Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
False. You only take damage when things hits you.
So, you basically wants every enemy to behave just the same? Like without having any resistances or special traits to make them more unique or challenging, so that you can just run and explode them as you passing by. To tell the truth this kinda already happens to some degree. Ask yourself this then, if you take out enemies unique traits like Thorny shell damage reflection when meleeing him and other enemies gimmicks as well, I don't think there will be much left to make enemies actually different from each other besides their appearance. I mean, most enemies are pretty straghtfoward and have like only 1 or 2 attacks at best. I really don't think they need to become more simple than that. Jeez man, no offense but I feel like if you ever come to design a game in your life it would be boring as hell.
Let me see if I got this right: You're basically asking devs to give you superarmor here so that you don't have to deal with the blocking and dodging mechacnics in the game or worry about them. Also sounds too boring to me.
Also a wrong statement. Wall running/climbing rune only triggers if you jump to a wall and keep holding you analog or direction keybind corresponding to the wall position for a brief but pretty detectable enough period of time. If you just jump to a wall and keep your analog/movement keybind neutral, the wall running won't happen. Except for the auto climbing borders thing.
I don't even know what to say about this. You want them to remove some of the roguelike aspects of the game? If so, it seems like the game should be remade from scratch to please you. Maybe you should try other games instead. There are plenty of similar games out there.
I never said give super armour. I said make parry frames consistant
Ennemies can have resistances. What is not fair is them for some reason still beeing able to do stuff they shoulnt while beeing cc'd. As i said enemies can move while still beeing rooted.
And no, wall run sometimes doesnt trigger. Even when running streight into one
Im not even going to respond to the last statement as you clearly didnt even listen.
I didn't misquoated anything, I simple made some assumptions trying to predict what would be the ideal changes for those "issues" in your head. You literally did 2 statements there that isn't true at all, with the parrying frames not working and wallrun not triggering. Wallrun ability has a small cooldown to it. For example If you jump to a wall, wallrun climb, then jump and try to wallrun again immediately after the jump, you won't be able to do it because there is a delay/cooldown. You have to wait a brief moment and pretty much double jump on air before moving towards the wall in order to wallrun again. It's kinda hard to explain how it actually works on text, but I think this is accurate enough.
You also complained about some enemies not being affected by CCs like roots and yet proceed to complain about them get stunned by your attacks? This is confuse.
Lacerator only has a single attack move with a startup animation so long that you can see it coming miles away. However I never saw it breaking free from a root CC. Unless they have changed this between the last time I've played the game. Maybe you should have said which weapon/skill you used to root them, because each weapons/skill with CC effects have different CC durations on them.
And when you upgrade gear you are raising its % damage bonus and even flat damage by quite a decent amount. I believe the random modifiers rerolls are simple a balacing game design decision or an effort to strengthen the presence of roguelike/lite elements in the game.
This game is not a soccer match, which means it's not a fair game. The game tries to kill you. You have to get better in order to survive. Dame is only taken when something hits you, not through random ♥♥♥♥♥♥♥♥ as you say.
Or your character won't turn around quickly enough for your parry to register in the right direction. Or you mantle onto a platform you didn't want to go to, because the game thinks "eh, close enough."
The game does, indeed, have inconsistent mechanics. I agree that "getting good" does mitigate a fair bit of the trouble, but this isn't anywhere near a perfectly created game.
But I've only beaten the 5BC boss about 100 times. I probably haven't gotten good enough... LOL.
Dude, how exactly do you think those enemies should work like then? They were designed that way. It is not a "flaw" or an "issue", it is a design choice. Are you expecting every single enemy to be a zombie or a dummy that just stands there and wait for you to kill them or something? Some enemies requires you to jump/roll over them and attack their backs, other enemies requires you to stun them first. The Crab cannot block upwards and it is vulnerable for a moment after performing its attack. You can simple ground smash to stun them and get free hits. Or jump its attack and retaliate its back. Freeze them. Put them on fire. The game gives plenty of ways and tools to do those things. It is really that hard to use your head just a little?
Seriously, sometimes I think gamers those days just wants games to threat them like idiots and underestimate their skills. They're too lazy to learn how to play anything.
Maybe you should play something more calm like Death Strading or The Last of Us instead, where the action is kept to minimum and the rest of the game is mostly watching story cutscenes as you sit back and relax. Or walks around making deliveries.
And the crabs can block your attack from behind. I'm not saying the tactics you've mentioned don't work; I'm saying that some mechanics are busted. I'm not giving MT/EE a pass just because the game's decent. It's got some issues.
Considering how often you respond with garbage, Flint, I feel like you might be the one who needs to go make some deliveries. Sounds like a bit of projection, bud.
Fixing bugs, broken stuff and balancing the game is a complete different thing than stating that things are "issues" just because I'm too lazy to learn how to play or bad at playing the game. Typical pathetic crying I see all around and all the time for those kind of games. Game is a pretty short run where you go through like 5 areas and face like 3 to 4 bosses, it is supposed to be hard. This is a design choice.
I also never saw other people complaining so much about lesser enemies in the game that has like just 1 or 2 attack move at best and who only attacks when you are close enough. You must be very especial though. The Arbiter enemy was once removed from 3BC early areas and nerferd after enough crying, but at least it could shot projectiles through walls at 6 different angles toward the player and very long range.
I think you should just Git Gud instead. You sucks. Go play a slow paced game and enjoy your fun if Dead Cells is too fast for your thinking and fingers.
That is not what they mean, and you know it.
The fact that enemies can attack you through solid walls or throw other enemies through solid walls is what they're talking about. There are so many sources of damage in this game that can come from outside the local conflict, that the player can't control and that's weak game design.
This all stems from the game breaking a cardinal rule of "hard" game design: enemies should follow the same rules as the player.
The fact that the developers settle for enemies that cheat to be hard just show their lack of creativity.
I find this difficult to believe since I've played through all three Dark Souls games and Sekiro, and never once complained about enemies being able to parry and dodge. Why? Because they can't do so infinitely. They have the same stamina and poise limitations as the player, and those limitations can be exploited.
You can't exploit enemies in this game being able to shoot, teleport and throw each other through walls. It offers no disadvantages to them and it's nothing but a disadvantage to you. That's lazy game design.
And not every Souls enemy is able to Parry or Dodge. A lot of them have no such defenses.
This is a master class in missing the point.
Wrong. I know exactly what they meant and none of this is "random". All those situations you described are perfect avoidable in both gameplay perspective and player field of view. Being said, if you are good enough or have knowledge enough about enemies behavior and game elements to proper know how to position yourself and deal with the different situations. Also have enough awareness of the map you are currently in and know how much enemies you can lure and how much of the map exploration you can push as well. All of this also makes part of a particular player skillset.
Dead Cells enemies do not cheat, they have a different set of rules and it's your task as a player to learn these rules and how to counter them. Enemies in Dead Cells are deterministic in their behaviour, which means you can actually exploit it to either bypass them or kill them without taking damage. Sure, you can put yourself into a situation where you can't escape or kill anything, but in Dead Cells that's always on you.
You just need to Git Gud.