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Difficulty level... when, that's the main aspect this kind of games. Crazy difficult. It's funny when I see in the web some players and game reviewers - "Add easy mode into Sekiro Shadow Die Twice", cause "normal" player want finish and enjoy game as well. LMAO. Where making this game easy would change everything. It wouldn't be Sekiro game anymore. It's this thing, far, far away which we trying to catch/achieve. Look kinda impossible and pisses players off, but that's the point of such games. No challenge, no fun, where finishing boss/level, spending loads of hours, with close to heart attack and hands so sweat, it's difficult to hold a pad, gives you this feeling of success and Victory. Director of Dark Souls, Bloodborne and now Sekiro explain it in his own unique way..
Have to admit, changes in 1.2 in the beta were pissing me so much I was close to give up, but now I see it's not a game with major problems, but me, frustrating at the game.But If death is fair I try to accept i and carry on.
Remember playing my first runs and thinking how devs out difficculty cap so high, now I'm laughing about this, still getting owned on later biomes on 2BC.
Well, an ending to the game, for an example. Also we are not talking about some Bloodborne or Dark Souls level of difficulty, because these games are so much easier. They are only considered hard because dying is a part of a game mechanics there. There are still plenty of respawns, and the player doesn't really looses much by dying. After dying he can retry the level or the boss in a couple of minutes in most areas.
In Dead Cells, you die - you loose all of the progress and have to start from scratch. Enemies damage in here scales immensely, they are tightly packed in narrow areas, and if the player wants to be leveled appropriately, he should open all of the cursed chests, which will make him die in 1 hit.
Plenty of games has nighmarish difficulty, but in none of them insane difficulty is necessary to see the full ending. Also, there are mechanics to actually fight this difficulty, like in Devil May Cry 3 and 4 there are "Hell and Hell" difficulty, where Dante dies from 1 hit, and monsters are at full health, but by the time the player unlocks these, he has access to the "unlimited mana" skin that makes the challenge reasonable. Here, there's nothing like that, plus a random item factor in play.
Developers have went for an overkill and killed the joy from their game for their fans who loved the game as it was.
I could clear out a 3-4 cell run in about 45 min flat before the DLC. I may be overstated a snail's pace, but the reality is that I was enjoying playing a much more rapid clip - part of the fun was learning how to efficiently approach a pack of enemies or an elite while flying up walls and blasting through levels.
Again - please don't take this as a humble brag, but the difficulty isn't the issue. I've got a perfect game on Cuphead, had beaten the HOTK without a hit on 4BC, etc. I'm willing to put in the time if it feels like the balance is fair. It just feels like they have really nerfed the weapons too much and gave the enemies too many tools. The laser lines with elites are probably among the most annoying "features" I've ever seen. (Not to mention fighting them barely seems worth it - they often drop crap)
THIS IS SO TRUE!
Very well said! Any build should have the potential for victory through the endgame. It feels like now you have to figure out what the right answer/build is that the game designer had in mind. (Stupid shields!!!)
Bows are highly nerfed - lots of skills like grenades give less damage protection. The tonics used to have some with 35% heal on them, wiped that out. Many of the mutations are better for playing against malaise, but otherwise are a major step back.
Saying short - it feels like some team designed/programmed bunch of ♥♥♥♥, but some other guy, literally one person, when he got time, he launches the game like the casual noob who need to GIT GUD quickly, and just check. Check how the game response, how enemy vs you and overall balance feels, choosing various builds and mutation. And after playing his own style just give an honest opinion, fact. And if this is needed, go back to stock or just delete the whole asset if it doesn't work the way it should.
Generally, playing the game, It feels like, in devs studio, some guy is testing this bunch of upgrades, which suppose, make the game more demanding and challenging for hardcore, 4BC Cursed Sword Runners. AND IT IS, but only he can play this content and have some opinion, which is ridiculous, cause how you supposed to make a GAME BETTER without a chance to play it?
Feels like the cheap move from the devs side, where they added the bunch of new OP enemies, rather change the game style, or balance, for example, boost the player, but making enemies harder as well. And this set of new skills and weapons should be a tool in the hands of a player to deal with it.
Still, I love this game, and excellent chunk of gameplay, but as a dev, with such a commercial success, starting from the Early Acces - I would rather thinkmore about new players and community, not hardcore guys, staying in the room 24/7 trying to beat the record in speedrun over and over.
Game should be difficult, fair, where now I have more mixed feeling about it..., but what's the most important. It should be ACCESSIBLE for everyone who like this kind of games. I don't give a ♥♥♥♥ about last biomes, but changes made by Motion Team, they reflect on a whole game, starting from the first level first minute of gameplat, changing somehow drastically the gameplay. This should never happen, it'a not early EA for ♥♥♥♥ sake, right?
I know developers want the best for a game, I just don't like the way they update the game itself. As an additional content, it should be extra content, optional, besides standard version, where it's a total game overhaul. Why it's called DLC in the first place? Cause you HAVE to download it? :\ \
At least I hope it can be fixed/balance somehow. Maybe. One day. Rather sooner or later. Quit shocking, gameIMHO wasbetter inEA or just after release, than it is now.. Where's logic?
So you would not be forced to run a shield on high cell levels, opening up that slot for more goodies.
Also, enemies should stagger much more that they do right now while also following a constant rule. (Ex: First 3 hit form a fast weapon should always stagger a small enemy while larger enemies can only be staggered with slower weapons, up to 3 times in a row. Attacking an enemy form the back should always stagger the enemy, unless you use rapid attack weapons vs larger enemies.)
No need to be those exact numbers, but that would make combat have a better flow imo.
If you think it's op, remember that any enemy in the game can one shot you at any time, while tanking lots of hits.
Why do you think most people playing on the hardest settings stay clear of combat?
It's not worth the risk. If you could stagger an enemy at a constant rate you could control, i'm sure more people would be more willing to actually fight them.
My issue with 4-cell (and I've felt that this has been a problem in the game a number of times) is the way that just a single hit from certain enemies can seemingly end a run. As several people have pointed out, the higher stem cell modes seem to put a heavy emphasis on not engaging enemies, or at least not taking them on directly. Despite making it quite far with so little experience, I found 4-cell mode to be incredibly un-enjoyable to play, all throughout. I was turtling my way through the levels, playing extremely carefully and being afraid of enemies. If I were to describe it in one word, it would be 'anxiety'. The only way I could see myself attempting this run again would be to grind out elites in the Prisoner's Cells until I get an invisibility amulet, and then just run through the game and avoid enemies all together. Even though I think that defeats the point of the game's combat system, it's just not worth it.
Aside from that, the other major problem I currently see with the game is the placement of new enemy types. I think some people will agree that the Ramparts and Toxic Sewers ought to be avoided entirely on 3BC+, due to having Knife Throwers, Bombers, and Arbiters all spawning together in tight corridors. There's simply no reason to ever risk going into these areas, when going through Prison Depths -> Ossuary / Ancient Sewers will present a relatively easier challenge, and an additional 2 stat scrolls.
It's a forum. public place.Just helping devs isn't a crime.
The main negative difference I found since the DLC revolves around cursed chests. Pre-DLC if i found a cursed chest it was like "oh cool, if i stop playing like a maniac for a bit and take things carefully, I get a free stat upgrade. Now when i find a cursed chest, its like "oh cool, if i st.. *enemy/projectile appears out of nowhere and kills me*.
What this means, since those extra stats are kind of mandatory, is that the game turns into an enemy resource management operation, where I have to methodically take out any enemies that will cause such problems before going back for the chest. So I guess the problem isn't the cursed chests so much as the new enemy attacks, which can hit me without any warning in certain situations.
It's not impossible to deal with, and does add a bit of strategy to proceedings, but it also throws a bit of a wet towel on my cornflakes, if you know what I mean.