Dead Cells

Dead Cells

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CarThief Jul 20, 2017 @ 4:31am
Good God the Rapier SUCKS now... And the hitbox is WAY too tiny to hit enemies with.
It actually got me killed in a run because of how it simply CANNOT hit grenade bats OR those red slime things the ossuary things spawn. To add salt to the wound, there where no (offensive) skills anywhere, either, just useless food stores, amulets, etc...

All you can do is PRAY TO ♥♥♥♥ING GOD that one of the rapier's wild flailings MAY, POSSIBILY, hit the damn grenade bats before they blow you up. And the Sewer Worms and red slime things are also impossible to hit with it. I don't even try to melee them anymore, i MUST avoid them or use my Skills to hit them (well, the red slime things, anyway, the Worms are doable).

Not really a fair death if Rapier + No Grenades + Grenade bat you can't hit = Death by Darkness (in the new level). Especially because grenade bats force you into a stun, dying a mere INCHES away from a bloody lantern. No time to heal up with the potion when the darkness will just eat it up again.

Also, the damage output of the Rapier is really weak compared to some other weapons, wouldnt hurt if it got buffed JUST A FRIGGIN' LITTLE BIT! Maybe let it do more then just one critical hit after rolling while retaining the current damage. Like the old Rapier. Or just about any kind of buff, really... Given how you're sacrificing your dodge ability to do damage EQUAL (or BARELY higher) to other weapons.
Last edited by CarThief; Jul 20, 2017 @ 4:32am
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Showing 1-9 of 9 comments
Why are you using the rapier? There are two things in this game you don't ever use rapier and icebow. Rapier is the weakest dps crit weapon, and can't crit continuously, as you have to roll over and over. Too top of the awful damage, it has the literal worst hitbox, daggers somehow hit more than rapiers.
CarThief Jul 20, 2017 @ 5:09am 
Eh, it USED to be good. Not like my previous weapon was worth a damn anyway. And sometimes you're forced to use it anyway. So they might as well buff it and actually give it a proper hitbox that can hit something.

Certainly not my day though, 2 cheap deaths in a row, whereas normally i always get to the watcher and beat it, too... Yet again, the darkness, but this time it simply was like nah, ♥♥♥♥ you, no light for you no matter how far you look for one. Well over 15 enemies chasing me down, got through god knows how many rooms, not a SINGLE. FREAKIN'. LIGHT.

All risk, no reward... Terrible design. Ugh. Just hope it's a single terrible seed out thousands OK seeds. Atleast weapons can be bought again instead of having to spend it all on scrolls. Though they really should remove the new area's habit of producing VERY long sections of no light that you HAVE to cross to get to a key or a locked door. And generally just underdeploying light orbs...
But i suppose that's kinda for another topic. Just helps to vent after a terrible run with a completely undeserved death.
I never die to darkness. Are you hitting the secret spots?
WingedKagouti Jul 20, 2017 @ 7:11am 
Originally posted by CarThief:
Well over 15 enemies chasing me down, got through god knows how many rooms, not a SINGLE. FREAKIN'. LIGHT.
That's why you go back to a permanent light to fight the trackers every time you encounter some (unless you can oneshot them). Running ahead is only going to get you killed in that area, you have to tackle it differently than all other areas currently in the game.
CarThief Jul 20, 2017 @ 7:33am 
Eh, 99% of the time i eventually find a light when rushing ahead, but of course the game had placed no lights in the path ahead that time... Sometimes you can't really afford to rush back without losing MASSIVE quantities of health due to darkness and have to go into unknown territory. Especially if one of the lanterns died and the last permanent lantern is way too far back...

I'd say this time random generation basically ♥♥♥♥♥♥ up and didn't give me anything workable, as normally i can just go from lantern to lantern, and find two of em in one or two screen's lenght. Honestly wouldn't hurt if they where either decently VISIBLE in the darkness while hurting, or marked on the map in some way.

That area still needs a LOT of balancing with it's lights... Ah well perhaps next run won't be utterly garbage with it's items or layout of the new area's lights. Because if anything's a run killer it's bad light layouts or being forced to use ♥♥♥♥ weapons for over 50% of the run.
MaximumSquid Jul 20, 2017 @ 7:46am 
I think I Have 3 blueprints unlocked in total

On a previous save I never used rapier even when it was OP
Soulrift Jul 20, 2017 @ 11:18am 
Last edited by Soulrift; Jul 20, 2017 @ 11:20am
CarThief Jul 20, 2017 @ 11:29am 
Well, given how incredibily rare semi-decent weapon drops can be that aren't worse then the Rapier... (Like the Whip, Boots, and such.) I've went as long as like 2.5 areas or more before a adequate or better weapon replacement even showed up...

I mean, still beats having to use a Boot weapon or if you're REALLY unlucky, Valmont's Whip which is utter trash that won't let you dodge OR do adequate damage. The current spawn ratio of items (or lack thereof) can easily lead to a drought of skills or weapons for long periods of time.

Sometimes i regret unlocking the random starter weapon... Wish the Rusty Sword & Wooden Shield was still there as a fallback option.
jods Jul 20, 2017 @ 12:48pm 
Disclaimer: I have not played the previous version, when Rapier was "good".

The current Rapier I don't really like.
And I love many different weapons, there are actually few weapons I never consider picking up.

I've tried the Rapier several times as its crit seems easy to use... but that sword just doesn't feel powerful enough. You can easily do much better with most other weapons :(

It's on my "don't pick up" list for now, which is a shame because the idea is good.
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Date Posted: Jul 20, 2017 @ 4:31am
Posts: 9