However, it's mostly felt at high scrolls counts, so it mostly impacts 3BC+ late game. In addition, the health points scaling of Brutality and Survival has been decreased in the late game while the Tactics has been very slightly increased. Dual scale with anything that wouldn’t fit in that category but is root or ice gameplay. Also supported by heavy damage skills with the long cooldown that goes with it. Survival keeps its focus on crowd control, survivability, shields and slow, heavy melee weapons.Dual scale with anything that wouldn’t fit in that category but is fire or blood gameplay. Brutality keeps its focus on fast melee weapons and everything related to jumping into the melee.Dual scale with anything that wouldn’t fit in that category but is poison or electricity gameplay. Tactics keeps all things related to ranged gameplay: turrets, range weapons, with some utility and damaging spells to support it.Hence, we decided to change the scaling of a good chunk of items and of some mutations to (re)focus each statistic on its primary identity. Colours have been rethought following community feedback pointing out the continued decrease in consistency.Currently, all mutations and items interacting with the Malaise have seen that aspect of their design disabled.īalancing that new mechanic is going to be a major challenge and we're counting a lot on your help and feedback. We're aiming to give a cycling nature to the mechanic, with a Malaise that should stay in-between 3 and 7 during most of the run (except boss fights). However, these won't get you any more malaise reduction. The "Malaise Cleared" event completely stops the bar from filling until the end of the biome, and even decrease your malaise gauge with the amount you would get by killing all the enemies left in the level.Healing with your flask does heal some Malaise too. Food looted in walls is always contaminated and will increase your Malaise bar, the "healthy" food looted on enemies doesn't decrease your Malaise bar.Killing enemies, Elite, and Bosses decreases your malaise gauge. Being hit doesn't increase your malaise anymore.The spawn rate and Elite rate will also increase with Malaise. Enemies will also randomly spawn around you and from time to time, an enemy will transform into an Elite.The higher the malaise, the more dangerous the enemies (increased movement speed, quicker teleport, shorter reaction time and at the latter stages, increased damage).When only 10% of the enemies are left alive, the biome is considered "Malaise cleared". The malaise contamination rate is tied to the number of enemies still alive in the level, the fewer enemies, the less quickly your malaise bar will fill. Dead Cells Update 21 Patch Notes Important Features But there's no shame in wanting to spread a little Christmas cheer just after Valentine's Day.įor the entire list of changes in Update 21, check out the full patch notes. This, of course, made a lot more sense when the update first released for PC in December. The new mutations are Acrobatic Preparation (allows you to attack with your equipped range weapon and a ranged weapon in your backpack at the same time), Porcupine Backpack (allows you to attack with your equipped melee weapon by rolling through enemies, Tortoise Wheel (allows you to block or parry attacks by rolling), and Fatal Cadence (increases attack).Īmusingly, Update 21 adds several Christmas-themed outfits to Dead Cells as well. By clicking 'enter', you agree to GameSpot's
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