[-] Riversedgeknight1@lemmy.world 4 points 1 week ago

The rogue has a t3 ability that allows him to use his cloak even when it is unequipped, at the cost of a slower recharge time. Fully upgraded this reduces the charge speed of the cloak by only 25%, and otherwise the cloak maintains full functionality. What you are asking for is literally in the game, you just need to beat tengu.

12
Clear existing data (lemmy.world)

Many games have a feature where you can clear the saved data and begin fom scratch. Reinstalling the game does not do this if you have Google play games on your phone, so could there be a way to do this in the app?

[-] Riversedgeknight1@lemmy.world 4 points 1 week ago

Yeah, but it's pretty fun to use, especially at something like +12

[-] Riversedgeknight1@lemmy.world 2 points 2 weeks ago

Perfect exploration is effectively impossible on 9 challenges, into darkness and on diet really curb how much you can search

2

One great thing about spd is that the dev uses stats from players runs to make balancing changes. But I thought it would be cool if these stats could be made public so that people can see them. Another addition that would be nice is a global leaderboard, which shows that top scores that people have achieved, with the ability to see their gear, inventory, skills, score breakdown, etc. I am suggesting both of these things with the intent to make it easier for players to be able to look at the combos and strats other players use. Could these potentially be implemented in the future? Or are there already similar resources that I'm missing?

[-] Riversedgeknight1@lemmy.world 4 points 1 month ago* (last edited 1 month ago)

With bandits, which also pathfind away from you, they have a slightly reduced movement speed so that you can catch up every 6 turns or so. I feel something similar should be implemented with the trickster. It would preserve the challenge of the boss and its core mechanics, but make it beatable without requiring specific items to counter.

[-] Riversedgeknight1@lemmy.world 3 points 1 month ago

Or maybe PD just needs a bottom banner of subway surfers gameplay 💀

[-] Riversedgeknight1@lemmy.world 3 points 1 month ago

So the charges are cool, but, like, I feel that trump deserves a refund from that hooker.

18
Anti-Challenges? (lemmy.world)
submitted 1 month ago* (last edited 1 month ago) by Riversedgeknight1@lemmy.world to c/pixeldungeon@lemmy.world

I see a lot of posts on this wiki about seeds that give overpowered items. These greatly reduce the difficulty of the game, but due to the popularity of these posts this seems to appeal to a great deal of the player base. Therefore, I propose the addition of what are effectivly Anti-Challenges, that reduce the difficulty of the game. Things like sadder bosses, night vision, large portions, or thick armor could function as counterparts to their respective challenges, with the cost of your score being reduced by a multiplier, similarly to how challenges increase your score. Perhaps this could only be unlocked after finishing a run with default settings, to preserve the learning curve and difficulty that PD has to offer. What do you guys think?

[-] Riversedgeknight1@lemmy.world 6 points 1 month ago

Further evidence that ethereal chains are the best.

[-] Riversedgeknight1@lemmy.world 2 points 1 month ago

Ebony mimics now give 2 random items in addition to golden mimic loot, which is crazy since you can get that on every single floor with some luck.

[-] Riversedgeknight1@lemmy.world 3 points 1 month ago

Badder bosses isn't hard, it just requires more strategy. For slime, you always need to be able to duck behind a corner in a single turn, so you can loop the boss around a single tile of grass to achieve this. Tengu just have a blink stone or two. Caves boss isn't much harder, neither is dwarven boss. For the eye, just kill the spawners before starting the boss fight and study the description of each fist before making a move. Swarm intelligence just makes it so you get swarmed when entering a floor for the first time, after that the floor gets easier to clear. Hostile champions does add considerable difficulty, so don't go for that one first. Forbidden runes is pretty easy to work with, so is into darkness. Barren land is easy as well, you just don't get the extra healing from dew drops and sunflower, so just craft any sunflower seeds you get into heal pots. For what to not do, pharmiciphoba is Uber hard, so is faith is my armor. On diet is hard in combination with into darkness and barren land, so I avoid it.

[-] Riversedgeknight1@lemmy.world 7 points 1 month ago

Yeah, this game is really just a learning curve. Took me 80+ runs to get a w, and now without challenges I win about 30% of the time. I've been struggling to get a win with 6 challenges though.

10
Recent Patch (lemmy.world)

Personally, I love the changes made in the recent patch, I had been playing a lot with 6 challenges and had into darkness as one, so when I saw an enemy with huntress mind vision not auto targeting them was annoying. The buffs to ebony mimics drops is nice too, since there is a substantial increase in difficulty. What would be nice is if the sundial gave a small benefit, like maybe a small boost in luck, to compensate for the additional difficulty.

4

Sadly I have no receipts, but I have noticed instances of enemies that are asleep spawning on the same tile that traps are on. Is this intentional? Additionally, I was in a fire trap room in the sewers and a rat ran at me, I one shot it with ranger bow, and when it dropped coins on death it triggered a fire trap it was on. I don't believe it spawned there, so I don't think it triggered the trap when it ran over it. Has this happened to anyone else?

[-] Riversedgeknight1@lemmy.world 3 points 1 month ago* (last edited 1 month ago)

While this is 'obvious' to a human, the computer doesn't (and I think, shouldn't) make the judgement call that the path is continuous. That being said, I think that when you plot a long course, your character should move the first few tiles slowly, to give the player time to react if the character is going in the opposite direction. As is, you have to panic tap the screen to get the character to stop, and even a second of delay can mean 50 tiles ran, which can be punishing in a game like this. Or just get good lol

11
Pie Usefullness? (lemmy.world)

On average, does crafting the pie increase the total amount of satiety you have, or do you trade overall satiety for the faster health Regen?

[-] Riversedgeknight1@lemmy.world 2 points 1 month ago* (last edited 1 month ago)

I would like a system where instead of alchemical energy to craft a trinket, you combined a trinket with a certain item to get a specific trinket with a 100% chance. It would not only provide another use to currently underused items, it would also add some level of consistency to runs. It would probably be a good idea to leave the current random recipe in place though, as an alternate option so you still have a chance of getting the trinket you want even if you can't get the corresponding item for whatever reason.

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Riversedgeknight1

joined 1 month ago