Riversedgeknight1

joined 2 months ago

I haven't tested it, but I would assume the cloak functions like normal, which means it is affected by artifact recharging buff and ring of energy.

The only time I don't go warden is when I have the barren land challenge enabled.

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

Having a guided tutorial would defeat the purpose of a rogue like. The point of a rogue like is to learn about the game as you play, with the only thing getting upgraded as you retry is you. A guided tutorial shortcuts this, and while rogue likes certainly aren't for everyone, that doesn't mean that PD shouldn't be a traditional rogue like.

Rom builds can be so op sometimes with warrior, since you have abilities that scale with strength

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.

[–] Riversedgeknight1@lemmy.world 0 points 2 weeks ago (1 children)

God let's ignore the last post. To be fair, bro just thought the potion didn't make sense as food thematically, and everyone took it wrong.

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

Freerunner is kinda niche. He works very well with a ring of haste, and poorly with swarm intelligence. The idea is you run from fight to fight, and by the time you encounter another mob you have the ability recharged, and take every fight with 2x movement speed, bonus evasion (works well with ring of evasion), and stronger thrown weapons. The 2x movement speed while invisible is nice, too, and stacks with ring of haste.

Imo, roh is very strong, but only at +3 or higher. If you get the t3 ability to use your cloak even when it's unequipped, you can run ethereal chains as well, which is the best artifact in the game. Keep the row equipped. Furor isn't as strong as something like a ring of evasion or haste, but you should identify them as fast as possible (not upgrading the t1 ability to instantly identify rings was a mistake, as you now can see, since you can't really figure out what an optimal build is).

I think the rat king curse is a bit strange, since it not only dooms the run to fail and has no counter, using a scroll of rage, terror, or retribution can trigger it if it spawns near the boss room, which it often does. Maybe have the rat king turn hostile and have better stats than sewer rats?

So I found you can go into play games, go settings, your data, delete play games account and data, and manually delete stored data for a game.

 

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?

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

 

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 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?

 

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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