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Agreed. In Dark Souls one could always backtrack to refill the flask, so players had a bit of a choice, but there are many times in Dead Cells where I simply know that there's no way I'll survive long enough to get to the next waystation.
Even slightly more frequent carrots or health ups would be useful. Not extremely more frequent, just slightly.
There is the recharge in between levels.
I'd love more carrots to drop though and/or a refill room or a refill option at shops, maybe at 1000 or 1500 coins per charge?
Ever played Ziggaurat? One of the most devious enemies are poisonous carrot monsters that attack in swarms, they leave a poison puddle behind when I kill them. I've never gotten past level three.... good game though! Easily an 8/10.
Add it to a skill slot, maybe? "Do I want the Ice Grenade, or the Carrot Sack?"
Okay, for an alternative perspective: I REALLY enjoy this game, and it's frustrating to be at 20 health with no potions and 5% chance to get a carrot and just know that I'm going to die. (Especially since there are still some problems with cheap deaths here and there.) I don't think jbaslak was talking about having potion refill stations every six feet for free, more like having them be hidden spawns like the merchants, and cost exorbidant fees like the merchants, so that the player had an option.
Think about Dark Souls: My Estus Flask gets refilled at every bonfire, if my health is getting low and I'm out of potions I have the option to backtrack to the bonfire and refill. In Dead Cells I can't do that, my only option is to die or play perfectly until I find an exit or a carrot. I hate it when I'm playing a game and my only options are to die, play perfectly, or pray to RNGesus; that's not difficult, that's frustrating.
When my health gets too low I really only have one option: Get to the exit as quickly as possible.
I think that potion refills could be implemented in a balanced manner that would protect the overall difficulty of the game, while giving players more options on how they progress through a level. I'd be more inclined to explore at low health if there was a chance for a health refill than if there wasn't.
Make the refill cost 75% of the player's gold, or 75% of his collected souls, or 75% of his remaining health, or all of the above, or only refill one charge, or only refill the health bar, or spawn enemies immediately after refilling, or destroy the secondary weapon, or destroy one of the collected skills, or give -1 to health or strength or skills.... there are a lot of options to make a health potion refill a difficult choice to make, options that could make the game harder in the long run in exchange for immediate benefit.
That makes absolutley NO sense at all. Tell me what game you're playing because when I booted up DC for the first time it said New game, not "select difficulty".
I agree, I am already getting fed up with the system, losing 80 souls just because I can't get a damn carrot drop is a joke. While maybe that is not a lot since some of you may be getting like 120+ in later levels I have yet to beat the guy after the ramparts. and at this rate I am only getting 25-40 souls banked per run. (up to the ramparts) since I usually die there thanks to the horrid jump attacking and hordes of flying enemies.