New update is really good , I love the new rooms and finally the warrior has some buffs but I think the barrels in the sewers need to be drastically reduced also the berserker needs a buff (can't go berserk without dying and his talents aren't just it ). I feel like you should make it easier to gain rage or rework his talents other than that fantastic update ❤️
Pixel Dungeon
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The new exiled gnoll killed me in like 2 hits. 😭
Finally ran into one myself. Luckily it was on a hunter; probably the best matchup. While I was a fresh level 2 on floor 2, it did take a lot of volleys before it fell. But I got a nice leather armor and a wand of regrowth out of it. So generally more worthwhile than an animated statue.
But yeah, exiled knolls will attack from 2 squares away, with it wielding a spear and all. And spear damage can get up there. I suspect if I wasn't on a hunter, I'd probably ended up in the same fate.
Wow you got two items from it? That's cool. I would feel kind of bad about killing an "exiled" gnoll though...like aren't they down in their luck already...
True.. but think of the sweet loot. I was surprised by the two items as well but then I checked the dev notes mention extra loot so I presume it's not uncommon to get two.
Yeah the description isn't kidding when it says they know how to use that spear.
I'm fresh off reading patch notes, the new room types have me so hyped! Warrior seal change is fantastic, I always understood logically that it was impactful, but it never felt as noticeable as even the Duelist's level 1 talent granting Sheild.
Expounding on the new rooms, I really hope the barrels are intractable like they are in Remixed PD, the only other PD that I can stand to play after Shattered. The double new blue flames look really interesting, I wonder what they do? Maybe the skelecages are more than decor too?
The bridge to nowhere looks sick, and the dark crystals in Demon Halls gives it a really thematic claustrophobic feeling, while also adding tactical opportunities and pitfalls.
I love the new entrance rooms. Hell, reading this dev diary, I'm realizing how much I love room variety and how much it adds to the dungeon feel of the game.
Cleric buffs are great too, they've felt weak, but I haven't played them a ton.
This is just my very first impressions, I plan to report back once I've tested it :)
Glad to hear you like the changes!
I don't currently plan to make the barrels interactable, all the new terrain is more for decor.
That's too bad. I think it would be a lot of fun to make them breakable. Not only because it would be nice to take out my frustration on an easy target, but also because it would add another layer of strategy in terrain modification.
I was going to ask the same thing. I like all of the new obstacle dungeon items but for the barrels specifically, I think many will initially think they could be interactable. In many RPGs, barrels are destructible. It seems weird that fire at least wouldn't burn them down.
What "favorite ferret"?
The crabs are arguably the bane of the sewers and I wonder if the new hermit crabs will further the crab ire.
Personally, I feel the cleric would be more balanced with nerfs, however, the recent buffs doesn't mean there can't be adjustments in the future.
The Cleric's supreme flexibility is great for experienced players who play lots of challenges, but that isn't what the game is balanced around. At the more moderate levels of play having a super flexible holy tome just isn't as good as 'gets shielding for free' or 'can turn invisible at will'
As for hermit crabs, they aren't as fast, so I expect feelings on them will be mixed. They trade the crab's signature opressive offensive trait for a lot more defense.
As for the favourite ferret, it's a reference to something, the rest you'll have to figure out yourself =).
I understand the buffs are to counteract the data on overall player win rate. In short, I believe balancing the potential is better for the long-term. But I get for the shorter, or at least current term, bridging and balancing may be better.
'potential' is very hard to measure unfortunately, and experienced players tend to be passionately and vehemently wrong about certain things when it comes to game balance. It's worth noting that I can filter my balance data for only highly experienced players E.g. only players with a 1/3/6+ chal win), and the proportional power stays consistent until I start to get to the point where there are too few players for the data to be meaningful.
Right now I'm trying to balance the Cleric vs. the Duelist when she was released for about this long. the Cleric is doing much better overall, and so gets milder buffs, but if the Duelist's balance history is any indication time will only increase the winrate marginally.
I think I agree with sirxdaemon that the cleric is getting too strong, it's starting to powercreep even the rogue. Though I personally don't mind it as there's finally more good options with high challenges. Having said that, I think data can be manipulated (losing is very easy to do in the hundreds), as I've seen some select few people online who are forceful about wanting the cleric to be the strongest.
Really loving the rare enemies btw! I hope there will be new common enemies or minibosses in the future to freshen up the game, as rares are difficult to find. Interactable torches and breakable barrels will also be wonderful as it adds strategy.
I personally don't care for Cleric, what do you think is overpowered in their toolkit? I haven't played much Cleric myself.
The holy tome and the arsenal that it brings. It covers everything; from defense to offense, and utility like curse detection. I play with 5 challenges and the consistency the cleric provides in win rates is a cut above the others. Hunter and warrior are the next best. Wand of regrowth and ring of wealth are top tier. To give an idea of some of my extreme views.
I'm loving the new changes to the warrior. This beta is awesome
I understand the passive, and I think it's really good, but I'm trying to figure out how the "Lethal Defense" talent works. I understand that killing with a combo reduces the Seal's cooldown, and that seems to be working well.
But the second part of the talent, I'm having trouble understanding it. It says it reduces cool down by up to -100%, what does that mean exactly? Does it reduce the cool down in a way that it can be activated two times in a row?
I tried it out in a game, andI'm finding it very difficult to test.
I can sort of get the -100% buff but it takes like 3 consecutive kills, all with a combo in order for me to do it. I'm pretty sure I'm doing it wrong.
I also tried just saving my combo and using it to instakill an enemy, but doing that doesn't seem to give me the -100% reduction
Can you help me understand how the talent is supposed to be used?
It's entirely possible that something isn't functioning correctly atm, but the intended functionality is that if the ability is already ready to go (0%) cooldown, you can continue to stack the cooldown reduction up to -100%, which means that when the shield triggers, it will immediately be ready to trigger again.
Thanks for the answer
That sounds really good. It gives us some good strategic options