Dead Cells

Dead Cells

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rpmaia Nov 15, 2017 @ 4:09am
Is the Brutal Forgotten Sepulchre too hard, or is it just me?
I'm by no means an expert player, but currently I go through the middle of the game with relative ease and confidence (just today I got my Steam Rolled achievement), but going from Fog Fjord to Forgotten Sepulchre I get my ass so so brutally kicked!

No, really, it's even ridiculous: those little teleporting ninja gremlins, or whatever they are, take me for breakfast in two, three hits, and that's it. The end. I tend to go for a +Tactics build, but there are always 5/6 scrolls put in +Survival.

(no problems with the fading light mechanics, though, I get it as a funny addition to the game)

So, is it just me? Anyone facing this same issue?
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偉万 Nov 15, 2017 @ 4:22am 
As I can see with my experience, Sepulchre now is equal to Clock Tower in general difficulty.
But there is one difference: in Sepulchre you are more flooded with mobs (imho), and in Clock Tower you usually have to deal with 1 big ninja + 2-3 "ninja gremlins" simultaneously. But I usually roll to the wall from them and try to kill them by spamming abilities. (I prefer main Tactics + off Survival build too).

Moreover, distribution of light stands in Sepulchre sometimes killing you by design.

Increasing damage from the darkness is great change! For real.

P.S. I'm a real big fan of Sepulchre in update 3, but in update 4 I prefer Clock Tower.



M_Bomb Nov 15, 2017 @ 4:28am 
Yeah right now there are just too long stretches with darkness. Diff is fine if i have a chance but i was walking quite the distances and there was no lightsource.
sirkipalot Nov 15, 2017 @ 4:45am 
Originally posted by MarmaladeMaki:
Yeah right now there are just too long stretches with darkness. Diff is fine if i have a chance but i was walking quite the distances and there was no lightsource.

and what makes it nearly an impossible task you would always have a health hp count to go in with now 200-300 hp with that death by darkness mechanic your dead in seconds and it just feels a cheap way to die.
偉万 Nov 15, 2017 @ 4:54am 
Originally posted by sirkipalot:
and what makes it nearly an impossible task you would always have a health hp count to go in with now 200-300 hp with that death by darkness mechanic your dead in seconds and it just feels a cheap way to die.

Please don't forget that it is the last biome before the Assassin, so it should be very tough.

Why you don't complain about hard difficulty in clock Tower when you have only 200-300 hp?

Just reminder that Assasin can do about 500+ damage with hook-attack combo (with no modifiers).
rpmaia Nov 15, 2017 @ 6:03am 
Originally posted by 偉万:
Originally posted by sirkipalot:


Please don't forget that it is the last biome before the Assassin, so it should be very tough.

Why you don't complain about hard difficulty in clock Tower when you have only 200-300 hp?

Just reminder that Assasin can do about 500+ damage with hook-attack combo (with no modifiers).

I can understand that, but the spike in difficulty is just insane! Like I said, I went from breezing through Fog Fjord, killing every enemy whether with Weapons or Skills, and just having a blast, to being stopped dead in a matter of minutes in the Sepulchre.

In choosing between the Sepulchre and Clock Tower, I went with the Darkness just because I want to get the Hayabusa Boots available at the end of that level. But with these suggestions, I think I'll just go for the Clock Tower and see what I can get from there.
TDG Nov 15, 2017 @ 7:26am 
Even fog fjord got a little more difficult. Today got on the clock tower for the first time.. damm those ♥♥♥♥♥♥ are strong (even getting 6 point in life -> 428hp) doesn't help much =/.
Didn't go on Sepulchre after the update 4. On update 3, I could pass really easy without taking the light, did they buff darkness damage?
Darthzz Nov 15, 2017 @ 7:27am 
Usually when you enter it, you barely do enough damage to kill most things. You go from Fjord where it's decently difficult, with enemies doing decent damage and have decent health, to Sepulchre, where it becomes super tedious and miserable as you try to cut through a million Trackers only tickling them in terms of damage, as they hit you and do half your health.
偉万 Nov 15, 2017 @ 9:45am 
Originally posted by Samjokgo:
Didn't go on Sepulchre after the update 4. On update 3, I could pass really easy without taking the light, did they buff darkness damage?

It still possible to pass through Sepulchre without a light (I can't see any reason to pick up useless in bossbattle skill at last biome), but there are long passages without any lights sometimes, and when there are even enemies, it's becoming an issue.

New darkness damage (if not fixed since I was in Sepulchre last time) is like 1-2-3-4-and so on, arithmetic progression.
Yeah you can easily do it without that nightlight. I've never once used that nightlight in the sephulcure, F that.

But yeah, if you get caught in a dark area now it's no joke, I've died once due to that but only because I didn't realise the severity of the situation until it was too late.
Dark Bison Nov 15, 2017 @ 10:24am 
Originally posted by miao:
Usually when you enter it, you barely do enough damage to kill most things. You go from Fjord where it's decently difficult, with enemies doing decent damage and have decent health, to Sepulchre, where it becomes super tedious and miserable as you try to cut through a million Trackers only tickling them in terms of damage, as they hit you and do half your health.
^
Stalkholm Nov 15, 2017 @ 10:48am 
Prior to the Brutal update I considered myself reasonably good at the game, but now I can't get through Sepulchre either.

Between the low damage the player is inflicting to the enemies, the high damage the enemies are inflicting to the character, the greater number of enemies, the Darkness, and the inability to effectively run away from teleporters, yeah, it's an almost guaranteed facewipe.

For my part I'd like to see the packs of stabby rats reduced fairly significantly, trying to deal with six of them at a time ultimately results in buttonmashing, which is unfortunate in such an otherwise skill based game as Dead Cells.

Flooding the player with mobs is an effective way to raise the difficulty level, it's just not a very fun way of raising the difficulty level.
WhiteCrow Nov 15, 2017 @ 10:53am 
Originally posted by miao:
Usually when you enter it, you barely do enough damage to kill most things. You go from Fjord where it's decently difficult, with enemies doing decent damage and have decent health, to Sepulchre, where it becomes super tedious and miserable as you try to cut through a million Trackers only tickling them in terms of damage, as they hit you and do half your health.

Yep. Scaling seems incredibly wonky. I really hope they take another look at it and adjust logically. Not even correctly, just logically. As in it should make sense what needs to be changed.
Enjoyluck Nov 15, 2017 @ 10:58am 
You guys will get used to it. I also had to in beta :).
rpmaia Nov 15, 2017 @ 11:02am 
Originally posted by nick:
Yeah you can easily do it without that nightlight. I've never once used that nightlight in the sephulcure, F that.

But yeah, if you get caught in a dark area now it's no joke, I've died once due to that but only because I didn't realise the severity of the situation until it was too late.

I can deal with the Darkness, it makes sense for a later level to have some kind of extra spice, even if takes an aditional slot to carry the Night Light (I even went with the trouble of leaving the Night Light near a teleporter, so whanever needed I backtracked, recovered it, used it whenever needed, and then re-backtracked to get the droped skill).


Originally posted by Enjoyluck:
You guys will get used to it. I also had to in beta :).

Maybe I'm just no expert, but I do get the sense that the game stops being fair in Sepulchre.
Dark Bison Nov 15, 2017 @ 11:18am 
Originally posted by Enjoyluck:
You guys will get used to it. I also had to in beta :).

A person can get through it no doubt, however it takes far too long and too much effert to do so. I bought the game in hopes of killing things and moving at a reasonable explorative speed, this level just brings everything to a grindy tedious halt. I don't like that type of game design in my roguelikes let alone in a portion of a roguelike that is nothing like the rest of the game.

Hitting a single low-t mob 6 to 8 times to kill is called artificial difficulty and is frowned upon by many indie devs, it adds nothing but to waste the players time. It's not innovative, it's lazy. I'm sure the devs realised this and will fix it in the future.
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Date Posted: Nov 15, 2017 @ 4:09am
Posts: 47