Riversedgeknight1

joined 1 year ago
[–] Riversedgeknight1@lemmy.world 1 points 11 hours ago

On f1 too lol This would be a beautiful scenario for a bomb. Kaboom?

Kaboom

[–] Riversedgeknight1@lemmy.world 2 points 11 hours ago (1 children)

If it gives you a box under your health bar, it's a status. If not, it's not a status. Weak, curse, blind and the like are gonna be status effects and can be removed. I believe that burn and bleed can also be removed. But it isn't a potion of purity. If you are standing in a fire, you will still burn, and you still take damage from normal sources like poison clouds.

And with some momentum too! Lmk how the run goes!

Now, it is time to ascend

Also in between phase 1 and 2 is an ideal time to use a healing plant, since you won't gain hunger and have as much time as you want. Your normal hp Regen will stop after a little bit (like 10 hp or so) but that doesn't stop the heals from the plant.

Beating Tengu consistently on 0 chal more comes down to resource management and preparation. Phase 1 basically measures 2 things, your survivability and memory. (If you are hitting the traps then that's not a cleric issue). Good gameplay up to this point should have rewarded you with at least 1 health pot, unless you are rocking cloth armor phase 1 will only be an issue for you if you were making poor decisions up to this point.

Phase 2 is understanding how the attack patterns work. Getting mobility in the form of chains, blink stones, or even swiftthistle will help you avoid traps and close in on Tengu. Just time these utilities so you aren't instantly forced away from Tengu when you get close. In the very unlikely event you have found no mobility of any kind up to this point, use your ranged spells to chip away while you shuffle your way on up to smacking Tengu in the face.

Early floor bosses are less about the character you are playing and more about understanding the mechanics of the game. I would argue that the cleric has a higher skill floor than other adventurers, but he certainly isn't weaker.

[–] Riversedgeknight1@lemmy.world 1 points 2 weeks ago (1 children)

People don't think the warrior's armor is a late game equipment... There really isn't a parallel here.

No, they don't. But since you can instantly swap between weapons it should be pretty easy to pick and choose which buff you want. I.e. if closing in on a ranged enemy switch to shield for the damage reduction, and then swap back to main weapon for the actual hits.

[–] Riversedgeknight1@lemmy.world 3 points 3 weeks ago (1 children)

Does speed effect the rate at which you take DMG from the amulet, or do you take DMG once per movement?

[–] Riversedgeknight1@lemmy.world 3 points 1 month ago (1 children)

The crab outruns the player, so this transformation is unstoppable without range, which you often won't have this early on in the run. This also unnecessarily buffs the already most run-ending mob in the game. Let exotics be exotics.

[–] Riversedgeknight1@lemmy.world 2 points 2 months ago (1 children)

More likely 10-15% of people die then everyone figures out it's the water, identified the cause of death, develops filters to remove the toxin, and then the filter becomes commercialized.

[–] Riversedgeknight1@lemmy.world 1 points 2 months ago (1 children)

What do you do career-wise? It sounds like with the introspection you have been doing it might be time to try and make a fresh start somewhere else, but that will depend on what you can do to support yourself.

As far a guilt and regret goes, it may be worth the time trying to reach out to the people you have hurt the most and, if nothing else, apologize. It helps you more than it helps them, and there is maybe potential to make peace with some people.

Forgiving yourself is harder, but there is only so much you can do about the past. Repair what you can and learn from what you can't.

 

This is in the beta. I can't tell if this floor generation is intended game design or not. Yes I already searched for any hidden doors and there are none.

 

I've been slowly increasing the number of challenges I play with, but I always get stumped on how to work around on diet. Does chalice of blood work even when starving/hungry? Does ring of haste effectively increase how much you are able to explore before going hungry? Is it more efficient to craft pies or not? Thanks!

 

Quick question. Armor augments sacrifice evasion for blocking power or visa versa. Glyph of Stone removes all evasion chance in exchange for blocking power. If you were to augment armor with Glyph of Stone, would you get more damage reduction from augmenting for defense, evasion, or neither?

 

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?

 

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?

18
Anti-Challenges? (lemmy.world)
submitted 1 year ago* (last edited 1 year 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?

 

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.

 

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?

 

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?

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