Smoke Bomb: scaling heavily nerfed (it was following the same formula as the stats).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.Killing Deck: damage buff on the first 2 attacks.Gilded Yumi: charge time slightly decreased + now crits reliably on Mama Tick (to be consistent with Impaler).Leghugger: now jumps on a nearby target before launching its reactivation attack + keeps its growth state across instances of the object in a run.Wrecking Ball: first and last attack are faster.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. If you're going to take the same 2-3 weapons every time then you're going to get bored pretty quickly - we don't want people to be recycling 90% of weapons without even considering using them. Why do we do rebalancing? Well, we need to do this to keep the variety element strong - a good roguelite should offer you difficult choices.
So, we're making changes to 26 weapons and skills to rebalance the item pool.
Dead cells fatal falls builds 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.
Dead cells fatal falls builds 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.