![]() ![]() ![]() Shop Reroll is now free, and the limit has been increased to 5 times.And more importantly: this makes our work waaaay easier to fine tune the amount of gold generated in a level. While it's less impressive to gain 500 gold than 42345, it's also more easy to grasp. Community suggestion Gold scaling has been removed from the game.All bonus damage affixes' chances of being generated have been lowered - with the newest addition, every item felt like it had 3 or 4 DoTs status synergies, making it feel like there is no point in building your build around.New direction feels better, but feedback would be super appreciated. Secondary fire shoots a volley of arrows in the air that rain down and roots targets. Other changes in this patch would have collided with these tweaks so we decided to put them of for now. Community suggestion Ice Crossbow, Repeater Crossbow and the new Shop category haven't been tweaked yet, but we're working on improve them.You can put any one-handed weapon inside so the next time you come across another one-handed weapon, you can equip both at the same time to replace your two-handed weapon. Update 19.1Įquipping a two-handed weapon now gives you access to a backpack weapon slot. This means that Freeze, Stun, Slows, and everything else that used to be less and less effective against a target in a fight can now be used more efficiently for these long boss fights. This means that everything that boosts your attack (item level, item rarity, affixes, etc.) will synergize with those mutations.Ĭhanged and increased the initial pool of mutations.Īny diminishing return is now removed after a few secondes. To remedy to that, we changed their bonus from a bonus DP to a bonus % of damages. Fire un-rework: Untouched, because fire was already perfect.Īlso, all affixes giving bonus damage on an enemy with a specific status have updated values.ĭamage mutations (those who give a bonus DPS to your attacks) suffered from poor scaling, making them extremely useful at low difficulties while being less and less useful as you progress through the game. Poison rework: Upon death, propagate the poison status with reduced damages and for the remaining duration. Bleed rework: Stack enough bleed status on a target and the damages left is instantaneously dealt at once. New DoT, Shocked: deal damage over time to the target and all nearby targets. Most electric weapons and items inflict this new shock DoT. We decided to try and give each DoT a unique identity, and added a fourth one, shocked, in the process. This change was implemented to give back some importance to gear level, and in pair with the economy rebalance give you more opportunities (and an incentive) to switch gears during your run.Īll damage over time statuses seemed to blend together a bit too much for our taste. Shop reroll is now free, but makes items on sale pricierīonus stats have been removed from ++ and S gears, but to compensate new scrolls have been added in biomes, enemy damage has been reduced, and gear damage has been changed to increase with item level. Shop categories are now stats instead of equipment type Refining and affix reroll costs have been changed To replace gold scaling, gear price now goes up with item level A good amount of items had their price changed Gold scaling is gone, long live small numbers! So to fix this we implemented several changes, small and big, some among them will be detailed later in this patchnote. While everything seemed to be fine at low difficulty level, it got worse and worse in high BC, where if you wanted to buy healing you would have to basically never spend any gold on anything else. It has been brought to our attention several times (and, frankly, we knew already) that the economy in Dead Cells was. With the 2-handed weapons becoming part of the Survival identity, it felt only natural to increase the efficiency of these weapons to make them better on par with the other choices, and to make it pure Tactic. And we were forced to make them less efficient than other pure Tactic range weapons to balance for the dual-scaling. These weapons never really shined in Tactics because there are few reasons to take them in a Tactic build rather than in a Survival Build. Multiple-nocks Bow, Marksman's Bow and Nerves of Steel are now Tactic only and have been buffed. All Crossbows (with the exception of Sonic Crossbow which is now named Sonic Carbine) are now two-handed weapons and Survival only. Most of the changed consist of slight number tweaks, some are more profound reworks but there is one notable exceptions: The aim is to open up a wider range of builds, while not sacrificing what made meta builds fun. Following the extremely succesful weapon popularity poll, we tried to give some love to the less liked weapons and slightly nerfed the most effective ones. ![]()
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