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Even something as simple as the malaise not starting to rise UNTIL YOU GET HIT I think would make a world of difference in making the new malaise system more bearable. I DO like the idea of the game getting harder as you accrue more malaise, I think it provides an opportunity to keep the game unpredictable. Perhaps they could add something within that which could fix the other thing I really don't like: the malaise continuing to rise indefinitely, no matter how perfect you're playing. Maybe they could do something like every 2 or so Elites that you kill once they warp in could drop something that cures a bar or 2 of malaise?
These are just some early ideas I had, but my point is I think this new system is just a tweak or two away from being VERY fixable and an actual improvement on the old system. Plus, I do like some of the changes they made. The katana is awesome, and I love the new backpack mechanic and the mutations around it.
I'm hopeful that we might get the malaise reworked, and even somewhat quickly. As you probably know, there's another update coming soon, and this one will be much, much bigger. I think they'll be taking the malaise into account with all the other changes they'll be bringing in the next major DLC update. I know there is the worry that they will look past the complaints about it like they did with some of the other changes they made, but to my understanding a lot of those other changes were met with a much more mixed reception from the fanbase overall, like the removing scrolls from weapons. I just checked out the Dead Cells Reddit page, and it looks like they're not feeling the new malaise mechanic either. The alpha update thread, that was posted BY Motion Twin, has quite a few posts of people mentioning they're not fans of the malaise. So I think this is going to be a much more difficult change to ignore. Let's hope so, anyways.
A couple of other issues that came about with this change included the fact that now Acceptance is almost worthless, as well as the fact that there's now no real incentive to take the alternate route through the game over the standard path.
Essentially we now have the problem that Alienation faced prior to its changes, in which Acceptance is pretty much never worth taking now, while it was previously a hugely impactful mutation. The only time I would argue that it actually has a positive effect is when it is paired alongside Alienation, for a free boost of health and malaise reduction. (That's another thing that I wonder about being changed with this new overhaul to the malaise mechanic.) But I don't feel that a mutation should have to rely on another just to be useful.
This was a great example of the game rewarding you for taking a higher risk to acquire a greater reward. But since the Corrupted update, biomes have been overhauled so that they're all much more on-par with each other, and as a result there's pretty much no benefit to doing it. You can choose to go and fight Conjonctivius, but when the path to the Concierge (or potentially even Mama Tick, depending on your build) offers a lesser challenge for the same rewards, what's the point? Beyond the reason of, "Well I'm bored with fighting the Concierge.", what is the incentive to choose the harder path?
So you're OK with the malaise rework screwing everyone else over as long as it caters to your preferred playstyle, wow man, awesome.
There's a fundamental problem with games like this. Is there a word for that type of release model? Games released unfinished and played through the bugs, updating, tweeking, fixing, changing, updates, rinse, repeat. There isn't really a set final design in mind, it's supposed to be fluid. But at a certain point your going to make players unhappy, and often very unhappy as they are the OG's, with the changes. But stagnation in the game probably looses more players, and updates draw more players back even if briefly but eventually you get to a point no one is happy, support drops to near zero as the team has moved on to the next project. I was a English version player of Hordes, Die2Nite. Slow quiet death there while the team had gone to work on this game, which was depressing for that game, but gave us this game. So there's that.
Also for what it's worth any complaints addressed to the team in English were historically ignored, so if you want the team to actually read anything you have to say, write in French.
Wasn't aware of that history. Thanks for sharing.
I think my biggest complaint is that the game is out of EA, and so that should mean that the time for massive, sweeping changes is over. They'd get more play, I think, if they didn't make those broadbrush changes but instead added new biomes, new weapons and skins, new enemies, a 6th boss cell with a tweak on end game content, etc. Some of these (e.g. 6th boss cell) would be a really low investment strategy (can be as easy as upping enemy count, cursed chests, and speeding up some attacks), and even something as simple as new skins can make the game feel fresh enough.
At this point, I'm just feeling alienated, and it's hard to find the enthusiasm to support future projects because this is an indication of what to expect.
I revisit my games precisely because I know what to expect when I load them up. This is why I've been playing the OG Castlevania series for nearly 3 decades. I can't say the same for this game, and it's sad because I had it up there as an all-time favorite last year. Even after beating 5BC the mandatory 2x, I felt a compulsion to continually revisit, but much of that is faded in light of the changes.
While I’m not opposed to the idea of them making tweaks to fine-tune the game’s difficulties, and I’m happy to see new content - and even pay for it, should they ask - I think the time for changing the foundation of Dead Cells is over. Personally, I view the 1.2 Rise of the Giant update to be the true “full release” patch, as there was so much in that pack of content that felt like core content, and it helped to solidify the boss cell difficulties as something more than just NG+. Once that update was put in, the game was “done”, and didn’t need to be reconceptualized anymore. If it did, then perhaps it should’ve remained in Early Access.
They added in 5BC difficulty and said, “This is how this mode is supposed to work.”, with cursed being an essential mechanic to complete the mode. Only three updates later they went in and made a drastic change to that original design. It would be one thing if it were a small tweak, like taking one cursed chest out here and there from certain biomes - I thought that would’ve been a better idea, myself - but they instead took a hammer to it and nearly removed the system entirely. And now six more updates following that, they’re redesigning a mechanic that was finalized before launch, and has had multiple updates put into refining and improving it ever since.
Like I said in my original post, I wouldn’t be surprised if more of these major overhauls will happen again, to other systems. I can’t find myself enjoying the game anymore if they’re just going to change it from it used to be.
There's no guarantee that the devs are looking through individual threads on the Steam forums, in fact, posters have noted that feedback threads here largely went ignored. While there's no guarantee that they're going to read each individual post, their own Reddit thread is much more likely to catch their eyes and have a chance at getting your feedback noticed. Also, post in French if you can, apparently Motion Twin prioritizes French replies.
I hope I'm not being too much of a quietist, but my impression of the reddit, having lurked for quite a long time now, is that it's filled with a bunch of users who demand "balance" (and thus, in ways, caused these problems in the first place) and halo their feelings about the devs around the changes the devs make, leading to a 'do no wrong' mentality. The devs seem like great people; but even great people make poor decisions.
You're right though.. if that place were filled with more dissent, we'd probably see better changes.
https://venturebeat.com/2020/02/12/not-so-dead-cells-why-maintaining-an-archive-of-your-game-is-good-for-both-you-and-your-players/
Basically, since they've allowed archiving, they feel like they have the freedom to do whatever they want, and if you don't like it, then go back to your version (never mind any new weapons, affixes, enemies, or biomes). It's a stone's throw away from a 'FYDC' attitude.
I'm just glad that this isn't the norm. I'd be beyond frustrated if I found out that Konami suddenly decided to nerf the Crissaegrim, change around the affixes on other items, speed up random enemy attacks, introduce a constant MP drain mechanic, and introduce a timer in Symphony of the Night just because why not.