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I also didn't like Skul at all. I thought the art style was decent, but I agree, the combat just didn't feel fun and it was very RNG-heavy. Dead Cells gives you far more tools at your disposal to make every single run viable, especially now more than ever. The game's newest update, 2.4, was all about buffing the game's lesser-used weapons and skills to make every single weapon more viable.
As for the DLC, some people will say they're not mandatory, but I think they're absolutely essential. They add several new levels and weapons to the game, and in a rogue-like, where you're doing repeated runs, the added variety is essential to keeping the game fresh. Also, some of the weapons the DLCs add are absolutely amazing. Get em!
IMO that depends on two things, the weapons you get during the run and your playstyle. I choose different routes according to my weapons and what mutations I want to use (or I'm using).
I didn't find it that much slower than most.
Balancing is always hit or miss, and very subjective depending on the player. I don't think it's a bad thing to have top tier and maybe lots of bottom tier gear. Part of the charm of some roguelites, is it makes every run unique. Yeah if you want to power game it, and have played this game a tons, of course there will be top builds and optimal routes. But I don't think that takes away from the overall fun of the game for your average player, especially for new or casual players who has yet to play with all the weapons and gear.
But for people who likes to play grabbing everything they see, then they might have a bad time with RNG indeed.
Isn't that the point of most roguelites? For every run to have some RNG that changes up the playthrough? We aren't supposed to handpick a meta build and powergame to 100% completion.
It is, but some people doesn't understands how roguelikes/lites are supposed to work. For this people devs made the custom mode. But some just prefer to refuse buying blueprints instead. So cells gets useless for them earlier, after they have unlocked just the particular gear they want to keep.
Anyways, another use for cells would be nice regardless. Like spending some to change a normal chest into a cursed one, change a fair amount for a legendary weapon, of spending it to open a challenge rift in specific areas spots would be nice uses for it imo.
- In Skul are random maps order with a limited core of maps with enemy respaw, types and positions always the same... i think this isn't good to raplay value.
- In Skul: same routes and same bosses
- In Skul, all itens unloked by defaut and too much RNG factor to progess;
- Some Skul isn't too balanced or fun to play ( i dislike too much the shield one) - play with slowets skulls looks unfair because the game is too focused in evade enemies... DC have a shield playstyle but is more balanced (with mutations that give hp for block in correct time, for example)
The Toxic Sewers has tons of enemies cramped together, including many that will pop up right in your face; it is clearly a level that favors a melee build, and being able to deal up close damage. The Dilapidated Arboretum has enemies that will attack from far away, enemies that can attack from higher or lower levels, and from the sky; if I'm going for a tactics ranged build, I'm picking the Arboretum almost every time, and its design certainly favors that playstyle. Finally, the Promenade has shielded enemies, takes a crafty approach the taking out the Protectors, and enemies that will close the gap quickly. I'll take this biome if I have skills that can get me out of trouble or damage, like the Smoke Grenade or Ice Armor, Tonic, etc. or if I have a certain Survival build that can tank hits and deal damage quick.
From each of those biomes, your route will expand even further in different directions. So no, there is most definitely NOT one defined route you want to take every time.