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What's the point of letting use cancel healing if we can't use that to dodge a hit ?
// EDIT
-Long to cancel? If you release the button any moment, your hands are free, you can dodge, parry, attack or jump instantly. But holding a flask use buton to have a sip - yeah, you're vulnerable to any attack
//
So pick the appropriate mutation for it.
This is made with intention, if you could just press the button and have your healthbar back instantly, gameplay and overall dynamic of game would suck This is risk-reward situation. You don't have to use a potion anyway... but you have an option. If you're playing on 0BSC, you can't be in more optimal situation, having plenty of flask uses per every biome, which is more than enough.
This is a privilege really, later on, you would have to few flask refills for a whole run, Later with just a two single refills and on 3BSC and higher - none - how you start the game, you supposed to finish it, no free of charge refills. every biome
Still you have at least two pieces of food, mailaise free in every biome.
I'm not wasting a mutation just so I can un-heal faster.
// Edit:
I can tell, releasing the flask button leaves you immobile for as long as it takes you to take the flask out in the first place. No, you can't dodge / parry immediately after releasing the button.
If you're about to take a hit while holding the flask, you're better off gulping that flask down; it might save you from dying.
Honestly I didn't noticed the problem you're talking about. If I want to use/waste potion in the fight, I am doing it in the moment, where boss is trying to perform some attack/is charging, well, not hitting you in general.
But having used a single flask, i can play straight away, no problem at all. Maybe you're trying to perform an attack/action just before an actual end of the flask use?
As long as I didn't use the flask, releasing the button, and then tapping to parry, I can parry without problems, that's what I'm trying to say. If you're holding a heal button, actually used the item, you must have to release heal button before performing any other action, take a look if you're not doing the same mistake - holding heal for a splt second just after getting healed, not realising thought, and trying to do something else.
And mutation which we're talking about, is very often must have in many builds, at least seeing hundreds of builds of other players, especially playing tacticts/melee, where not only your time to heal is greeeatly reduced, but you have extra 3 secondss of invisibility, so often only an option to actually try to really damage the boss, without getting killed one-hit in the first place.
Just briefly tap the flask button, and it will take a whole second for the character to take out the flask, then put it back away, before you are able to do anything. Release the button around the 0.75s mark, and I was able to stretch the entire process to 1.25s.
That makes between 1s and 0.5s of cancellation time, depending on how long you held the flask button.
Dying while actually drinking the flask in the middle of a fight. I don't remember this actually ever happening to me; or if I did... then I didn't find anything to complain about. A wasted flask there is still a life saved.
To be fair, I got mad at a situation where I wasn't in the middle of a fight. Not a single trap or enemy on-screen, but still got killed because that whole second was too long for me to avoid a sneaky spiker. These are the kind of deathes that feel unfair.
This is far from the first time I'm getting killed during during the cancelation phase at a seemingly safe times. If even safe times are not safe enough to heal, then when is it ?
And you're right! I'm confused AF now.. there is an animation of having a sip, but if we release the button before actual heal, the same animation, but reversed of course, must be played before your next input. Like your opening the chest lr something, when you don't control character for a second.
Where for 99% as far as I remember trying to use a potion, but canceling the action, I could do something else straight away. Can someone confirm - Am I halucinating, or the healing animation was changed with some patch, or it is exactly the same since the beginning (started playing since 1.0 version)?
Again, it looks like it intentional thing made by Motion Twin, but can't really find why this would exist in this form in game? Is it risk-reward type of thing? All other stuff in Dead Cells is made so the player can interupt them at any given moment, so the input delay can be minimized to minimum, to get the things smooth, and go with the flow. So the player don't loose the concentration and feeling of action... Where game rewards you for playing fast,
And this thing looks totaly counter-intuitive, to what the rest of the Dead Cells game play looks like...