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The draw is the weapon and skill mechanics. They did a great job of bringing mechanics from other games into the game.But it's marred by the basic gameplay movement.
So...you're agreeing with me? Because I literally said that all the weapons and skills are interesting. As for the movement, yeah, they could probably improve certain things, but I dunno, maybe they'd probably have to change other things like AI to make it balanced which seems unlikely.
The examples the OP brings are valid, although I don't agree with his emphasis on them. I guess it's up to everyone individually how bad these shortcomings affect their enjoyment of the game.
To be fair, I think that Dead Cells gets away with it on account of the fact that it's not really focused on the platforming. I imagine that when most people play the game, all of their attention is being paid toward the combat system, which is incredibly well-done and is the meat of the game, after all. In general, people are way more forgiving of a game's shortcomings if the overall experience is enjoyable - see Bethesda (pre-76).
Mind linking me to where they did that? I'm not sure what exactly you're referring to about them "covering over" the platforming mechanics' flaws.
As a piece of advice on the backpack: if you open the pause screen and hit Y / triangle (or whatever the equivalent on keyboard is), it'll take you straight to the screen where you're able to pick the slot for the item in your backpack. It's much faster and way more convenient than holding the interact button to drop it on the ground and then pick it back up.
The backpack is also definitely worth using. The ability to carry three weapons is actually a substantial boost to gameplay that offers many new options that weren't present in the game previously. For starters, there are the backpack-related mutations (mostly Acrobatipack and Armadillopack). You can carry a second ranged weapon and use Acrobatipack to fire two weapons at once (three with an off-hand), making a Tactics build lethal. And carrying a shield in the backpack alongside Armadillopack means that rolling grants you the benefits of both dodging and parrying, without needing to precisely time a parry. This frees up the second weapon slot for Survival which, apart from allowing you to use shields with two-handed weapons, opens the door to colorless secondary items from other classes. Many non-Survival items become even better on a Survival build, and you don't have to sacrifice defensive options to do it, now.
Then there are other, less immediately obvious uses for the backpack. For instance, if you find a weapon that has the "+1% hp on hit, +100% damage taken" affix, you can put that item into the backpack and it won't apply the 2x damage effect to you. This means that you can bring it along and take it out whenever you want to restore health, then swap back out to your main weapon. Another very interesting use case (albeit it an extremely niche scenario) is swapping out from a Legendary Cursed Sword to a different weapon, using your skills (because the legendary affix on the Cursed Sword locks out all other slots from being used), and then swapping back to get the 4x damage bonus alongside the rest of your build.
And finally, letting the player carry an extra item just makes crafting a build that much easier. If you find a particularly good drop, but it doesn't work with your current set of gear too well, you can backpack it for later and wait until your build is more fit for it. You don't have to take it and hope that you'll run into the right items you need later on, as you'd have to previously.
Yeah, I already know. Like I mentioned in my previous post, it's bad BECAUSE you have to do all this menu cycling. It wastes time and you have to push the button combinations to do it fast, but if you want to switch constantly for combos or varied attacks, then it is just horrible and ruins the gameplay I think. Would be a lot better if you could quickswap at least.
I've unlocked some of those mutations you mentioned actually, and while they do have interesting interactions as you say, personally, I have more fun just playing around with the various weapons. But because of the very strict slot limitations and certain imbalances, I think that ruins the gameplay. Let me give you an example. The Hard Light Sword takes up two weapon slots and is not really anything to write home about from what I've seen. Maybe there is some super magical mutation I don't know about, but the point is why bother when even a beginning weapon like Frost Blast give more utility (freezing enemies) AND allows you to use something else like the Pure Nail which is a pretty cool weapon that has multiple animations (one of my favourites actually). You have more variety in attacks which can include another tool in your backpack, but is also frustrating because of the switching issue mentioned before.
This extends even to builds as well. Maybe you want to play a more mage type character, except you can't even really equip many "spells" and you're just basically spamming the same two over and over. Hell, even the bosses have more varied attack patterns (see the Queen for example). I guess that is my biggest issue: attack variety. Maybe they could make a mutation that lets you push a button and switch entire slots to another quickbar, but having certain negatives as well. That would be amazing and wouldn't even involve changing the core fundamentals of the game.
This is why I have suggested to change the boss damage caps to function differently. (I don't think that they should be removed entirely, partly because I'm sure Motion Twin aren't interested in doing that, and partly because I don't think that being able to potentially one-shot a boss should be allowed.)
Instead of limiting it to a percentage of the boss' total health, I think that a better choice would be to instead have a health cap that's based on phase transitions, where you can do as much damage as your weapons allow until you reach the health threshold that trigger the boss to go into its next phase - Conjunctivius' tentacle phase; Concierge's leap attacks; elite enemy spawns in HotK - and then the attacks get capped.
It's either that, or they just have to overhaul Survival to be faster and not create weapon designs like the ones I mentioned before. And the latter seems to be the direction they usually go with it, given the amount of times a weapon has been buffed by increasing its speed. Anyone here remember when Valmont's Whip was a Survival item, before they changed it to have a far shorter recovery time, allowing you to now spam it? Or when the Beheaded would actually draw the arrow back on the Marksman's Bow, rather than just firing it instantaneously? And even non-Survival items get this treatment, sometimes. Gilded Yumi was originally supposed to be a slower bow with the advantage of firing a very powerful arrow that push back groups of enemies? Well it still does that knockback, but now it fires faster, too.
Not at all. The game is so fun despite it's flaws. I just don't want deserved praise it's getting to overshadow the problems that exist.
i dont generaly like rogue random generated games but this game hits good spot
new getsufumaden is very similar but much worse level layouts,much less content
outstanding bossfights and much deeper combat