10/6/2023 0 Comments Dead cells malaise infectionAgain, undecided for now, might change later if other changes are implemented.Ĥ. I get the theme behind making the Malaise this dangerous mutating plague, but I think having random enemies appear already covers this thematically, while not being over the top. It feels like a bit much in addition to everything else, especially when the Elites don’t even drop loot. Randomly mutating enemies into Elites – undecided on this one. ![]() We may not need to remove this outright, but at least reduce the effect at lower levels, or only have it come into play at max Malaise.ģc. I had a run going great in the Ossuary – full HP, full flasks, I miss a parry on an Elite Slasher who had his attack speed slightly modified, and he stunlocks me to 1 HP while his laser crystal minion finishes me off. So not only are you dealing with all the other stress factors, if you want to parry something you need to know their normal timing, and also account for the Malaise attack speed increase, which varies depending on the Malaise level. This is something that can’t be easily measured and adapted to, and it affects bosses as well. If we reduce the overall Malaise rate though, maybe this doesn’t need to be addressed.ģb. Other than killing enemies at breakneck speed, flasks and Cough Syrup are the only options, one which is a precious healing resource and the other is not guaranteed in every level. Some game elements are either too unpredictable, or the player has limited ways to address them, such as:ģa. This also defeats the purpose of the biome, as before you’d choose it to get an extra scroll and some gear at the cost of a Curse, now the risk heavily outweighs the benefit.ģ. Small biomes packed with enemies, in particular the Corrupted Prison, are an absolute death trap with the Malaise now, as you can be killing enemies non-stop and still have it build up to extreme levels. Players should feel like they can outplay the Malaise, instead of pushing themselves in every level and still having it be an omnipresent stress factor.Ģ. ![]() The idea of a slow creeping difficulty ramp is still cool, while reducing the stress from a rapidly increasing bar. Reduce the rate by 10-20%, or make it only come into effect when enemies are nearby. Spontaneous enemy spawns add unpredictability that’s implemented in a fair and fun wayġ. Players can choose mutations per their build instead of gravitating to the Malaise-centric onesĤ. Killing Elites has an always-relevant benefit by reducing Malaiseģ. The Malaise bar discourages passive play styles and cheese tacticsĢ.
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