Dead Cells

Dead Cells

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Yo_Charlie Apr 3, 2019 @ 7:52pm
Dead Cells isn't fun any more.
The new enemies suck. The new additions suck. The new gameplay tweaks suck. Everything new is designed to ♥♥♥♥ the player and be annoying. So good job Motion Twin. Went from playing daily to uninstalling the game.
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Showing 1-15 of 55 comments
Sinxeno Apr 3, 2019 @ 8:16pm 
After putting about 10 hours into the content, I tend to agree. I understand they wanted to try make the game harder and more punishing, but it ends up being an entire new meta that isn't really enjoyable on replay.

The new enemies and tweaks to their abilities are overwhelmingly more punishing than prior patches. Players are shoehorned into builds that have slowed the game down significantly and force the player to specifically use only a small subset of weapons/abilities. If you aren't using a shield, you might as well not play anything higher than 3 cells.

What took me 35-50 minutes to finish a 3 cell run, now takes at least 90 minutes or more.
. Apr 3, 2019 @ 8:37pm 
git gud
Hazardous Killer Apr 3, 2019 @ 9:35pm 
Originally posted by Shlomo Silvershekel:
git gud

Found the brainless dweeb. Thanks for making it easy.

I agree with you OP. I still find it fun but now the difficulty is retarded.
sbm311 Apr 3, 2019 @ 10:29pm 
Originally posted by Shlomo Silvershekel:
git gud
This is not the reason, I completed the whole game, beat all bosses. But since the release the game has become dull, dynamics died, new enemies ruin it.

2 boss cell still fun, but higher not, cause:

Arbiters(from 3BC) - the worst, they shoot very far and over a large area, they greatly slow down the gameplay, shield parry or homunculus rune ability the only way out, as they are usually well entrenched and there are other enemies nearby, fortunately you can only be attacked by one arbiter at a time;

Bombardiers(2BC) - not a big problem when alone, but in a compartment with other enemies just disgusting, the action on the screen just turns into a chaotic mess, where you can’t remain unharmed(beat giant flawless, so do not say that I can't dodge well), and in the narrow vertical aisles it’s still a perversion to dodge them;

Kunai throwers(1BC) - absolutely not a problem on the 0-3BC, but because of invisibility, again, you have to drag slowly, become a huge problem on 4-5 cells cause infection.

There are still new birds enemies with extremely fast attacks cooldown, especially fun if you come across 2 elite and they just stupidly spam attacks, but this is nothing compared to the above. As a result, all melee flies away in the trash on high cells, gameplay from dynamic/diverse turns into monotonous/slow.

I will offer solutions: Arbiters - halve the range, increase attack cooldown; Bombardiers - return parry for air attack, reduce attack speed for melee and air attacks; Kunai throwers - increase the delay before the attack; those new bird enemy - slightly increase attacks cooldown.
Sly-Scale Apr 4, 2019 @ 12:35am 
Do you mean Bombers or Bombardiers? Bombardiers and their mortars are no problem without a shield. That's mainly because you can hear and see them very clearly.

But Bombers, Arbiters and Kunai Throwers all have ♥♥♥♥♥♥♥♥ features that contradict the design of the rest of the enemies:
-They're quieter. (I had to turn down the music volume to learn what Arbiters sound like.)
-Their telegraphs are shorter.
-Bombers' visual profile is always this skin-colored ball.
-Bombers' melee attacks do not "snap" their position to an attack stance like everyone else.
-Bombers share a sound with worms, and a sound with your own Ground Slam.
-Bombers follow you when you're invisible.
-Bombers can hop with their jetpack and do a dive before you recover from your own melee weapon.
-Arbiters, if you roll too early, can charge up in one direction and shoot their ability in the other.
-Arbiters can drop on-death bombs due to faulty spawning in High Peak Castle.
-Unlike Disgusting Worms, Arbiters don't have unique sounds to follow their on-death bombs.
-Kunai Throwers remember their combo if stunned midway, and resume like nothing happened.
-Kunai Throwers shove other enemies around on patrol.
-Kunai Throwers' surprise deaths, because they can hide behind large enemies, can use their death sound to fool you into ignoring the surviving enemy you still see.

Also, screw Failed Experiments. They move like the Concierge.
Last edited by Sly-Scale; Apr 4, 2019 @ 12:36am
Xan Apr 4, 2019 @ 12:49am 
A lot of the enemies can be countered with Wave of Denial
sbm311 Apr 4, 2019 @ 2:36am 
Originally posted by ShMo:
Do you mean Bombers or Bombardiers?
Yep, exactly Bombers.
Originally posted by Xan:
A lot of the enemies can be countered with Wave of Denial
This is why this and a couple of other skills are still enabled in custom mode, which I had to use in order to play normally on high cells difficulty. Against the custom mode, it breaks the randomness which I liked in the game, but there is no other choice at the moment.
Turin Turambar Apr 4, 2019 @ 3:26am 
The game has 6 difficulty settings for something... I think it's hilarious the people who play in a difficulty level literally called 'Impossible' (bc3 for example) and then complain it's too hard, just because before they could play at that setting. Just lower it one level? Or use a mod? But no, people won't do that, because they feel entitled to be able to play it on bc3 or bc4. They even will unistall the game before having the 'dishonor' of playing it in bc1 or bc2.
Phirestar Apr 4, 2019 @ 3:33am 
I think the new enemies wouldn’t be so bad if it weren’t for the fact that they are stacked alongside other enemies and appear in such huge numbers. I’ve noticed that the game seems very spammy in the latest update, with areas feeling claustrophobic due to the amount of things being crammed into every square inch of space. Having to deal with 3 enemies in one section is a pretty common issue.

I do think that at the very least, two areas ought to be toned down: the Toxic Sewers and the Ramparts. Those are the areas in which you have Knife Throwers, Bombers, and Arbiters all appearing together in an incredibly tight space where it’s difficult to evade their attacks. I’ve been playing a lot of 3-cell, and I noticed that when I go to the Ossuary from the Promenade, the game feels so much more easier. Even though in theory, that should be the harder, optional path.
Last edited by Phirestar; Apr 4, 2019 @ 3:40am
JPMcMillen Apr 4, 2019 @ 8:36am 
Originally posted by Phirestar:
I’ve been playing a lot of 3-cell, and I noticed that when I go to the Ossuary from the Promenade, the game feels so much more easier. Even though in theory, that should be the harder, optional path.

I've always found the Ossuary to be a fairly easy zone. Lots of wide open spaces to work with.
I really don't understand the people who post this type of stuff. You can think what you want about the new changes, but I'm still having a lot of fun with this game.
Tsuki Zero Apr 4, 2019 @ 10:08am 
a few main problems:
1. Can't get everything UNLESS you can make it up to 5 Boss Cells AND THE NEW BOSS
2. Mutations are more encouraging of Brutality Build for 4BC+
3. Boss Cells shouldn't be required to unlock anything IMO, it should be a way to make it easier for experienced players to farm Cells and provide challenge for less experienced players without subtracting from the game in any way.
4. Deadman's Purse is pretty much obsolete after 3BC, because everything is too expensive and scales too fast for you to catch up.
Rathelm Apr 4, 2019 @ 10:17am 
Don't really agree with the premise, but to each their own. I like the difficulty of 4 cell in 1.2 better than 1.1. Though Arbiters are crazy annoying I feel that it's more fair. 1.1 was tough because of the teleporting elite abilities. That ended more of my runs than anything else. The new enemy attack patterns can be learned and the new additions of skins and the Giant is great. I really like the idea, now, that the 5th cell is gotten from the Giant which is a lot harder than the Hand. The increase of the forge is a welcome addition that also lowers the arbitrariness of the game. The cheaper flasks are a godsend, and the addition of cough syrup is also incredibly useful.
JHarlequin Apr 5, 2019 @ 1:11am 
Be specific. One of the ones I dislike the most is the elite ability that spawns a horizontal electric beam right through the level the elite is on. It makes you either jump away, get to a new platform or it just shreds you because it is so fast to appear. Add on that jumping away or going to a new platform just gets the elite to teleport to you and do it again instantly.

The other new ability that I dislike is again the horizontal beam that rises up from below the fight. More time to react than the other beam but now forces you to go up which in so many cases is impossible.

Possible fixes involve making them have a longer warning, or make them more appropriately dodgeable. I would greatly prefer if you could actually interrupt the attacks. It seems silly that these new abilities are meant specifically to make us not play in any way that the rest of the game intends us to play. Either go range, or shield or melee and dodge, parry, or shoot your way through most fights until these abilities and then you either just run or get murdered. No way to specifically deal with the ability.
Originally posted by JHarlequin:
I would greatly prefer if you could actually interrupt the attacks.
You can lol. Stuns interrupt these abilities like most other attacks, but unlike the elite actually using therm, interruption doesn't put a coldown on them.
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