Dead Cells

Dead Cells

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Kellik Jun 26, 2017 @ 12:20pm
Invisibility Amulet effect is very OP and has... an interesting description.
First of all let me read you the description, and i quote.
"Make you invisible after 5 without attacking. You next strike while still being invisible inflicts +150% damage."
Now im not sure if there is a character limit that made them do this but jesus christ guys.. Anyways this Amulet is extremely OP because it allows you to run through any level withought a chance of being attacked. You will only be detected if you attack or interact with an object such as picking up an item or opening a chest. (Opening doors will not get you detected but rolling through them will, even though rolling does not normally get you detected). You can even walk through enemies without being detected, this means that if you are only after speed you can run straight through any level undetected, or you can play the level normally until you are about to be killed, then simply run through the rest of the level invisible so you can get to the end and refill your flask. This invisibility does not protect you from bosses though, so you cant run straight through them.
My idea for balancing this is just to make it so if you stay within melee range of an enemie for too long or if you pass through them they will detect you, this will make it much harder to speedrun straight through every level of the game and will eliminate the get out of jail free card aspect of this Amulet. Please leave your thoughts below, if I see an idea I like I will edit it in!
(Thanks to wckowalski for pointing out that Amulets spawn with random names, which I think should also be changed.)
Last edited by Kellik; Jun 26, 2017 @ 1:44pm
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Showing 1-10 of 10 comments
Epsilon Rose Jun 26, 2017 @ 12:50pm 
Personally, I'm not a big fan of this kind of invisibility mechanic. It's basically giving the player the ability to opt-out of a large portion of the game without offering any real mechanics in its place. I'm not sure if it can be balanced in an intersting way.
wckowalski Jun 26, 2017 @ 1:27pm 
Oh, and not all "moonstone amulets" do this. It randomly chooses an amulet name, and randomly puts on 1 or 2 effects. The type of amulet it is has nothing to do with what effects are on it (except for that extra life heart).
Epsilon Rose Jun 26, 2017 @ 1:30pm 
Originally posted by wckowalski:
Oh, and not all "moonstone amulets" do this. It randomly chooses an amulet name, and randomly puts on 1 or 2 effects. The type of amulet it is has nothing to do with what effects are on it (except for that extra life heart).
Which is also a bit irritating.
Kellik Jun 26, 2017 @ 3:09pm 
Originally posted by Epsilon Rose:
Personally, I'm not a big fan of this kind of invisibility mechanic. It's basically giving the player the ability to opt-out of a large portion of the game without offering any real mechanics in its place. I'm not sure if it can be balanced in an intersting way.
I do agree with your point to an extent. Yes, the invisibility can be cheesed in order to skip portions of the game, even if you could be detected by running through enemies. But I do believe invisibility has a place in this game. Invisibility creates interesting synergies, most notably with the Assasins Dagger, and promotes a different playstyle which gives Dead Cells what it needs the most, variety. The invisibility mechanic promotes almost a glass cannon assasin type build, focus entirely on damage so you can sneak around assasinating enemies one at a time. You can one shot most enemies, but most enemies can one shot you. At the end of the day, I think the invisibility mechanic can bring more variety into the game but it needs major tweaking because in its current state it is extremely OP.
Last edited by Kellik; Jun 26, 2017 @ 3:12pm
Epsilon Rose Jun 26, 2017 @ 3:40pm 
Originally posted by Captain Obvious:
Originally posted by Epsilon Rose:
Personally, I'm not a big fan of this kind of invisibility mechanic. It's basically giving the player the ability to opt-out of a large portion of the game without offering any real mechanics in its place. I'm not sure if it can be balanced in an intersting way.
I do agree with your point to an extent. Yes, the invisibility can be cheesed in order to skip portions of the game, even if you could be detected by running through enemies. But I do believe invisibility has a place in this game. Invisibility creates interesting synergies, most notably with the Assasins Dagger, and promotes a different playstyle which gives Dead Cells what it needs the most, variety. The invisibility mechanic promotes almost a glass cannon assasin type build, focus entirely on damage so you can sneak around assasinating enemies one at a time. You can one shot most enemies, but most enemies can one shot you. At the end of the day I think the invisibility mechanic can bring more variety into the game but needs major tweaking because in its current state it is extremely OP.
It sounds like you want more of a stealth/takedown mode than an invisibility mechanic. That could be interesting, but it's also one of the hardest styles of gameplay to pull of well.
Frosthaven Jun 26, 2017 @ 3:50pm 
They already have a balanced invisibility item called lure. Anything beyond that is just ludicrous.
Last edited by Frosthaven; Jun 26, 2017 @ 4:02pm
ChaosSabre Jun 27, 2017 @ 3:58am 
I assume the balancing behind this is the super rare spawn rate of those. In 30 hours I only found a invisibility amulet once. And then I forgot I even had insivibility and played as normal the rest of the run.
Z_Raven Jun 27, 2017 @ 8:13am 
Originally posted by ChaosSabre:
I assume the balancing behind this is the super rare spawn rate of those. In 30 hours I only found a invisibility amulet once. And then I forgot I even had insivibility and played as normal the rest of the run.
It used to only give invisiblity. I don't know why they gave it a phaser effect of increased damage. That is probably why it's pretty OP right now. It was quite OP without the damage buff (especially against bosses). If anything, I would say make it deal reduced damage (maybe 75-80% of normal when invisible) and reduce the time it takes to go invinsible by a second or two.
Hunubul Jun 27, 2017 @ 8:20am 
Originally posted by Zaurok:
Originally posted by ChaosSabre:
I assume the balancing behind this is the super rare spawn rate of those. In 30 hours I only found a invisibility amulet once. And then I forgot I even had insivibility and played as normal the rest of the run.
It used to only give invisiblity. I don't know why they gave it a phaser effect of increased damage. That is probably why it's pretty OP right now. It was quite OP without the damage buff (especially against bosses). If anything, I would say make it deal reduced damage (maybe 75-80% of normal when invisible) and reduce the time it takes to go invinsible by a second or two.
That would actually make this item balanced.

BTW now I like this item, because I'm farming for blueprints, and it's much better to kill only a few enemies fast then restart because the freaking blueprints refuse to drop.... It's better because it takes less time.
Epsilon Rose Jun 27, 2017 @ 9:41am 
Originally posted by The Frog Who Ate Ponion:
Originally posted by Zaurok:
It used to only give invisiblity. I don't know why they gave it a phaser effect of increased damage. That is probably why it's pretty OP right now. It was quite OP without the damage buff (especially against bosses). If anything, I would say make it deal reduced damage (maybe 75-80% of normal when invisible) and reduce the time it takes to go invinsible by a second or two.
That would actually make this item balanced.

BTW now I like this item, because I'm farming for blueprints, and it's much better to kill only a few enemies fast then restart because the freaking blueprints refuse to drop.... It's better because it takes less time.
That wouldn't really balance it. Again, this kind of invisibility lets players opt out of a portion of the game. Penalizing that same portion of the game doesn't change this. It just makes them less likely to interact with it and, when that portion of the game is one of your core mechanics, that's not a good thing.
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Date Posted: Jun 26, 2017 @ 12:20pm
Posts: 10