Dead Cells

Dead Cells

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Skoi 27. juli 2021 kl. 11.33
Hate the inconsistancy of this game
This has frustrated me for the longest time and it still hasnt been fixed. There are so many inconsitancies in this game what make hte game unfair to play. atleast 20% of the damage you take happens trough some random bs.
For example roots. when rooting ennemies some of them dont move and cant turn arround when you standing behind them like they should. but then there are a few of them that for some reason still are able to move like: Lacerator are still moveing when they use their spin attack or royal gaurds are still albe to jump up and use their slam attack even when they are stuck in a beartrap. and ennemies like captains or demolishers are still able to turn arround and land a cheap hit even though they should not be able to like other ennemies do.
Also annoying is the random stuns you can aply to ennemies. often you prepare for an attack by either rolling or parryng only for them to get randomly stunned while doing so. This is so annoying as it wastes time and feels very unsatesfying to not be able to attack because you missed a parry or doge. the problem is that this can happen randomly when you get a few hits in the ennemy. just remove this mechanic in general. atleast if htey always attack I can atleast predict it 100% of the time.
Parry windows are also wierd. sometimes Im able to parry an attack +1s after the animation and other times im still in the animation but I still get hit by the ennemy infront of me (and no the ennemy wasnt a slammer.
sometimes the wall run triggers when you dont want to and otehr times when you do want it to happen it doesnt even though you are doing the exact same thing as before. there is no consistancy in this. it often feels like it has a mind on its own.
Also can we pleaaaase change it that if you upgread a weapon from lets say ++ to S tier that you just get additional perks without rerolling the ones you alreay got. It happens too many times where you want to upgread your weapon but you got really good perks on it only for them to change into something else. there is already a feature for this to rerol the perks you have, why does it also happen when you upgrade it? it makes no sence.
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NotAniiki 10. sep. 2021 kl. 2.09 
Idk how to quote so pardon me for this one.

"For example roots. when rooting ennemies some of them dont move and cant turn arround when you standing behind them like they should. but then there are a few of them that for some reason still are able to move like: Lacerator are still moveing when they use their spin attack or royal gaurds are still albe to jump up and use their slam attack even when they are stuck in a beartrap. and ennemies like captains or demolishers are still able to turn arround and land a cheap hit even though they should not be able to like other ennemies do."

Yes, all enemies does behave differently from the others and they have different attack combos. Such as The Lacerator, Slasher, Pirate Captain, and Toxic Miasma. Even if they are rooted, they can still attack. Why? Because like I said different attack combos. Enemies that can attack from both sides, even if rooted, can still attack you. In my pretty long hours in this game, I at least know that rooted ≠ unable to attack. This might seem inconsistent, but if all the enemies can only attack from one side and no enemies can attack from either side, the enemies are gonna be boring imo

"Also annoying is the random stuns you can aply to ennemies. often you prepare for an attack by either rolling or parryng only for them to get randomly stunned while doing so. This is so annoying as it wastes time and feels very unsatesfying to not be able to attack because you missed a parry or doge"

What do you mean by this? If the enemies are stunned, then isn't it good. And in the next sentence why aren't you able to attack? The enemies are stunned, right? And I don't think you can stun enemies by rolling if you don't have a backpack mutation like porcupack or armadillopack. And even if you have porcupack, not all the weapons can stun enemies too. Because some weapons can't even breach the enemy, like blood sword for example

"Parry windows are also wierd. sometimes Im able to parry an attack +1s after the animation and other times im still in the animation but I still get hit by the ennemy infront of me (and no the ennemy wasnt a slammer)"

All enemies have different parry timings that you have to memorize. And even with two enemies that have similar attack style, their timings are still different, like Kamikazes and living barrels. And yes, maybe it seems inconsistent at first, but I think that if all enemies parry timings are the same, the game could get too easy even at 0BC.

"sometimes the wall run triggers when you dont want to and otehr times when you do want it to happen it doesnt even though you are doing the exact same thing as before. there is no consistancy in this. it often feels like it has a mind on its own"

How does the wall run trigger by itself, though? You literally have to walk into a wall to be able to wall run

"Also can we pleaaaase change it that if you upgread a weapon from lets say ++ to S tier that you just get additional perks without rerolling the ones you alreay got. It happens too many times where you want to upgread your weapon but you got really good perks on it only for them to change into something else. there is already a feature for this to rerol the perks you have, why does it also happen when you upgrade it? it makes no sence"

For this one, I really agree. It kinda sucks that in early game (before S rank items) that whenever you upgrade your items, your synergizing affixes are gone. And it sucks that you have to reroll the item once or more to get the synergizing affixes back


(And sorry if there are lots of grammar mistakes or just plain word mistakes. English isn't my first language and I'm still learning)

Sist redigert av NotAniiki; 10. sep. 2021 kl. 2.10
FlintX 10. sep. 2021 kl. 6.16 
Lacerator cannot move when stuck on a [Bear Trap], only slowly move with its spinning attack after being hit by a [Root Grenade], and also can turn around ways while spinning if rooted by the grenade. Rampager's attack is single direction only, and is another enemy who can slowly move forward while performing his claws attack combo when affected by [Root Grenade], but he stands complete immobile when stuck by [Bear Trap] too. None of those enemies can initiate an attack if they are not facing towards the player direction first. It means that if you root either Lacerator or Rampager from behind with either a [Bear Trap] or [Root Grenade] before they initiate an attack, they will NEVER turn ways around until the root effect is over. Just like any other enemy in the game so far. Consistency right there.
Now the reason why they are able to move under [Root Grenade] effect might have to do with their attacks having some kind of acceleration speed boost hardcoded to them.
It is very possible that this happens to every enemy in the game who has attacks that works in a similar way, making them able to bypass some root effects to some degree.
Regardless of the reason, this isn't something that will sometimes happen and sometimes will not. This particular behavior is observed every single time and therefore is a CONSISTENT behavior.

Weird enough, Runners cannot teleport while rooted. Despite it not even being a movement that involves effectively walking or jumping around. Also consistent.

Slasher can turn ways while doing his 3 hit combo on normal circumstances, but will NEVER turn ways while rooted. Also consistent.

Now, Oven Knight can turn ways while rooted because this is hardcoded as part of his attack combo. He isn't actually moving there. He is just hardcoded to attack behind whenever the player goes behind him during his first swing. But he will never turn ways if rooted before initiating any attack. And will never initiate an attack if not facing towards the player direction first. The claim about his shield breaks being random is false. It always break with a single hit from anything, even from indirect things like the grenades that spawns from rolls. Also consistent.

Also, Rooting only prevents enemies from moving around not from attacking. If you root Pirate Captain or Knife Thrower or any other enemy who can shoot things at you, they will still shoot things at you if you are in range.

Enemies will ALWAYS stay stunned for the entire [Flash Grenade] duration, unless they are attacked of afflicted by something that breaks the stun. This is consistent too.

Enemies getting stunned while you're attacking them happens when you strike them at the start of their attack animations. This causes you to interrupt their attacks and stun them for a brief moment. This is consistent and an intended mechanic in the game. However, like the other guy said, not every weapon has this property.

Anyways, I have recorded footage here that disproves several of the other claims OP did. But I'm still waiting for him to list all the other enemies and inconsistencies so that I can test and put everything in a single video.
Makahaleb 14. sep. 2021 kl. 23.09 
Opprinnelig skrevet av IndigoAK:

This all stems from the game breaking a cardinal rule of "hard" game design: enemies should follow the same rules as the player.

i know it's late but i just want to point out that this just sounds like the biggest garbage lie i heard in a long time,
if all enemies had to follow the same rules as the player all the time, they could never have special mechanics or attacks the player doesn't have,
which either means the bosses would be really damn boring or the game mechanics for the player would be so ♥♥♥♥♥♥♥♥ bloated that the gameplay would be a total mess

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Dato lagt ut: 27. juli 2021 kl. 11.33
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