1/12/2024 0 Comments Dead cells builds 1.2If i could, i would use double wave of denial with a giant killer everyday in a survival build and pwn 5BC, in fact sometimes i do that lol (using wod from cursed chests)īut it gets boring, now im just having fun with brutality, thats the cool thing about this game. The hard part of having a wide array of tools to use, you need to balance things, if you could choose any weapon or mutation you would obviously pick the best stuff from each and call it a day.īut there are indeed some suboptimal weapons like you said (im looking at you worm grenade!), but currently most of them are really good. Survival is strong on shields, but like you said, survival abilities are lacking, tactics on other hand is strong on that department.īrutality is more focused on melee (obviously, all melee weapons are brutality), also having some nice abilities but lacking ALOT on the shield department.īut doesnt mean you cant use ranged weapons or shields in brutality.īrutality mutations in 1.2 are still not optimal for the build playstyle, but in 1.3 that changes alot. If you want to tank hits, survival is for you, despite malaise existing, you can tank 5BC and last boss easily.Īnd survival having a wide choice of shields, ramparts is good but honestly punishment, bloodshield, electric shield(specially in 1.3), stun shield also beeing op. If you are a fan of ranged weapons you will obviously love tactics, most(all?) good ranged weapons are tactics, missiles being great because it has a fast recovery, and you honestly will need it due to the low hp pool. That just means players have different playstyles, in fact, dead cells builds HAVE different playstyles for different players. Players in games (not just dead cells) tend to prefer fast, high dmg, ranged weapons, if they have auto aim and other extras even better.īecause its, by norm, the easiest playstyle.īut that doesnt mean melee weapons suck, in fact giantkiller is clearly op af (and one of my favourites). When you have a wide array of weapons to choose, some will be considered by many as the "best", but that doesnt mean they are undisputibly the best, or by far the only option that matters. So really, what is there to value except the ability to hit fast, hit multiple enemies at once, and hit from range? Why would I bring a Freezing or Root Grenade anywhere when I could just bring a Powerful Grenade and kill everything instead of disabling them? For reference, Failed Experiments are some of the tankiest mobs in the game and they sometimes die to a single boy's axe hit/retract. Likewise, control abilities are pretty bad. Likewise, you can see that Magic Missiles has poor dps but is still a top-tier ranged weapon, because the difference between 111 dps and the 200+ you can get from other ranged weapons doesn't matter in a lot of situations. It's not terribly beneficial, for example, to run the toxic cloud power even if you have the 100% poisoned affix on a weapon because you're really reducing like a 1.0s kill to a 0.5s kill, which really doesn't do too well. (3) Most importantly, Enemies aren't tanky enough for most synergies, control abilities, fancy setups, etc. They're better at bosses but you don't spend most of the game at bosses. Note that I also said quickly DoT weapons and powers are pretty poor for this reason. Grappling hook is fun to cosplay Pudge sometimes but it really doesn't make it easier to kill a group. It's most obvious when you're playing Survival, because Powerful Grenade and sometimes Wolf Trap are basically the only good powers. This already taxes melee weapons, but it also heavily punishes ranged weapons that can't pierce and most of the skills in the game. (2) By far the most valuable trait is the ability to mob enemies quickly. Even when not running Survival, I enable Rampart only in custom to try to get a colorless one. Also, on this same topic, Rampart is comparatively op as shit and using every other shield feels bad in comparison. Oiled Blade, Blood Sword), and ranged weapons with mediocre range (e.g. Lightningbolt, Repeater Crossbow), melee weapons with low breach (e.g. many survival weapons), those that delay your next action (e.g. This makes it especially annoying to use large classes of weapons that put you at a high risk of getting hit: those with long windup times (e.g. (1) The game seems pretty clearly designed around getting avoiding hit at all especially on 4-5bc with malaise and mandatory cursed chests, but also on lower difficulties with perfect kill doors. There are two major reasons for this, I feel:
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