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
If you are going to get the game I would get it with all the DLC since this game is meant to be repeated the variety is what keeps the game repeatable. With that said the game has a couple issues in my eyes that I feel i should mention.
One of the issues is how the game is designed so that it is more beneficial to only unlock the weapons and abilities you like and enjoy or are good enough to win with.
And also one of the unlocks is to give you a random sword which imo has proved to be less beneficial since I and many others prefer to start with the rusty sword each time and if you do unlock it you have to break a block to retrieve the rusty sword instead of just starting with it which is a pain in the ass.
Also there is one particular weapon that feels to me like an over powered dev weapon and that is the Hattori's Katana, with this weapon you can face roll all enemies with ease and it is how I defeated the boss to get my first boss cell.
The weapon allows you to dash through enemies while dealing critical damage and it even passes through shield enemies and you are completely invulnerable to damage while doing this. Sometimes you can instant attack dash that removes the windup time making this weapon even more absurd, I dont know how to trigger it manually it but it does happen quite often while I'm using it.
That all said if you can overlook these facts the gameplay is fun and satisfying and the weapons and skills can offer a lot of variety if you do actually unlock everything and force yourself to use things you don't necessarily like or want to use or suck with for the sake of that variety.
You are shooting yourself in the foot if you refuse to use Custom Mode. The developers literally intend for you to use it. To quote the official patchnotes:
edit: Inspired by the poster above just in case this isn't clear - Custom Mode does not shortcut any unlocks. You only have control over stuff you have already found and unlocked as blueprints at the Collector.
I've never understood this complaint about Dead Cells: people not wanting items they don't like to appear in their runs. The nature of roguelites dictates that you work with the things that are given to you in a run, and throughout the course of many attempts you slowly build toward total mastery over the game. Choosing what does and does not spawn goes counter to this philosophy, and as you were discussing, it leads to less variety.
This is not a problem that I've seen people have with any other roguelites. I've not seen people wish for the ability to re-lock guns in Enter the Gungeon, or disable pickups in The Binding of Isaac, or anything else.
Judging by your achievements, I'm guessing that you're currently playing the game on 0-1BC?
If so, then I can see why you'd have these concerns about the Katana, and why you'd enjoy the Rusty Sword. The low-cell difficulties (especially 0BC) are not the best means of judging weapon balance. You can beat the game with virtually any build, even a bad one, on those modes. Some people have come to this game any beat it on their very first try, without having unlocked and used a single other item outside of those that you have available on your first run, which is something that's unheard of for any other roguelite out there. There is a reason why people call 0BC difficulty "the tutorial".
But once you start climbing up in the boss cell difficulties, you will notice a huge difference in the effectiveness of those items. The Rusty Sword is completely unviable at 2BC+, because there is no way of getting a high level version of it from the shops, and it does not benefit from the upgrades to the Legendary Forge (as far as I remember). On 5BC with the Forge maxed out, the unlocked items I get at the very start are level 4 and S-tier, granting them a +181% damage bonus over the base stats of a regular, level 1 variant. Already they are doing almost 3x as much damage as they would normally on 0BC, and that damage is vital to fight even the first enemy you encounter on 5BC.
As for the Katana, while it is definitely a strong weapon, the increase spawn-rate of enemies, the addition of new, more dangerous enemies, and the buffs they receive to their stats, all combine to offset that strength and make it simply "good". How equipment ranks on a scale of best-to-worse will be quite different depending on whichever boss cell difficulty you're playing on.
As others already said, the DLC does not replace parts of the base game, it just adds new stuff. But I can see where the misunderstanding is coming from. Dead Cells has about 20 levels (called "biomes"), but they are spread across different paths, you only ever see 7-8 of them in a single run, depending on the path you take. The DLCs just add more alternative paths. So if you choose to go to DLC-provided biome in the second stage of the game, you cannot access the base game's biomes of that stage in that run - but they are still available in the game, the paths that lead to them are still there.
It really depends on how much you like the game. If you do like it, then the DLCs add more variation and more alternative paths, and they are definitely worth their cost. But if you're not sure if you'll like it, then buying the base game first is the safer option - it will give you a good idea of what to expect from the DLCs.
The only reason I can think of for why this would be the case is because of the fact that Dead Cells allow you to choose your items in a run. People are looking for the exact piece of gear that they want, as opposed to relying on RNG to give them something good by chance, and thus the randomization aspect of shops and chests is viewed negatively when they're filled with items the person playing doesn't want or has no use for.
I suppose you can say that's an unforeseen consequence of how Motion Twin decided to design this game. And to their credit they have attempted to fix this with the changes to the economy and the introduction of the backpack, stating that they wanted people to switch up their equipment on runs more often.
But ultimately: randomized loot is the genre working as intended. Roguelites are made to be a "work with what you get" challenge.