Dead Cells

Dead Cells

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Tsuki Zero Jan 9, 2018 @ 6:05pm
Will Forgotten Sepulcher ever get fixed?!
Again, before Brutal update, this area was still very doable, the worst enemy being the darkness, which even then was manageable. But ever since the Brutal update, it has become increasingly hard if not outright IMPOSSIBLE to make it through the area. It forces too much rushing among teleporting mooks and snipers, if you know what I mean, which most of the time means you won't make it through without getting hit (which means Cursed Sword is nigh impossible unless RNG is merciful enough. Which is almost never)

Once again I plead the darkness system is changed. There are many fairer possibilities and ideas to make the worst area of the game less of a punishment for taking a bad route by necessity (in case the Graveyard contains a much wanted blueprint) or mistake (sometimes you may realize a little too late that you locked yourself to the Forgotten Sepulcher), and more as an area where cautious approach and speed meets harmony.
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Showing 1-15 of 33 comments
Mathcat Jan 9, 2018 @ 8:36pm 
I didn't have too many issues with it the last time I was there, and I consider myslef a bad player, anyways.
Razzle Jan 9, 2018 @ 11:36pm 
Just did 4 runs in a row with 3 boss cells activated, its not really hard at all ...there are sufficient lights everywhere and if you feel like it get the "light" skill you find at the beginning.
The enemies are VERY Weak in this place....I dont get how is this considered hard ?
815|Shouldabeen Jan 10, 2018 @ 12:14am 
sepulcher is fine. i prefer it to all the crazy platforming of clocktower. git gud
RBreaper Jan 10, 2018 @ 1:26am 
I can honestly say, With a straight face, Id take clocktower over Sepulcher Everyday, That said I almost always rock tactics, Which is much easier on Clocktower as it doesnt force you to maintain speed.

I see clocktower as 250% easier due to a few reasons,
1, Most of the enemies there suck against tactics, for eg, The canibals that really only focus melee combat, The bombadiers who are just beefed up grenadiers and the Trackers who can be Easily dispatched with a side melee weapon...
2, It does'nt force you to play with speed, You can take all the time in the world (self explanatory, Im a bad player who always rocks tactics because he cant play brutality..._
3, The inqusitors and Shockies of the Sepulcher can be Very frustrating if spawned in the wrong places (I,e, Three platforms with inquisitors or Shockies on them, which can be annoying to take out, for me at least)

However I can understand that to a more experienced player, Sepulcher might be a lot easier to due the lights being very generous and the enemies, Overall, being weaker then Clocktower, (understanding that, Both of them lead to the current final boss, and SHOULD be hard) as well as
the enemies there being more clustered together.

I will always hold the opinion that the current sepulcher can die in a fire, but, Understand that it isnt That much harder then clocktower, and Wouldnt be that difficult overall
Ray G. Jan 10, 2018 @ 1:57am 
Uuuum with this update Forgotten Sepulchre's difficulty went down from 7 to 5 so ... where's the problem?
MicahDS Jan 10, 2018 @ 2:14am 
I now have mostly S level gear, and I noticed my DPS is way better so I can deal with all the mobs here in a timely fashion. It's still the hardest biome by far, but it's doable.
THAT SAID, before I had S level gear, I struggled to deal with enemies in time. On top of that, I realized I had terrible luck on map layout almost every time until my last run, which was quite successful.

So I'd argue that there are some kinks to work out with this biome:

1) The procedural map generation needs a little tweaking. You usually get lights spaced very nicely, but in some cases they are too far apart. Those cases need to be eliminated or the player is too much at the mercy of RNG.
If anyone says "take The Night Light then", I'd argue that taking that junk hurts my builds and I simply don't like the item at all. I think The Night Light should be scrapped, tbh. It's as if it's there as a patch for the problem, but the problem needs to be fixed, not given a 'band aid'.

2) Once the darkness noticeably creeps in, you have very little time to get back to a light source, and if you were scrambling to find a light, the darkness creeping in only makes it harder to spot one. This could pretty much be a non-issue if beacons showed up on the map, since you could check your map to see if one is near you.
RBreaper Jan 10, 2018 @ 2:17am 
I think the night light should have its cooldown changed. For an item that takes up a tactic slot and does, indeed micah, Hurt your builds, a 30 second cooldown is shocking... If it was reduced to 15 it would provide more light and make it Closer to justifying the slot in your tactics and powers
C45513 Jan 10, 2018 @ 7:02am 
You don't need to rush through Forgotten Sepulchre (or any other area in the game). Here's a 3 boss cell run with a fairly janky Valmont's Whip build. I didn't get any timed doors or cursed chests in this entire run. I also didn't take the night light, although it would have made things much easier.

Part 1/2
http://steamcommunity.com/sharedfiles/filedetails/?id=1258985092

Part 2/2
http://steamcommunity.com/sharedfiles/filedetails/?id=1258985089

Originally posted by MicahDS:
This could pretty much be a non-issue if beacons showed up on the map, since you could check your map to see if one is near you.
I do really like this idea though!
Last edited by C45513; Jan 10, 2018 @ 7:05am
Tsuki Zero Jan 10, 2018 @ 7:29am 
I can't get through sepulcher at all ever since Brutal update. Before then, I'd be able to complete almost every trip there (always complete if I could find a place to stop and assess the situation), but ever since Brutal, I've only completed it a grand total of twice. Rush the sepulcher? Die. Take it slowly? No light to get back if you took the wrong turn, die. "Git gud"? One does not simply "git gud" in rogue lites, that is the laziest answer to a problem there ever is and there will ever be. The only other solution would be to give a way to be able to avoid the sepulcher altogether. There's no ingame world map, which means hunting the internet for it (there is a rudimentary one, but does the job).
C45513 Jan 10, 2018 @ 8:11am 
Every yelow light (at teleporters, shops, and teleportation rune statues) lasts forever. You can stop and take a breather at any of those points and think through your next move, scout a bit if you'd like, etc. The game also pauses while you look at your map and your light won't deplete during that time, so just relax a little bit whenever you'd like.

There are only short stretches without yellow lights, and each blue light lasts long enough to clear enemies from that area and/or find the next light. Consider lights to be your "fire base".

If you just want to vent about it being hard, sure go ahead. I sympathize, yes it's a hard zone. But it's not broken, you don't need to rush, and you don't need to take the night light skill "although it will make it easier".
Tsuki Zero Jan 10, 2018 @ 8:29am 
I found a LOT of stretches with no permanent light. And as I said: it USED TO BE FAIR before Brutal. Brutal broke things over. Like teleporting worms in Fjord, anyone?
burn1none Jan 10, 2018 @ 12:35pm 
hey just a tip I didn't see anyone mention but if you find any secrets in walls they will spawn a permanent yellow light when you break them. This can actually be super helpful since in the last two updates it seems like secrets are literally (kinda) falling out of the walls
Last edited by burn1none; Jan 10, 2018 @ 12:36pm
Tsuki Zero Jan 10, 2018 @ 12:57pm 
Believe it or not: there ARE stretched (long even) that can AND WILL have no secrets and barely any light. I get screwed by RNG too often, so I get to witness the rarities.
C45513 Jan 10, 2018 @ 1:03pm 
It's been my experience with over a hundred hours played (and a lot of runs through Forgotten Sepulchre) that methodical and careful play works just fine, even on the hardest difficulty (3 boss souls). I'm sorry you find it so difficult.
I have been doing 2 Boss Cell runs latley and every time I go to the Forgotten Sepulcher. As long as I manage my light well and dont waste time I can get through and still have at least 2 flask charges left. Its actualy one of my favorite stages in the game.
My recomendation is to always consider the posiblility of needing to backtrack somwhat and mabey try to leave a lightsauce for posible later use if you can. Managing them well is key.
Last edited by DJsquare3 (Nebula); Jan 10, 2018 @ 1:14pm
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Date Posted: Jan 9, 2018 @ 6:05pm
Posts: 33