Dead Cells Catch-All

Electric whip is not the same as just "whip". Electric whip is fast and auto targets so it is/was very gooid for swarm enemies.

Never liked the whip, but i havent been back in a while.

nako wrote:
TheGameguru wrote:

Grenade and Turrets are my go to as are the Electric Whip and Throwing Knives (unless they all got nerfed).

Am I missing something with the whip? It's one of the few weapons I have determined to be basically useless and never bother picking up anymore. It seems to do way less damage than anything else in the game...

It does do far less damage than everything else, but it's also extremely safe compared to every other weapon. I don't usually take it, but sometimes I'll grab it if I have the right modifiers.

One run I was lucky enough to find an high level electric whip with the 2x damage, 2x damage taken modifier. That made it do slightly more damage than my normal weapons and allowed me to kill everything without ever putting myself at risk of being hit. I ended up dying to a teleporting elite enemy far into the run. It was smooth sailing until then.

Also, the electric whip is the best way to find secret blocks.

Electric Whip also deals with flying enemies better than any other weapon.

Vector wrote:

Electric Whip also deals with flying enemies better than any other weapon.

Also great on flying enemies are the throwing knives with bleed attached.

Hobear wrote:
Vector wrote:

Electric Whip also deals with flying enemies better than any other weapon.

Also great on flying enemies are the throwing knives with bleed attached.

They are great but the speed and unlimited ammo of the whip works very very well against those buggers.

Has anyone found a consistent use for the shields? Since they took the temporary invincibility bubble away in the last patch I have no reason to be using a shield.

Vector wrote:

Has anyone found a consistent use for the shields? Since they took the temporary invincibility bubble away in the last patch I have no reason to be using a shield.

I really like the Assault Shield, but that's pretty much the only one I've ever taken more than once.

I did take a couple of runs through over the weekend to see how things were heading. It seem to me like they are tuning the game to be harder.

Tyops wrote:

I did take a couple of runs through over the weekend to see how things were heading. It seem to me like they are tuning the game to be harder.

I really hope that isn't what winds up happening, but I suspect it will. This thing already seems to be aiming at the Dark Souls audience. The kind of people who would buy this in early access and then be really vocal about changes they'd like to see will probably be the ones that want it to be OMG HARD. It'll be up to the devs to take the feedback and decide if they want to slant the difficulty toward the vocal minority, or a more general audience.

Of course, my problem is, and I knew this when I bought, which is why I don't usually buy in EA, that if they decide to balance it harder, then I'm just going to be out, and my money will be down the drain. So here's hoping they keep it accessible.

Tyops wrote:

I did take a couple of runs through over the weekend to see how things were heading. It seem to me like they are tuning the game to be harder.

They definitely did but after a while I was able to adjust. I think the biggest changes were more variation in level structure and increased the item costs to a greater degree as you move up through areas.

My biggest gripe is that I'm seeing a lot of the same weapons and skills. I have a lot them unlocked but regularly start with the rapier and electric whip. I haven't seen vampirism, gas cloud, or some of the other skills I've unlocked*.

*yes I put the points in to unlock them and the extra 10 points to upgrade them

So how does the unlocking thing work? I've dropped off a bunch of blueprints, but haven't gotten back with enough cells to buy much. What exactly do the blueprints do? Will I be starting with the basic bow and spear until I can cash in whatever it costs to start getting a random bow/shield?

Chaz wrote:

So how does the unlocking thing work? I've dropped off a bunch of blueprints, but haven't gotten back with enough cells to buy much. What exactly do the blueprints do? Will I be starting with the basic bow and spear until I can cash in whatever it costs to start getting a random bow/shield?

Blueprints:
Pick them up during runs and cash them in between levels with the collector. Once they are unlocked, you will see that weapon/skill has a green background. Once you dump in the required number of dead cells it will be available for random drop in the world. Further dead cells strengthen the pick-ups permanently.

Starter Weapons:
There are two abilities that you can dump dead cells into from the beginning that will change your starter weapons. One is for melee and the other for ranged/shields. By putting in the required dead cells you'll start each run with a randomized melee, ranged, or shield. After this you'll never see the rusty sword and practice bow/shield again. Your randomized starting weapons will always be level 1.

I found it's only worth dumping points into getting a random melee weapon. Save the points for other power ups like Health pots and Gold. Once you have gold and health pots you can usually buy a skill and a secondary weapon right away. Then start powering up skills and weapons that fit your play style

I find the ranged weapons extremely useful, especially early on. Much less so after the second location, however.

The "Shotgun" Crossbow and Infantry Bow are extremely useful as guaranteed close quarters critical hits.

New patch today on the beta tier (I assume)

http://steamcommunity.com/app/588650...

Some fixes, potentially a rebalance on scrolls (in stores?)

New patch in the Beta branch:

Patch Notes - 0.3 - MAJOR UPDATE 3

.0.3.1 addendum

Main addition is a new Daily run (fixed seed) so people can compare epeen, I mean scores. Some changes to restarting gold after death (max cap), selling items to the collector (!), removing extraneous ladders/chains, new art / models for a few enemies(?), and some new level layout schemas.

No new biomes/levels this time as far as I know, though I haven't played any yet.

New beta branch patch : Major Update 4 (beta only)

2 new biomes (Clock Tower and Slumbering Sanctuary)
All new stat mechanism
Items key off of 1 or 2 stats
New end boss, making the Watcher a mid boss.
Large changes to The Collector, including a purchasable grenade mechanic to aid in blueprint hunting.

Exciting!

I'm still playing it. I think it's harder, but they've added more items and abilities. Haven't made it to the new stages yet.

Holy sh*t...this game!

I'm not usually into roguelikes or side scrollers but this game is so well designed it's hard to not take One More Run.

Not sure how it slipped through my 2017 net but I'm playing the hell out of it now and looking forward to see where they take it with official release.

TrashiDawa wrote:

Holy sh*t...this game!

The correct reaction

Just picked it up in the Steam sale, and man, it already feels dialed in. Loving it. This is a less silly looking, harder Rogue Legacy. I'm just glad they use some bright colors to good effect for the stylized look. This game actually is pulling me away a bit from the lure of my Switch, which is a huge feat right now. Glad I got it before the January price increase.

Yeah. I violated my "no Early Access games" policy last summer to buy Dead Cells, and don't regret it one bit.

I've invested 8 hours so far, but still don't have a win, though. I can't figure out a good build for the fight on the bridge.

I bought this, but refunded shortly after playing. It just didn't grab me.

I don’t know how many times this has popped up on sale since EA release but I finally took the plunge yesterday for $15 Canuck Bux.

I’ve enjoyed the two runs I’ve played. I think I need to use the d pad for movement since I so easily get turned around when throwing up the shield or using the bow. I definitely like the bow more although I’m still getting used to the shield parry mechanic.

For all it’s cheeky and somewhat obtuse NPC dialogue I actually don’t find it to have as much personality as I expected it to. Certainly not in the level of a Rogue Legacy.

It has a great one more run feel from my last obsession with it. Been a while since I have been in there. Also there is a lot of changes as you explore more. Keep at it if you can.

I've played almost 70 hrs of it and I absolutely love it.

They have done a very good job with the movement. I usually fell like if I die, it's my fault, which is VERY important to me in a Rogue-like

Seems like they're still making pretty regular and significant changes to the perks/mutations, which are all good. I keep dipping in and out of this every few months to see how it has changed and it seems like it is getting a bit easier. Overall though, I think this is shaping up to a be a great game. I keep failing on the 3rd or 4th area, so I'm not sure how much content I'm missing.

I decided to wait until the full release since a lot of the changes to the progression kind of messed up what I had unlocked.

Vector wrote:

I decided to wait until the full release since a lot of the changes to the progression kind of messed up what I had unlocked.

+1
I played a handful of hours, liked it, keep wanting to go back, but would rather wait until everything is done to dive in.

I cannot stop!!!

Dual blades, plus ice bow, with ice grenade and crossbow turret, and suddenly i am death incarnate.

New update. Mac/Linux support and first pass at add mod support. Also price increase by $5 at the end of the Steam Summer Sale. If you are looking at picking it up, I guess now's the time. $12 now, looks like $25 after the sale ends. They say it's leaving Early Access in August.