Yeah, but it's pretty fun to use, especially at something like +12
Perfect exploration is effectively impossible on 9 challenges, into darkness and on diet really curb how much you can search
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.
Or maybe PD just needs a bottom banner of subway surfers gameplay 💀
So the charges are cool, but, like, I feel that trump deserves a refund from that hooker.
Further evidence that ethereal chains are the best.
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.
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.
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.
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
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.
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.