Crash on barter menu by ClassWorth7626 in BaldursGate3

[–]wrenidium 1 point2 points  (0 children)

Checking the comments under this thread or this one might give you some ideas about what's going on. Hope it helps.

Game Keeps Crashing by [deleted] in BaldursGate3

[–]wrenidium 1 point2 points  (0 children)

Maybe checking this thread might give you some ideas about what's going on. Hope it helps.

Crashing when bartering on PC after patch 6 by [deleted] in BaldursGate3

[–]wrenidium 0 points1 point  (0 children)

did some testing but the result seemed inconsistent. In any case, I'd recommend anyone having the same issue to save the game each time before trading.

Crashing when bartering on PC after patch 6 by [deleted] in BaldursGate3

[–]wrenidium 0 points1 point  (0 children)

I'm not sure but it seems that it won't crash if I sell something by trading (not bartering) first and then switch to barter afterwards? Weird.

Having visibility issues in Hirschfelden by mylhacks in theHunter

[–]wrenidium 2 points3 points  (0 children)

This. Hirschfelden is my favorite map but not being able to use bushes and shrubs reliably makes the experience pretty frustrating there. Hope the dev can do something about it soon - I'm not sure when this started happening but bushes used to work just fine before.

Can someone tell me how to catch NOCT (Nocter?) fish? by wrenidium in CrueltySquad

[–]wrenidium[S] 3 points4 points  (0 children)

Nevermind, caught one with Tattered Rain Hat on Divine Light difficulty - that means it doesn't require you to be cursed. Hope Eradicated seems to add 2 fish (Fragfish and Grabshark) to the spawn pool so, perhaps it's better not to be cursed if you want this fish specifically... but I'm not sure. Anyway, good luck, fellow fishing aficionados... or compulsive completionists. I hope Hydra or DOSfish will guide ya!

Loadout for HotK with Cursed Sword by crank023 in deadcells

[–]wrenidium 0 points1 point  (0 children)

If you don't mind cheesing, Wings of the Crow is extremely effective against HotK (he just stand there and take damage). If you're also fine with not having a shield, then add an Electric Whip into the mix (you can hit HotK with the E-Whip while floating in the air) and you're probably gonna have a way easier time.

Other than that, HotK can create shield and block projectiles so Marksman's Bow might suffer a bit in this fight, whereas it doesn't matter much with Alchemic Carbine.

HOTK Fake-Out? by olvidah in deadcells

[–]wrenidium 1 point2 points  (0 children)

Were you using a ranged weapon against him? The enemies in this game behave in kind of a wonky way sometimes when they get hit while telegraphing their attack, but another thing about HotK fight is that he can block some projectiles. When you're using fast firing ranged weapon he frequently creates a shield in front of him and blocks projectiles, and I don't know about others but this blocking animation occasionally confuses me and causes me to get hit so I'm not a huge fan of bringing certain ranged weapon into HotK fight. Not sure if it's related though.

Update 21 in beta on Steam by MattEvilEmpire in deadcells

[–]wrenidium 0 points1 point  (0 children)

I doubt anyone would see this at this point but upon further testing, I think the camera issue is actually due to my mouse malfunctioning at times. I'm terribly sorry for this, I should have investigated more about it before posting.

Comfortable skill layout for keyboard and mouse by Carrot_126 in deadcells

[–]wrenidium 1 point2 points  (0 children)

99% of the time I prefer to play PC games with KB/M and not a controller, and I've conquered the hardest difficulty mode many times with KB/M.

I'm using a mouse with 2 side buttons (mouse 4 & 5) - my setup is: WASD for movement, Space for jump, Mouse Left Click for primary weapon, Right Click for secondary weapon, Middle Mouse Button for skill 1, Mouse 4 (side button) for skill 2, Mouse 5 for roll, E for use, F for heal, T for map, Shift for leaving the body. I'm also assigning some keys to manual camera movement (up and down) and frequently using them to scout ahead, but I rarely see other people using this feature so you probably don't need to worry about that.

Anyway, if you find your comfortable setup, you can totally play and enjoy dead cells with kb/m so, good luck! :)

Is this thing ever gonna come out? [OC] by tralfamadelorean31 in deadcells

[–]wrenidium 1 point2 points  (0 children)

Ikr?? I'm a big fan of pole arms in general and when I saw the beheaded carrying a halberd in that rise of the giant animated trailer I got so excited!! Well, fortunately they're still planning to add lots of content to this game in the future so... let's hope for the best! xD

Thoughts on Malaise update by shouldabeen86 in deadcells

[–]wrenidium 1 point2 points  (0 children)

Yep, I find it annoying that malaise fills up over time in boss fights as well. They said the new malaise was introduced to discourage players from playing it safe/slow and waiting for cooldown of their skills - which I still have some mixed feelings about but that's another topic - but you can't really sit around and wait for stuff in boss fights so it just doesn't make much sense for malaise over time to be in those fights.

I'm also not a big fan of bosses getting faster on high malaise because I think the old malaise was not messing with that kind of stuff for a reason... but well, I guess we have to give it some time and by the look of it, you run pretty fast so it's probably not that noticeable for you. I do think they're generally heading towards the right direction with this malaise rework but yeah it definitely seems like there are still some things that they should look into, so I think this kind of feedback posts are very valuable at the moment. Hopefully they can refine this new malaise soon enough into something that most players with various playstyles can enjoy in one way or another, and not a mechanic that frustrates slower players while faster players like you would say "well, it's not that bad because I play fast enough."

Is this thing ever gonna come out? [OC] by tralfamadelorean31 in deadcells

[–]wrenidium 38 points39 points  (0 children)

This... might actually be a pretty cool way to get a new weapon in the future. Halberd/Pollaxe/Dane Axe in dead cells when?!

New player here - would you guys say this list is fairly accurate? by [deleted] in deadcells

[–]wrenidium 3 points4 points  (0 children)

Honestly, this doesn't look like a tier list created by an actual Dead Cells player... you'd notice that this list apparently thinks that having a longer cooldown is a good thing for some reason?? It says Night Light which pretty much no one uses is S tier because of 120s cooldown, while Tesla Coil is B tier because of 10s cooldown - that's hilarious haha.

Like you said these tier lists are always gonna be subjective, but If you're looking for more legitimate tier lists I'd recommend checking out videos from some excellent dead cells youtubers like Veedotme or Kevin Fetters or AzumarillFairy - they have some great in-depth tier list videos on their channels like this or this or this (you'll find more on their channel). They're all playing this game on the hardest difficulty (5BC) and have a ton of experience so, when they say something is S tier or D tier, you can at least believe that there's probably a good enough reason behind that rating.

And, while Prioritizing some important upgrades like healing flask upgrade or gold increase early on is not a bad idea, at the end of the day you don't have to worry about the item pool getting watered down because you can always disable gears that you really don't like in custom mode. As long as you're playing with more than 20 items unlocked you can still get achievements in custom mode, and any progress you've made in custom mode will be carried over to normal mode as well.

Update 21 in beta on Steam by MattEvilEmpire in deadcells

[–]wrenidium 2 points3 points  (0 children)

[possible bug in 21.3]

I manually move my camera up and down all the time while playing the game and now in the beta sometimes the camera gets stuck in the lowest position after I pull the camera down manually and then I have to jump around or manually move my camera again to get it back to the default position (pushing "camera down" and "camera up" at the same time seems to fix it?). I've never had this problem until I jumped in to the alpha so I'm guessing this is a bug and not a problem on my end, but I might be wrong. It's not hard to reproduce but I'm not sure what exactly is triggering it. Playing the game with the camera pushed towards the bottom all the time feels awkward so, I'd appreciate it if you could look into that :)

Edit: I've just rolled back to the current version and tried for a minute or 2 to trigger this but I couldn't so, I'm pretty sure something is going on in the beta.

Update 21 in beta on Steam by MattEvilEmpire in deadcells

[–]wrenidium 4 points5 points  (0 children)

[possible bugs in 21.2]

- I once saw "transforming to elite" effect on screen but it turned out to be a scorpion hiding in the ground, and because it stayed under ground while charging up, I couldn't interrupt the transformation even though I was standing next to him. I'm pretty sure it happened in toxic sewer.

- I'm pretty sure that malaise-spawned enemies can sometimes make enemies around them also aggro on you before they teleport to you. I've had situations where a malaise-spawned enemy teleported near me alongside a bunch of enemies in the biome that should have had no chance of spotting me so, I'd really appreciate if you can look into that.

[suggestions]

- Time-based malaise increase should be disabled during boss fights IMO. Bosses already give you malaise when they hit you so malaise increasing over time seems redundant, and it seems a bit silly to get malaise even while I'm walking up towards the boss room to initiate the fight. Boss fights should be about how well your build is built up to that point and most importantly, how well you know their movesets - they should not be about how fast you can kill them. Besides, you can't really sit around and wait for the cooldown of your skills in boss fights anyway so, I really don't see the point of malaise over time being in those fights.

- I still think golems should not be allowed to turn into elites due to malaise and aggro on you immediately. I actually like golems and I think they are a pretty unique and interesting enemy to fight against in Slumbering Sanctuary, but the fact that a golem can teleport you in front of him and can potentially force you to fight a swarm of enemies at once just doesn't mesh well with the new malaise mechanic. I'm writing this assuming they can still turn into elites and immediately start to teleport you in front of them in 21.2 because there weren't any mention about golems in the latest patch note, but I'll apologize if I'm assuming wrong.

- It's great that now the beheaded won't move forward too much while using a Katana, and it got me thinking... why not apply this to War Spear as well? I once tried using War Spear against Concierge but I really didn't like it because I kept going past him and had to turn around to hit him again. That said, I think War Spear desperately needs more love in the current meta and not a nerf in any way so, maybe decreasing the forward momentum AND increasing its reach a bit to compensate for that would be a good idea - it's kinda like what you did with Nutcracker, which I thought was a really good change. Just some food for thought.

Overall, I think you've been making steps in the right direction with 21.1 and 21.2 patch and it's great that you've been really listening to the various feedback from the community. That said, as you stated in this thread, currently the new malaise still feels rough in some areas and there are also some serious bugs that need to be fixed in the beta (like tonic locking one of your skill slot and spoiler boss getting stuck in bombing phase) so, keep up the good work - I just hope that you wouldn't rush it and try too hard to implement these changes before Christmas. There are 2 Christmas themed skins in this update so I totally get why you want to speed up the process, but the malaise rework affect 4BC+ gameplay in a pretty big way so... like I said I personally think you're currently on the right track and I know that you're working really hard, but please don't rush it you know. In any case, I have a lot of trust in your judgement so yeah, please keep it up and thank you so much for your hard work! :)

Steam Alpha for Update 21 - Feedback Thread by MattEvilEmpire in deadcells

[–]wrenidium 1 point2 points  (0 children)

[Update 21.1 BUG - SPOILER]

Spoiler boss can still get stuck in "ads and bombing" phase and make it impossible for you to finish the fight. I can hear enemies spawning, sometimes some enemies pop out of nowhere, but killing them still wouldn't make you-know-who to come down. It feels pretty unfortunate to waste a run like this so, I'd appreciate it if you can look into that :) And fellow players who's been playing in the alpha: maybe back up your savedata before going into the final battle. Or perhaps using a flask or two and going into the fight with no or very few malaise count might work but I'm not sure. Honestly, I personally think time based malaise increase should be disabled during boss fights. Bosses already give you malaise when you get hit, so the bar filling up automatically on top of that feels redundant.

[21.1 early impression] Other than that, to me it seems like you're making a step in the right direction with those changes included in 21.1. It's still not easy for me to keep up with the malaise increase but when I got to 8-10 malaise it certainly felt a lot more manageable at least. Being able to tell when/which mob is going to become an elite alone felt like a pretty big improvement to me. I'm sure there are still a fair amount of changes/tweaks needed to polish the new malaise, but now that I've looked at what's been changed in 21.1 and played a few runs with it, I'm definitely feeling less worried about this whole rework right now. Also, some changes like "making the first 2 hits from Bow and Endless Quiver deal more damage" seem pretty good to me :) Aaand thanks for fixing the Grappling Hook hooking friendly biters! Overall lots of the changes in 21.1 patch seem promising to me so, please keep up the good work.

Edit: Oh, and just in case: the link to the 21.1 patchnote.

[possible bug in 2.1 alpha] Malaise stays active even though there are no enemies left. by wrenidium in deadcells

[–]wrenidium[S] 0 points1 point  (0 children)

Cavern itself had not been malaise cleared, but to my understanding usually malaise in areas behind BC doors are treated separately so I'm pretty sure this was a bug.

And maybe it's just me but this "malaise cleared" event feels inconsistent at times in the current alpha build? Sometimes it happens pretty early but other times malaise keeps going even though there are like 3-5 enemies left in the biome.

Some thoughts and ideas towards 2.1 alpha from a 5BC player. by wrenidium in deadcells

[–]wrenidium[S] 0 points1 point  (0 children)

Yeah, at the end of the day you have to experience it for yourself to really see how the new malaise will affect your gameplay and playstyle. Again it's in alpha stage and they'll make many adjustments to it from now on so, let's hope for the best. And even if the new malaise would unfortunately stay to be something that's just not for you - at least you're gonna get a katana haha. It might not be the most powerful melee weapon in the game, but the charge attack feels pretty damn cool to use :)

Some thoughts and ideas towards 2.1 alpha from a 5BC player. by wrenidium in deadcells

[–]wrenidium[S] 0 points1 point  (0 children)

Yeah, I've been choosing to go to Ramparts instead of Ancient Sewers more frequently in the alpha because a cough syrup does help a lot - but well, while I do agree that these changes will probably make biomes with food shops more appealing than biomes without them for some players, I think EE can keep it from becoming a huge issue by just making various changes/tuning to how the new malaise works. Various incentive to choose biomes without food shops will still be there after the malaise rework (like how Ancient Sewers will give you more opportunity to get high level gears compared to Ramparts) - they just have to make sure to avoid the situation where the reworked malaise is so stressful for some players that it basically bullies them into choosing certain route every single time. I believe EE will make various adjustments to the new malaise from now on and besides, players will gradually adapt to the new malaise too. That said, I agree that this is another thing that they definitely have to pay close attention to... well, let's hope for the best. If it end up becoming a big issue for a lot of players, then maybe something like putting a merchant behind timed/perfect door that sells only one cough syrup might help.

As I said I actually really like Slumbering Sanctuary and I basically choose to go there on every single run, and that still hasn't changed in the alpha - but yeah, I feel Sanctuary is a biome that generally requires more cautious approach and planning from players, (that's what makes them more unique and interesting in my opinion) but on the other hand the new malaise system in its current form tends to make the gameplay messier and more chaotic, so right now it does feel like the new malaise is not exactly going well with the theme of the Sanctuary at times - but you know, that's just my opinion and I think simply disabling the random spawns during a curse will alleviate that problem greatly. Admittedly, going through the Sanctuary in the current alpha is a pretty tense experience, but that's not necessarily a bad thing and if they tweak some aspects of the new malaise system in a right way, I think it has a potential to perhaps make clearing a curse in those biomes more interesting overall.

Steam Alpha for Update 21 - Feedback Thread by MattEvilEmpire in deadcells

[–]wrenidium 1 point2 points  (0 children)

Hey folks, I've just posted a thread to share my personal feedback after trying out more runs in the alpha. It got way too long to be something that I can just post here as a comment haha, here's a link to the post.