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Sometimes after getting hit, you can immediatly crit an enemy for almost all of your recently lost life back.
Since you use firebrands maybe get the oil grenade too... CD is low and there's sinergy.
Weapons: Impaler, Hayabusa Boots, Dagger of the Sadistic Cult.
Shields: Spiked Shield, Force Shield, Blood Shield.
Utilities: Cluster Bomb, Magnetic Grenade, Toxic Cloud, Tonic, Ivy Grenade.
From the weapons you start with, I always max out Throwing Knives, Balanced Blade and The Nutcracker.
I don't like bows so I don't use them, same goes for the two crossbows.
For that reason I'll list the weapons that I enjoy the least, and let future commentors tear the list down.
Magnetic Grenade is extremely powerful, like extremely powerful, maybe even too powerful, but it's also useful and you may be handicapping yourself by not taking it. Some people love turrets, others don't, I think they're boring and too fragile to be especially useful. Corrupted Power and Vampirism are good, but only for good players with fast weapons. Just like weapons, what you enjoy will vary from what I enjoy, and fun is the name of the game in this... uhm... game.
Those are my subjective, personal, biased opinions on the matter. Not what I think is bad, necessarily, just what I don't enjoy. I'd encourage you to do a full play through and decide for yourself what you like and what you don't, because our opinions probably aren't the same on a lot of these.
Anyway, I hope you enjoy Dead Cells! Warning: It's addictive... I'll probably top a hundred hours this week. Damn I need a girlfriend.
I will gladly take that kind of community over something like Warframe's where if you like a weapon no one else does you become a pariah.
When I first started I loved Ice Grenades, thought they were amazing ... until I started finding plain Grenades that could Slow/Poison/Stun/whatever. Used to always grab Twin Daggers ... until I found that Nutcracker that also did "enemies explode".
Honestly the only item type I actually always want on me, even if it's crap, is a Shield. A lot of the people I was talking to, friends included, told me Shields were crap and "Oh just git gud with rolling. You played Dark Souls right?". However once I realized by "perfect blocking" enemy attacks you stunned them or reflected certain projectiles ... I always use a Shield lol.
Though I really hate Turrets. I was totally hyped when I found my first one ... until I realize it feels like hours for it to setup and does absolute crap damage. Even after I tried going Skill to use one, they still seem like crap.
TLDR: I just use whatever I can that has Affixes I want on it. Half the time I'll go for favored moveset weapons; like Twin Daggers but end up dropping them for something like a Nutcracker that does +100% dmg against X when I have a Grenade/Skill/Weapon that does X afflction. Really liked having Kunai that did "Afflict Poison" and a Broadsword that did "+100% dmg against Poison. Enemies burst into Toxic Clouds on death." lol.
My counterpoint is that rogue-lites are often built around the concept of "surviving the harsh game mechanics with whatever tools the universe gives to you". In that line of thought, it would make more sense from a design standpoint to not use an unlock system that allows opting out or selective blueprint unlocks at all - as it runs counter to what I view as the very fabric of the rogue-lite gameplay loop.
In my view, games like this do a lot more justice to their core game philosophy by removing that layer of player choice (instead relegating the choice behind what the player accepts or declines in a given run). Forcing players into uneven terrain and placing their feet on the hot coals is a part of the enjoyment people have from rogue-lites from my experience. To me, allowing players complete control over their destiny every run detracts from the entire point of a rogue-infused game.
My hopes in this comment is not to invalidate other points of view, but rather to broaden the represented spectrum of viewpoints without resorting to low-level intolerance. All the best.
I absolutely love the broadsword. I liked it more when it was a bit slower (and I loved the original spear before it became a fast hitting war spear). Just something about the forced change in pace I really enjoyed, as not many weapons in this game really force you to change your approach.
Not all hope is lost despite balancing concerns at least, as just about every load-out you can have has beaten the game so far!
I definitely agree with you here. I've been comparing this game to Binding of Isaac (which I have played A LOT) and it uses a system where you unlock items by progression and can't really complete the game without unlocking things. I admit that it is odd to want choices removed but I too think that is part of what makes a rogue-lite fun; being forced into items that make you adapt your gameplay to fit them. For me that element greatly increases the replay value of a game.
I'm not sure of how that could be implemented in this game other than having blueprints drop and when they do the item is automatically unlocked; not giving players the option to refuse to pick up the blueprints or not spending the cells to unlock them. I guess if I really want that experience I could just unlock everything :p