![]() ![]() The only thing different about these elites is that they don't give any reward an elite normally does. And like I said, having random enemies from other biomes spawn in the one you're currently exploring completely negates the whole idea of choosing your path.Įnemies that become elites also gain a random elite ability like the green crystal or the electric cage. Yeeters don't really work outside of the Arboretum where they have their mushroom bois and the spiked walls. I just think the game should not spawn enemies from other biomes. Random enemies from any biome completely ruins the idea of choosing your path and some enemies really don't mesh well with certain biomes, leading to some awkward encounters or straight up broken enemies. Spawning enemies should be picked ONLY from the current biome. ![]() Point is, enemies turning into elites happens way too early, Currently you can see that happen as early as tier 3 or pretty close. ![]() Make enemies turn into elites at higher tiers. Instead of trying to add a new attack or effect, consider taking already existing attacks and try to change them up a little bit. This kind of elites was never really fun to deal with but now the current Malaise system further cements that elites are in a dire need of a rework. Currently they're just regular enemies with a larger sprite and an effect that seldom meshes well with the current enemies. Having an active speed buff while killing enemies could also decrease it at a slightly higher rate. Offer more ways to clear the Malaise bar at a fixed rate, such as eating food that's not infected and killing regular enemies. Upon clearing the infection from the area the bar should also reset completely, drop by a certain percentage or at the very least make it so it doesn't continue rising even after clearing the infection Now, this new system could still work given that one or more of the following changes are implemented: Killing elites also drop it by a tiny amount but it won't really help in the long term as the Malaise tier will rise back up shortly after. The elites themselves are the biggest problem due to their extra effect that could potentially lead to cheap hits just because one happened to appear out of nowhere.Ĭurrently only flasks, a very limited resource of healing in 4BC and 5BC are the most effective way of clearing the bar. To make matters worse, the random spawning of enemies (which can be picked from any biome) and random elites which give absolutely no meaningful reward won't always work with the current situation you're in. No matter how fast you play, eventually it gets to a point where it's outright impossible to avoid the higher tiers of Malaise. The Malaise bar constantly rises, even after supposedly clearing out the majority of the enemies in an area. In practice however, this current Malaise system really doesn't work with the current mechanics and balance of Dead Cells. Much better than the original iteration where you could avoid being infected entirely by simply not getting hit, which was something that you had to do anyway because on higher difficulties you never really afforded getting hit too many times. So, at first glance it seemed like an interesting idea. ![]()
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