Rendering an object on a photo blender
More damage is always good, but we wanted to make it better! It was also just not very interesting – the only thing that legendaries gave you was more damage, that was it. Your average player usually just spread points between the off-colour stats to gain maximum health.Īs the legendaries power was affected by your two highest stats, it meant that you would need to put points on only one of the stats that you weren't using to get maximum damage from legendaries.īasically the whole thing wasn’t very clear. In the old system, their damage would scale off your two highest stats (Brutality, Tactics and Survival), which wasn’t intuitive with the stats system. For those who don’t know, legendary items are the gold-coloured items. Moving on to the legendary item change, which we’ve wanted to do for a while. 1 arrow = 40dmg, 2 arrows = 74dmg, 3 arrows = 104dmg, etc.
Hunter's Grenade: no longer provides stats.Crusher: its slow is now less effective on bosses.Maw of the Deep: its root is now less effective on bosses.Lacerating Aura: cooldown now starts at the end of the effect instead of starting at cast.Bladed Tonfas: slight crit multiplier nerf.Boy's Axe: damage nerf + can't roll the Extra Ammo affix + can't be affected by Ammo mutation.Smoke Bomb: scaling heavily nerfed (it was following the same formula as the stats).Can't roll ammo or pierce affixes anymore. Damage no longer gets split between hit enemies. Increased the base damage, reduced the crit multiplier. Is now considered to be a Heavy Weapon. Now has a 2-hit combo, which shoots the second arrow faster. Cudgel: Bullets parried will now stun enemies as well.Lightning Bolt: now crits one tick earlier and damages you 1 tick later.Crowbar: now also crits on beast enemies (hand-picked, think "non-humanoid, non-mechanic").
Pollo Power: now fires 1 more egg + damage buff.Frantic Sword: crit multiplier is now inversely proportional to your life (when at or under 50% max life).Greed Shield: can now trigger once per enemy every 10 seconds + damage buff.Hand Hook: now also crits when the thrown enemy hits another entity + removed the first hit + greatly reduced the lock of the last attack.
Queen's Rapier: the delayed slice hits sooner.Hard Light Sword and Pistol: slight damage buff to the sword and attack speed buff to the pistol.That's why we need to bring items to the same power level (or as close as possible) to encourage players to explore and use more of the item pool. And we don't want you to get bored of Dead Cells! If you're going to take the same 2 or 3 weapons every time because they're OP, then you're going to get bored very quickly. Well, we need to do this to keep the variety element strong - a good roguelite should offer you difficult choices. Why do we do rebalancing? This isn't a multiplayer game after all. So, we're making changes to 29 weapons and skills (and a mutation!) to rebalance the item pool.
#Rendering an object on a photo blender plus#
Since then we've had new items and mutations from the 'Everyone is Here' and the 'Break the Bank' updates, plus 'The Queen and the Sea' DLC, so there's a few imbalances here and there.
#Rendering an object on a photo blender update#
It's been a while since our last major rebalance of weapons, with the 'What's the Damage?' update releasing over a year ago.