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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.
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).
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.
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.
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.
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.
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).
Maybe I'm just no expert, but I do get the sense that the game stops being fair in Sepulchre.
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.