • Fixed enemy bumps (like using Spartan or Wave of Denial) being resisted for no reason. Version 1.1.7
  • Fixed Spartan boots hit box (not hitting enemies that are too close from you). Version 1.1.7
https://dead-cells.com/patchnotes/11
 

J2d

Member
Oct 26, 2017
1,140
Nightmare is ridiculous, I was trying to beat it before but now im not even gonna bother, got a lot of hours so I'm satisfied.
 

stan_marsh

Banned
Oct 25, 2017
8,688
Canada
Patch 1.1 is going to be insane once it hits Switch. Hope we don't have to wait to long.

Assuming once it goes final 1.1 on PC it'll be a few weeks for the Switch version.
 

Shaneus

Member
Oct 27, 2017
8,896
Crossing my fingers the Switch gets that magical flat-60 patch! Not that it's game-breaking, but it'd be nice.
 

Dodgerfan74

Member
Dec 27, 2017
2,696
Ready for the big patch. Glad I already have the platinum though, because I'll be rusty as hell and these changes have tweaked a lot of my old standbys. Good bye damage resist and grenade cool down.
 

Kabukimurder

Banned
Oct 28, 2017
550
Was just about to start this when the 1.1-patch dropped yesterday. Perfect timing. Didn't want to have to re-learn balancing mid game.
 

jotun?

Member
Oct 28, 2017
4,491
Tempting, but I think I'll wait to revisit this until after the content update / expansion (that's still planned, right?)
 

Kiraly

Member
Oct 30, 2017
2,848
Finally beat The Concierge for the first time, after about 20 runs. Really enjoying this game now. The way the character moves is just unparalleled.
 

Kabukimurder

Banned
Oct 28, 2017
550
So i've been playing this for about 5 or 6 hours now and i'm pretty dissappointed in how long the runs are and how fatigued i'm feeling after dying. I've done about 8-9 runs and they are starting to take almost over an hour with my playstyle i'm already at a point where the last bosses is whats going to stop me run after run.

I don't feel like cell-upgrading is gonna make anything much easier either. The game is great but right now i dont see myself playing it for 30h like Rouge Legacy or Hollow Knight.
 

SpartyCrunch

Xbox
Verified
Oct 25, 2017
2,497
Seattle, WA
So i've been playing this for about 5 or 6 hours now and i'm pretty dissappointed in how long the runs are and how fatigued i'm feeling after dying. I've done about 8-9 runs and they are starting to take almost over an hour with my playstyle i'm already at a point where the last bosses is whats going to stop me run after run.

I don't feel like cell-upgrading is gonna make anything much easier either. The game is great but right now i dont see myself playing it for 30h like Rouge Legacy or Hollow Knight.
Try different things for your runs to change things up. For example, try to hit the timed doors, don't feel like you need to thoroughly explore each level, try different equipment, etc.

There are so many different ways to play the game which are all viable!
 

New Fang

Banned
Oct 27, 2017
5,542
Patch 1.1 is going to be insane once it hits Switch. Hope we don't have to wait to long.

Assuming once it goes final 1.1 on PC it'll be a few weeks for the Switch version.
Any estimate on when the patch will hit the PS4 ?
Crossing my fingers the Switch gets that magical flat-60 patch! Not that it's game-breaking, but it'd be nice.
Has the Switch performance been improved, or should I just buy this for Xbox One X?
It's been improved via one patch but the entire engine or graphics engine has been redone and coming in 1.1 for Switch I believe.
wonder when this patch will get to switch

I think they've said the PC version of this patch is just a beta. They've said absolutely nothing about the console versions, so I have a feeling that update is at least a month away right now, and likely more.
 

ToTheMoon

Member
Oct 27, 2017
3,324
Just beat the last boss for the first time! Super awesome game.

Oddly enough, my very first run was one of my best runs (got to be Clock Tower), then I had a bunch of meh / awful runs where I was speeding through things, trying new items, finding new secrets, and dying a lot. I decided that it was finally time for me to have a good run again, so I took things super slow (went hard into Purple) and beat without too much issue!

The gameplay and combat of this game is an absolute joy. The traversal is super fluid and fun, which is backed by the amazing art and music. The Diablo-esque items are a ton of fun and constantly encourage you to try to break things in new ways.

I'll probably take a break to play some other games for a bit, but I'm looking forward to coming back and unlocking more stuff. :D
 

Necromanti

Member
Oct 25, 2017
11,546
I hate how non-viable most builds seem to be for the final boss, even if they're great up to that point. I think I'm going to stop using bows because it sucks to run out and just have to wait for them to fall out of the boss.

I hate how long the runs are. The long runs are more tolerable if I'm listening to a podcast or something at the same time. There's also little incentive to go to the timed doors because the rewards seem disappointing every time.

The difficulty in general feels very binary depending on what lucky drops I get. I just wish the bosses felt better designed like in similar games. They're probably the weakest part of the game for me. The first ones are pretty easy and uninteresting, if not a bit janky. The last one can be a damage-sponge.

EDIT: The patch notes sound very encouraging, though, and fix a lot of annoyances I've experienced. Had no clue that enemies scaled. I should probably download the update.
 
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Jamieee

Member
Oct 28, 2017
5
Can't believe I beat The Hand of the King for the first time after hearing about how difficult he is. I legitimately lost to The Concierge about 10 times and almost gave up.

Playing it on the Switch (didn't encounter any bugs/slowdown by the way) had the mutation where enemies that hit me are poisoned, and I had one of the weapons that shoots in two directions at once that did extra damage when enemy is poisoned, as well as ice grenade.. Basically all I did was focus on using my shield to block and keeping my eye on the other enemies and dodging.

I feel invincible now and can't wait to jump back in!

Been putting cells into increasing the % of special weapons that are dropped. This run I started with a heavy sword and lightning whip, I was going to give up after beating The Concierge and try another run see if I get better weapons, was only doing it for the cells to put into % drop.

Don't give up guys lol.
 

fuzzyset

Member
Oct 25, 2017
1,555
Did the new patch drastically alter the difficulty of the game (on PC)? I played numerous runs on Switch and never made it to the final boss, and only to the castle a few times. I booted up PC version to show my fiance 'how Dead Cells works' (she's been curious after hearing Giantbomb folks rave about it on GOTY). I started a whole new save since I haven't played since EA. ....and I ended up beating the game on my first run. We were shocked and I can't tell if it was a weird 'in the groove' moment or what. I want to dive in more to the Pimp my Run update, but also almost want to just end on that high.
 
Oct 26, 2017
2,780
Did the new patch drastically alter the difficulty of the game (on PC)? I played numerous runs on Switch and never made it to the final boss, and only to the castle a few times. I booted up PC version to show my fiance 'how Dead Cells works' (she's been curious after hearing Giantbomb folks rave about it on GOTY). I started a whole new save since I haven't played since EA. ....and I ended up beating the game on my first run. We were shocked and I can't tell if it was a weird 'in the groove' moment or what. I want to dive in more to the Pimp my Run update, but also almost want to just end on that high.

yes, the difficulty of the normal mode is drastically changed, now it's much easier. You could say now the game really start on Hard mode, which is as hard as before.
 

Necromanti

Member
Oct 25, 2017
11,546
Yeah, I just updated and...beat the game on the first run right after. I'm talking about completely steamrolling everything. The Hand of the King didn't take off more than 15% of my health, and each phase was over very quickly. I was getting cells out the wazoo and was even seeing level VIII and ++ weapons for the first time. I'm still confused. To be fair, I hadn't updated in a very long while.
 

farmwood

Member
Jan 18, 2018
45
I'm about 8 hours in and feel a little stuck. I'm many cells away from unlocking the re-roll for the shop and feel like I can't get the turret build down well.

Would like to know how I should look to proceed. I've beat the black bride boss once but mostly due to the fact that I had a sweet colourless weapon I think and hats only happened twice.

Any guidance appreciated - feel like I was making good progress for a while and can make it to the bridge most of the time but getting pretty destroyed due to my lack of skill maybe ?
 

DGS

Member
Nov 2, 2017
2,272
Tyrol
PS4 or Switch? I saw the PS store sale and I'm curious.

Switch version still experiencing fps/performance issues?
 

Jamieee

Member
Oct 28, 2017
5
PS4 or Switch? I saw the PS store sale and I'm curious.

Switch version still experiencing fps/performance issues?

Personally I'd go for the Switch version for the fact you can play portable.

I completed it recently and encountered no issues, and 90% of my playtime was handheld either at home or on the train.

I can't comment on the PS4 version.

I'm about 8 hours in and feel a little stuck. I'm many cells away from unlocking the re-roll for the shop and feel like I can't get the turret build down well.

Would like to know how I should look to proceed. I've beat the black bride boss once but mostly due to the fact that I had a sweet colourless weapon I think and hats only happened twice.

Any guidance appreciated - feel like I was making good progress for a while and can make it to the bridge most of the time but getting pretty destroyed due to my lack of skill maybe ?

Keep your distance and slow him down with grenades / Wolf trap (preferred), and get some long range weapons ie throwing knife or bow. When you're throwing your trap down too try to keep stood where there's always the extra trap between you and him, when he gets aggro'd he breaks through easier.

Weapons that do damage over time are good eg bleeding damage. Combine that with having a turret or the one that shoots two at once. That way you can focus on dodging his hits.

Also, the best mutations are the ones that decrease recharge on the tactics or give you increased ammo, rather than the extra life one.
 
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Sparks

Senior Games Artist
Verified
Dec 10, 2018
2,879
Los Angeles
Wait what. Giant Bomb just said this is basically Rogue Legacy, I'm not a huge 2d side-scroller fan but I fucking love Rogue Legacy. How close to Rogue Legacy is this?
 

Violence Jack

Drive-in Mutant
Member
Oct 25, 2017
41,685
I just started up the game last night, and I think I love it. Even though I've already died a handful of times, I'm not getting frustrated because I love the gameplay so much. This is more along the lines of what I was expecting from Hollow Knight. However, I feel like I'm a little lost as to how to upgrade my character's skills and abilities. Maybe I haven't even gotten far enough to do so. Also, I've heard that upgrading tactics is a lot more OP than upgrading bruiser. Is that true?
 

SpartyCrunch

Xbox
Verified
Oct 25, 2017
2,497
Seattle, WA
Wait what. Giant Bomb just said this is basically Rogue Legacy, I'm not a huge 2d side-scroller fan but I fucking love Rogue Legacy. How close to Rogue Legacy is this?
Dead Cells is basically a more perfectly realized version of Rogue Legacy.

Much better combat, a huge amount of variety, tons of viable builds, better level design, and so much more.
 

Sparks

Senior Games Artist
Verified
Dec 10, 2018
2,879
Los Angeles
It's similar, but feels less random, and with less crazy shit, but better visuals, combat, and controls.
Dead Cells is basically a more perfectly realized version of Rogue Legacy.

Much better combat, a huge amount of variety, tons of viable builds, better level design, and so much more.
Awesome, can't wait to check it out. Guess I'll be getting it on switch for the portability, appreciate the responses!
 

Staal

Member
Oct 27, 2017
439
What a game. I started this over the holiday break and it's been one of the most fun roguelite since Spelunky.
Only once reached the Black Bridge, so there is enough left to achieve.
Don't know if I would be interested in a shield build, I like the aggressive posture with blades and a ranged weapon.
 

inpHilltr8r

Member
Oct 27, 2017
3,244
Also, I've heard that upgrading tactics is a lot more OP than upgrading bruiser. Is that true?
It's going to depend on the weapons you have for that run. My best runs focussed on maximising health, then shift to whichever bumps the most weapons in my build.

I don't use shields, but I also haven't made it to the last boss, and I understand you need to completely change up your tactics for it.
 

Deleted member 16908

Oct 27, 2017
9,377
Hey guys, I'm thinking of picking up this game on Switch. Does it play well with the Pro Controller? Sometimes the d-pad on it accidentally hits up/down when alternating between left and right presses and if that would seriously affect my ability to play, I don't think I should buy it.
 

Kabukimurder

Banned
Oct 28, 2017
550
Wait what. Giant Bomb just said this is basically Rogue Legacy, I'm not a huge 2d side-scroller fan but I fucking love Rogue Legacy. How close to Rogue Legacy is this?

They certainly share a lot of similarities. But for me Dead Cells is nowhere close to RL and it's mostly because the progression is a lot less clear between runs in DC and after beating it after 14h i felt no reason to keep playing. I was sick of the levels after that and nothing meaningful was left to do.

Rogue Legacy took me almost 30h and it was fun the whole way through.
 

Violence Jack

Drive-in Mutant
Member
Oct 25, 2017
41,685
I finally just beat my first elite and got the ability to create vines. Finally got to a boss called The Concierge, and could only get him down to half health before dying. Any advice? I also seem to be struggling more with shields than I do ranged attacks. Hard to parry multiple enemies surrounding you all at once.
 

AuthenticM

Son Altesse Sérénissime
The Fallen
Oct 25, 2017
30,036
I finally just beat my first elite and got the ability to create vines. Finally got to a boss called The Concierge, and could only get him down to half health before dying. Any advice? I also seem to be struggling more with shields than I do ranged attacks. Hard to parry multiple enemies surrounding you all at once.
I personally never use shields, but I know they are very good for high-level play.

For The Concierge, bear traps are really good against him. Get him in one, then roll behind him and wail away. Throw another trap, repeat.
 

Speely

The Fallen
Oct 25, 2017
7,995
Getting back into this. I like the changes. Been focusing on Survival since I always do shield runs. Spite + Counterattack is just too fun.

Tried the daily last night for the first time in a while. Went from 540+ to 44. Not as rusty as I thought I'd be. Then again it was a shield-focused daily :)
 

AuthenticM

Son Altesse Sérénissime
The Fallen
Oct 25, 2017
30,036
The "can't talk to the merchant" bug is making me want to punch my fucking TV. They need to patch this shit. I can't believe it hasn't been patched yet. It happens every time.
 

Violence Jack

Drive-in Mutant
Member
Oct 25, 2017
41,685
I finally beat the concierge last night. But I'm finding that on repeat runs, I'm getting stuck at The Ramparts trying to find the exit. And as I keep looking for it, I eventually get whittled down to nothing after a while. I only have a few more days to play this before I have to send it back to Gamefly since I want my current backlog clear before KH3 and RE2 come out.
 

Gotchaforce

Member
Oct 31, 2017
5,650
I'm 50 hours into it on Switch. I've maxed the health flask upgrade. I've noticed sometimes it seems to just empty on its own. The icon makes it look broken. What gives?
 

Kiraly

Member
Oct 30, 2017
2,848
Made it to the HotK for the FIRST TIME EVER

I don't dare facing him

Edit: I'M GOING FOR IT ERA

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK FUCKC

I GOT HIM TO LIKE A SLIVER OF HIS HEALTH

FUCKF CUFKCUEFIUYFDHIUSAHDAIUDHSAIUDHSAIUDHKSAIU
 
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Sully

Member
Oct 25, 2017
1,385
Made it to the HotK for the FIRST TIME EVER

I don't dare facing him

Edit: I'M GOING FOR IT ERA

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK FUCKC

I GOT HIM TO LIKE A SLIVER OF HIS HEALTH

FUCKF CUFKCUEFIUYFDHIUSAHDAIUDHSAIUDHSAIUDHKSAIU
lol this was my exact experience too when I finally made it to him and I still haven't been back more then twice! I feel like any of who liked rougue legacy would love this game too
 

Kiraly

Member
Oct 30, 2017
2,848
lol this was my exact experience too when I finally made it to him and I still haven't been back more then twice! I feel like any of who liked rougue legacy would love this game too

Hang in there bro

Beat him last night for the first time ever, on my second try. Decided to go for it again after cooling off for a bit and had insanely good drops (two Legendary Ice Grenades with 30-35% damage reduction each, etc.). Went all in for damage reduction for the first time and I can safely say I'm immediately a convert. Still feel like to continue playing, finding more blueprints, and trying my hand at 1BC and perhaps higher.

A wonderful game that plays unlike anything I've ever played. A heartfelt thank you to the developers!

Total number of games 51
Total number of games finished 1 (1.96%)

Around 20 hours played.