![]() Red lost 2 mutations aimed at increasing its survivability (Berserker and Soldier’s resistance), but is absorbing the “assassin” playstyle of Melee Tactics, with Predator, Scheme and Initiative going red. Now that we’ve dug a bit in to how we see the point and role of colors, it’s time to do a quick overview of the colors in the newest update. These inconsistencies may have many reasons, for example, for the sake of balance, variety, or because it can be perceived differently by several players. However, and despite our best efforts, inconsistencies will most likely always be present, with items that are scaling with a color they shouldn’t fit in with, or the contrary. But we also want each statistic to be associated with one or more themes (chosen somewhat arbitrarily), helping with both a sense of identity and variety by allowing in some items that don’t necessarily fit with the playstyle.įinally, we also want each color to be lacking something by design (and not because we haven’t implemented the needed content yet), to have a distinct feeling of comparative goodness in-between different runs with different colors, and to keep the colorless and legendary items interesting. That’s the compass which we use to decide which color each item should scale with. So that's where we're at with Malaise, now on to the weapon color rework.īroadly, we think each color should mainly be defined by a playstyle. And the work on this mechanic won’t stop with this update release, but continue in future updates. This new Malaise is certainly not perfect, but we feel like it’s definitely more interesting than the previous 10 hits bar. \For Steam players, you can always choose to keep Dead Cells with the old Malaise mechanic by choosing Update 20 in the beta tab of the game settings.* Unfortunately, letting both types of Malaise co-exist would have been really complex, so, the 'old' Malaise won’t be playable now or with future updates*. ![]() In any case, we’ve added an option to disable the Malaise so you can experiment in the two last Boss Cells without it. We really hope you'll give this new Malaise a chance and try to experiment with it before judging that it's not for you. We’re also aware the increased RNG tied to the Malaise spawning mobs and turning others into Elite can create unfair situations, and we’re really working on identifying when and where to fix it with your input, like we did with the 21.1 patch. ![]() Basically, if you prefer to take your time, you'll still have plenty of opportunities for a breather. That’s why we’re trying to soften this feeling as much as we can, by stopping the timer in plenty of situations (merchants, treasure rooms, once you’ve killed most of the level’s enemies, etc.). However, we know timers often bring stress and anxiety, which then leads to 'stupid' mistakes and people getting pissed off and bored. So you can still complete your runs with a slower playstyle, but you now get rewarded by actually playing the game and killing enemies, instead of ignoring them. That’s why the new Malaise essentially treats time as a balancing factor (our previous Steam post explains the new mechanic) - if you take your time, you’ve got less chance of being hit by enemies and the game is essentially easier for you, so we're increasing the difficulty the longer you spend in a level - this balances with the players who are spending less time in a level by going full hog on groups of enemies and putting themselves at greater risk of being hit. Taking it slowly or dodging enemies was never something we wanted to incentivise, let alone reward. Dodging enemies without fighting became a very viable strategy, even the most effective way of beating the game according to many. ![]() Reworking Malaise became one of the most recurrent requests over time, with players accusing this mechanic of ruining the fun by punishing jumping into the melee and encouraging waiting for its cooldowns. Previously, this mechanic ensured 4BC+ players wouldn’t abuse HP stacking and rallying strategies so much, by introducing a maximum number of times someone could be hit without dying that wasn’t dependent on those parameters. Warning: This isn't the shortest explanation ever - we want to communicate properly with you and a TLDR doesn't really work for that. Since both the reworks to weapon colors and the Malaise have proven more controversial than expected among the community, we thought it would only be fair to explain the reasoning behind the changes and our plans for the future. Full patchnotes are here.Īrtwork by the fantastic David Thor Fjalarsson The Christmas Update, also known as the Malaise update, is now available in beta on Steam! It mainly includes the rework of the Malaise mechanic, which is a 4 and 5BC exclusive, a lot of weapon color changes, an improved backpack and 4 new mutations, as well as the usual ton of QoL and bug fixes. ![]()
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