1/12/2024 0 Comments Dead cells malaise update consoleBut don't go belittling other people complaints putting them all in the "turret player" box. If the malaise didn't affect your gameplay, good for you! You played the way the devs intend everyone to play now. If I want to have the same fun I gotta disable malaise and enjoy my 1h / 1h10m run (wich I doubt is how long a player who only relies on his turrets takes to finish the game) And even so the new malaise screw me over because if I want to finish my run, I have to hurry up and play in a different style than what was fun to me. Some friends who are even slower than me don't let the turrets do the work for them. I don't let the turrets do the work for me. Between the "let the turrets do the work" speed and you guys speed there is a big range of playstyles you don't seem to be aware of. When you see their playstyle, they are all fast players (even though they like to say they are not). There is a lot of guys who defend the new malaise system saying that it is a problem only for those who "let the turrets do the work". If I take too much time in Prison Depths to do things carefully, ossuary becomes a bitch because of how large the map is and how this contributes to malaise increase. I can't use homunculus to fight an elite alone (wich would be the smart thing to do) because a malaise generated mob will always come to screw my fight. Now, because I can't stop 2 seconds to breathe, I have to jump in the middle of the fog and face whatever is in there (not the smart way) taking hits I woudn't previously. I could wait until two enemies walking to each other were together so I could dive in and kill them avoiding damage. Prison depths was always fine to me because I had time to assess the situation before entering the fog. Early game was never ever the hardest part for me before the malaise update. I am a survival player and not a fast one at that. Well, I believe everything you said here only applies to your play style. It only screws you over if you sit and wait for your turrets to do the work. Maybe take one of the new elements and move it to 5BC only, like the random Elite mutations, to give the difficulty more of a curve. The original difficulty progression is steady from 1-3BC, then suddenly there’s an overwhelming amount of changes as soon as you hit 4BC. All of these changes are front-loaded into 4BC, with little development going into 5BC. Again, undecided for now, might change later if other changes are implemented.Ĥ. I get the theme behind making the Malaise this dangerous mutating plague, but I think having random enemies appear already covers this thematically, while not being over the top. It feels like a bit much in addition to everything else, especially when the Elites don’t even drop loot. Randomly mutating enemies into Elites – undecided on this one. We may not need to remove this outright, but at least reduce the effect at lower levels, or only have it come into play at max Malaise.ģc. I had a run going great in the Ossuary – full HP, full flasks, I miss a parry on an Elite Slasher who had his attack speed slightly modified, and he stunlocks me to 1 HP while his laser crystal minion finishes me off. So not only are you dealing with all the other stress factors, if you want to parry something you need to know their normal timing, and also account for the Malaise attack speed increase, which varies depending on the Malaise level. This is something that can’t be easily measured and adapted to, and it affects bosses as well. If we reduce the overall Malaise rate though, maybe this doesn’t need to be addressed.ģb. Other than killing enemies at breakneck speed, flasks and Cough Syrup are the only options, one which is a precious healing resource and the other is not guaranteed in every level. Some game elements are either too unpredictable, or the player has limited ways to address them, such as:ģa. This also defeats the purpose of the biome, as before you’d choose it to get an extra scroll and some gear at the cost of a Curse, now the risk heavily outweighs the benefit.ģ. Small biomes packed with enemies, in particular the Corrupted Prison, are an absolute death trap with the Malaise now, as you can be killing enemies non-stop and still have it build up to extreme levels. Players should feel like they can outplay the Malaise, instead of pushing themselves in every level and still having it be an omnipresent stress factor.Ģ. The idea of a slow creeping difficulty ramp is still cool, while reducing the stress from a rapidly increasing bar. Reduce the rate by 10-20%, or make it only come into effect when enemies are nearby. Spontaneous enemy spawns add unpredictability that’s implemented in a fair and fun wayġ. Players can choose mutations per their build instead of gravitating to the Malaise-centric onesĤ. Killing Elites has an always-relevant benefit by reducing Malaiseģ. The Malaise bar discourages passive play styles and cheese tacticsĢ.
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