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Dead Cells 1.1: the "balance update"
The upcoming patch is a big "balance update". This means that most of the changes will be concerning balance and bug fixes of already existing features, items and biomes. There will however be some entirely new features, including Custom Mode.
Custom Mode
Custom Mode is the biggest addition coming with 1.1 and will allow players to change a lot of things about how they approach their runs. It is developed mainly by
u/Tipyx_FR. Not all details are currently known, but here are some specific features you can control:
- Starting weapons, essentially making the Steam-only Armory mod available for all players.
- Which items drop during the run
- Legendary items can be enabled or disabled
- "Meta progress", which means you can decide which permanent upgrades (number of flask recharges available, number of boss cells activated, probably which runes you carry, etc) are activated or not. So for example, you can decide to have only 1 flask even on a 100% completed save.
- Seeded runs will be possible. A "seed" is the specific level generation, loot etc in a given run. When you find a fun seed that you want to share with your friends, they can input a code and play the exact same run as you did. This is also useful for speedrunners.
- The in-game timer will now have the option of not being paused in transition levels, shops, etc. This is a very useful feature for speedruns.
Level Design
Timed Doors
Timed Doors will no longer be inside levels, but will instead be moved to transition levels (like the one after Concierge). There will no longer be scrolls inside them: instead, the player will get a 3-choice altar with a weapon, skill or amulet. The quality of those items will be based on difficulty and not on the forge level (e.g. guaranteed S items on 4BC).
No-hit doors
A new type of reward will be introduced: if you finish a level or boss fight without getting hit, you will be able to open a "no-hit door". No-hit doors will be in transition (Collector) areas, after every level. The reward for no-hitting a boss will be a legendary item. Rewards for no-hitting a level are not known (legendary?), but it will require killing 50 mobs in addition to not getting hit.
Game mechanics and damage/HP scaling
Mob scaling based on player stats
A big issue of the current version is that the HP and, more critically, the damage from mobs scale with the player's stats. This means that mobs will kill you in a few hits when you reach high stats unless you stack damage reduction like crazy (see next section). This has led some players to advise newcomers to go with their strategy of skipping scrolls. I will not fuel the debate despite strong opinions about the matter, the important point is that this was an unintended player response to an ill-designed mechanic. Thankfully, the devs have now fixed this. Scaling on stats has been completely removed in v1.1: mobs will now have fixed HP and damage values tied to the biome they are in.
Therefore, players will now only benefit from taking scrolls. A rebalance of stat requirements will be done, and it will be necessary to take most Timed Doors and cursed chests on high difficulties (3-4 BC) in order to be strong enough.
Damage Reduction (DR)
In the current game, DR is a very important aspect of all Brutality and Tactics builds, to the point that it is basically mandatory for players who don't want to die in 2 hits (aka most people). Currently, a lot of items give DR and it caps at 75%. In v1.1, most items will not give DR anymore and the cap will be nerfed to 30% instead of 75%. On the other hand, mob damage will be balanced accordingly, so that DR becomes the intended "safety option" instead of a mandatory game mechanic. Items that will still give DR include Amulets.
Boss damage caps
Boss have damage caps, which means that a single hit cannot deal more than 5% of a boss' max HP (3% in the case of Time Keeper, 25% for tentacles). This makes most slow weapons such as Broadsword pretty bad against bosses. Damage caps will
not be removed or altered in v1.1 because the devs don't want to change too many things at once. It is however something that they're considering after they get feedback from the 1.1 update.
Cooldown reduction (CDR)
Cooldown reduction will be changed a lot. Currently, skill spamming (Death Orb, Cluster Grenade...) is one of the surest ways to wreck everything in your path, and Efficency/Fireworks mutations are basically no-brainers. In v1.1, CDR mutations will no longer provide a passive flat CDR%. CDR will be granted based on player actions: for instance, you will get CDR by parrying or killing enemies. This will reduce brainless skill spamming, especially against bosses. To make up for the fact that CDR will be harder to obtain, base cooldown of most skills has been lowered.
Homunculus rune
- Homunculus will no longer be usable while cursed, making it impossible to cheese curses with it
- Its damage has been buffed
- Turrets (except Barnacle) can now be picked up and moved with Homunculus
Miscellaneous
- Stomp attack is now considered a melee attack. This means it will trigger effects requiring "melee attack" status (e.g. Ripper mutation, Grappling Hook, etc)
- Elites will now have a random unique skill such as the ability to have clones, cages, turrets, shields, etc (not many details yet)
Mutations balance
A lot of mutations will be reworked in the upcoming version. The most important change will be the way Efficiency and Fireworks Technician work (see previous section). Changing mutations mid-run will become much more expensive, to avoid people changing mutations before and after every boss (notably to take/remove Alienation/Acceptance). The cost of the first mutation change will be cheap (1000 gold) but subsequent changes will be very expensive (50 000 Gold).
Brutality
- Combo: +160 DPS after a kill (almost x2 compared to current mutation)
- Sadism: replaced by Open Wounds mutation. Melee critical hits apply Bleed.
- Vengeance: +160 DPS (small nerf) for 6 sec after getting hit but also -75% damage taken, meaning Vengeance becomes a DR mutation
Survival
- Necromancy: heals a % of max HP instead of a flat value. The % scales with survival stats, so it will heal very little at the start of the run but a lot more by the end. Heal % range would be 0.3% to 5%.
- Gastronomy: no details yet but should be changed a bit
Tactics
- Support: no details yet but should be modified
- Ripper: Stomps will now trigger the ripper effect, making this mutation more viable (the issue was that there are almost no melee Tactics weapons to trigger it). Number of arrows dropped may or may not be increased to 3 instead of 1.
Colorless
- YOLO: once you lose it, you cannot take another mutation instead, you will be stuck with 2 slots only
- Dead Inside: now grants +60% HP but food no longer heals you
Gear balance
Status effects
- Fire has been nerfed: the bonus damage to burning targets has been changed to 30% instead of 100%. The reason for this is that fire is the easiest status to apply and maintain, and that the increased damage on burning affix is very easy to get on most weapons and skills.
- Slow-down effect after frost now has a diminshing returns limit, which means the duration of the slow effect is diminished with each occurrence on the same target, until it reaches zero (no slow down applied)
- Poison and bleed will probably be tweaked as well (buff? to be confirmed)
Legendary weapons
Legendary weapons drop rates have been nerfed heavily, as it was not intended to have players end a run with full legendary builds so easily. In the current version, legendaries drop from Bosses (100% chance), Elites (~17% chance) and random mobs (~4% chance). In v1.1, Legendaries will no longer drop from bosses, and the elite/mob rates will be replaced by a global drop rate.
Affix tweaking
- The "launches a grenade" affix has been removed from lots of items and cannot apply breach anymore. this was done because grenades from shield affixes kept stunning enemies while they were attacking, thus making you fail parries. A similar change is planned for "launches an arrow" affix.
- The horribly frequent life-steal 1%/100% affix can no longer appear on legendary weapons. 100%/100% affix was also removed from them.
- The +20% damage taken affix on colorless (cursed) items will now be effective (in the current game, it does nothing)
- Affix conflicts with Wolf Trap are being looked into. Notably, weapon affixes such as "poisons the enemy" are currently not applied while the target is in the trap (clip by u/Dinodsaur).
Weapon reworks
- Ice Bow has been nerfed significantly. Freeze duration is now 0.5 sec instead of 3 sec. The basic pierce affix has been removed, only the rare (starred) pierce affix wil be available on Ice Bow. Finally, as part of a general DR rework, Ice Bow will no longer be an obvious DR weapon. On the other hand, Ice Bow now deals more damage. The rationale behind the changes was that Ice Bow was obviously OP, and was not intended as a crowd control weapon (this is Frost Blast's role) but as an "interrupt tool".
- The Holy Nutcracker :nutcracker: has been buffed. Last we heard, base damage has been increased and Nutcracker now deals critical damage to immobilized (stunned/frozen/rooted) targets.
- Alchemic Carbine fires a bit faster
- Marksman's Bow now fires almost instantly (0.2 sec), making it like Infantry Bow but for long-range attacks
- Torch's attack sequence has been tweaked to be "more fun".
- Electric whip buff: it will be a 3-attack sequence with the 3rd attack dealing more damage.
- Boomerang was reworked and looks like it's gonna be an actually great weapon soon. Its casting time is now almost instant, its flying speed has been doubled. Boomerang pierces all enemies on the initial throw, and bounces against enemies on the return travel. It does not deal critical damage on the return anymore, but has a higher base damage. This will make it much easier to use against packs of enemies. While waiting for this 1.1 rework, you could always try Uru's boomerang mod on Steam, it's hilarious.
- Spartan Sandals have not been changed and most likely will stay the same. Deepnight likes them as they arebecause they're very fun to use and are intended as a meme secondary weapon.
Skills
- Wolf Trap is being tweaked to get rid of some bugs regarding boss behaviour and affixes
- Death Orb has been nerfed a bit. Don't worry, I'm sure it will still be insane.
- Tonic and presumably Vampirism now refill on flask use.
Grenades
- Swarm Grenade now only spawns 2 worms per use, but its cooldown has been lowered to 1 sec. You can have up to 8 active worms at a given time, and you can now distribute them to different platforms.
- Cluster Grenade will be modified (probably nerfed) in some way
Shields
- Frontline Shield is officially irredeemable and will be removed from the game entirely. Another item will take its place, details are not known yet but devs are testing a shield that casts a force field when held, with a sort of mana system to prevent invincibility spam.
Bug fixes
- Punishment and Parry shields should now stun enemies correctly
- Weird boss behaviour regarding root effects (e.g. HotK spazzing out in Wolf Traps) is under investigation