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[Dead Cells] is a roguelite Castlevania
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Both times I've beat the Time Keeper, I've gone double turrets and glass cannoned pure Tactics upgrades. I still have no real idea what she does because she dies in about 2.5 seconds.
Like I just did the clock tower. I got a crazy powerful Heavy crossbow in the first area, and had an ice bow and ice grenades as back up. See bad guy, freeze them, heavy crossbow. Repeat repeat repeat. Beat the clock room boss on the first time I saw them using this set up.
I keep playing the game, cause the hook to see more and unlock more is so strong... but I also think I'm simultaneously burning out on it too.
Warframe/Steam: NFyt
I pumped everything into Tactics and got a throwing knives, infantry bow, and crossbow + sinew slicer.
Concierge and Clock Tower dude melted like butter.
I'm not sure I will ever beat even the first boss without tactics (crossbow/slicer) or grenades with the buff that decreases cooldown, and I have beaten the last boss once with this setup.
It seems almost broken to have a tactics thing that generates a state (bleeding/fire/poison) and then another that have +100% damage against that state. Add the sadism mutation and everything just dies.
I have no idea how people manage to get things done with a shield or melee focused setup.
Well, I got a Front Line Shield in one run, which was Colorless/gold. I think it was only a II-L, but it was 90% damage reduction (which is standard for Front Line Shield) and had a 300% damage reflection modifier. I killed the Concierge by literally just standing there with the shield up and turning in his direction whenever he leaped past me. That was my first really deep run and I only died late in the run because I got overwhelmed in one area.
edit: That whole run was fun/hilarious. I would just let enemies attack me, killing themselves. Didn't work for every ranged enemy but for a majority it worked. Enemies just committing suicide left and right.
The parry window is very generous, it stuns the first boss, and you can parry mid animation. So you can even use something slow like the broadsword. Basically, you spam melee and parry the bosses basic melee swings. You still dodge the aura and jump+roll under the ground slam/jump attack combo.
The fact that melee seems expressly discouraged is most of why I didn't bother beating the game.
I can take a Brutality-heavy character that annihilates any regular mob with a grenade duo and melee, but then bosses are just a big grinding chore. And health regen abilities never keep up with your damage output, so enemy damage always massively outstrips healing so there's no good reason to get up close and risk getting hit. On top of those things, anything more than a couple enemies on you is a total visual clusterfuck of effects; if the enemies teleport, it's ten times worse because it becomes impossible to get some breathing room to actually see something so you can fight. So you have to try and engage things as one-at-a-time as possible if you aren't going to blow them up instantly, which is really tedious.
Once I hit the point where I realized I was trying to break the game to overcome the gameplay shortcomings, I just packed it in. I have no interest in trying to make the game work instead of the items and weapons have decent enough balance for different gameplay approaches.
PSN: Robo_Wizard1
10k hp survival build, my first clear
https://www.youtube.com/watch?v=3e-57jmOjjg
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
Melee is harder to learn, especially when you are just getting started, so that is something they could work on for sure.
Once you learn it though, it is crazy good. All those tough enemies with high damage combo attacks are easy, because the first attack is always slow, and a quick parry means they are stunned for more than enough time to kill them. This isn't even counting when you get really good at parrying and start to counter multiple things in a row. For me at least, melee also seems like its easier to recover health after you get hit, because you are right next to the monsters anyway. Getting hit when I'm going tactical, I tend to want to run away when I get hit, instead of recovering what I can.
All of my runs that reach the final boss have a few things in common:
-A freezing weapon. Preferably the bow as a good one can have 20% or more damage reduction.
-Whatever legendary weapon drops from the bosses. Hopefully a good melee one. It'll be colourless, so I don't have to worry about my stats.
-As far as skills go, the turrets are simply superior and I'll go for them most times. Generally speaking, I'll go for turrets if I'm fighting the Concierge as any ranged weapons make that fight a joke. I don't like fighting Conjunctivius period, but if for some reason I am then I go for grenades, because turrets are worthless for the fight. I'd prefer turrets again for the Time Keeper, but I can handle it with grenades
But yeah, the later enemies are just... dumb. You can really see that if you try the daily challenge. Some of them start you off fighting the red fat enemies with the hook, and when you can't stun them and kill them in a combo or cheese them with turrets, then they're garbage. They'll just kick you away if you're up close, and it's so fast you can't react to it. You might be able to roll - swing once - roll - repeat... if it's alone. If there's another enemy with it though, or say something like a grenadier or those white sorcerers that fire through walls, then you have to dodge their attacks as well, and you'll just open yourself up to getting hook grabbed.
Yeah I think I just need to embrace the parry and learn it. I hate not having a ranged and melee weapon tho. I'm in the dark souls mindset of having melee, a ranged option, and shield. I wish I could give up my roll for a shield instead.
You unlocked an ability the first time you killed the Hand. You need to use it to fully end the run like you did before.
If you don't have a shield, then yeah, freezing is kind of the only other self-defense option you have. But parrying works great on the late game enemies. Higher level shields also give you built in damage reduction.
Also, it sounds like you're low on DPS. Are you full clearing every level and stacking Brutality at every opportunity? That's the minimum you need to do, but equally important is getting all the timed doors. The best route for timed doors is Promenade -> Ramparts -> Stilt Village -> Forgotten Sepulcher. That will give you 6 additional scrolls, which is more than double the damage you'd have without them. To make the first timed door you'll need to just book it past the enemies in the first level, stopping only to get the 2 scrolls there. But beyond that you should be able to do full clears without issue if you're playing aggressive. Also, cursed chests are worth it for a few more scrolls.
Oh shit, is THAT what the timed doors are? Fuck me. I’ve done probably 30 or more runs so far and have never seen one open, just at various times for how long ago they closed. I just assumed it was random and that I hadn’t progressed far enough to get whatever is needed to unlock them. I always play super slow and methodical though, so now I see I’m just not burning through the first area fast enough.
Oculus: TheBigDookie | XBL: Dook | NNID: BigDookie
on pc, confirm is jump (A on an xbox controller)
on switch, confirm is roll (A on a switch joycon)
on pc, weapon1 (Xbox X) is used to swap primary weapons and weapon2 (Xbox Y) is used to swap tools
on switch, weapon2 (Switch X) is used to swap primary weapons and weapon1 (Switch Y) is used to swap tools
I can kinda see how things ended up where they did, but it sure trips me up more than it should
Ah, I must be well out of date. Last I heard it had three bosses, with more levels to come, and no ending.
If you are on console, they are bugged.
If you are on PC, they don't reset until like midnight utc (4hr 30min from this post).
There are 4 bosses and 13 biomes currently. I expect the post-launch content to include more biomes, but I'm not sure how that content is prioritized compared to the Nintendo Switch optimizations that the team is working on.
I'd call the story of the game complete as is. As is common to the roguelite genre, there is never a moment that could be considered closure... just more runs with enough lore in each run to flesh out the world.
Ah, boo. I'm on the Switch.
It's a roguelike also so it will not really ever have an ending? These things are all about repetitive play with incremental progress.
On another note, wow that difficulty spike between normal and hard is pretty nuts huh?
I feel like even for the roguelite genre this game has... very little story. Games that don't shove story into your face and expect you to discover clues, make connections and extrapolate are nothing new. But even if you explore every nook and cranny this game tells you almost nothing about the setting, backstory or your own "character" (blob?). The lore is definitely something I feel that should've been expanded on before the launch. Even Dark Souls has 1-3 lines on every boss in the form of boss soul descriptions. Here, there's just nothing. The few characters you can talk to don't tell you anything about themselves or anything else either. That makes it really hard to care about the setting. Not that that's necessarely needed, mind you, given how addicting this game is simply due to its intense fast paced gameplay, replayability and build diversity.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Beat the hotk one, but can still not open any of the doors.
After you beat the first boss you get a Boss Cell that you can use in the first room of the prison (where all the hanging upgrades are). This increases the difficulty and allows you to access the doors with a 1. After you beat the game on hard, you get another boss cell to unlock Very Hard, and again for Nightmare.
The contemporaries to compare this to as far as lore seem like it should be things like enter the gungeon or rogue legacy. Not sure why you'd compare an indie rogue like to dark souls
"Get" as in automatically get, or "get" as in need to pick it up from ground, and one could exit the level and see the credits without it?
Serious question. Have you played the game? Because it absolutely has lore throughout and has an ending with associated lore. Like the post above, I'm not sure why you'd compare a roguelike to Darksouls.
I've literally never played a roguelike with any real story and it's one of my favorite genres.