Skip Navigation
InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)RI
Riversedgeknight1 @lemmy.world
Posts 5
Comments 26
That's new.
  • As far as I see it, the issue people have is that, like it or not, this is a sensitive topic and probably shouldn't be present in a game that has nothing to do with such topics. I understand that sentiment, but at the end of the day, the dev can do whatever they want with the game. That being said, people are justified in voicing concern or frustration with this change (discussing gameplay decisions is one of the reasons this community exists), given it is done so in a non-destructive way. Don't get mad at people for disagreeing with you, but also understand that everyone on here is a person too.

  • I need Mage Advice
  • You probably just want to get heal pots from f11 shop, put your 4 sou into that sword and armor to get them both to +3, so you can wear them both with 16 str. To survive until you get both pos from f11-14, put 2 or 3 sou into your evasion ring to boost your ehp. With t5 weapon and armor and chains, the caves boss should be a breeze, and you can snowball the run to ascension

  • Public Stats/ Global Leaderboard

    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?

    2
    Cleric Starter Weapon Concept
  • Having armor penetration as a starting weapon is almost completely useless. You get a slight damage bonus against crabs. Maybe it could do a small amount of the damage dealt to the target at AOE on adjacent tiles? Or maybe just the 3 tiles behind the enemy.

  • Anti-Challenges?
  • Unlocking them after a normal run was just a suggestion, anti challenges could be implemented without that restriction, of course. The whole idea was that players who struggle with the game don't have to rely on seed seekers. Even with anti challenges implemented, seed seekers could still do their thing. This isn't trying to replace seed seekers, just help with an underlying issue.

  • (Shattered) Gnoll Trickster
  • 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.

  • Anti-Challenges?

    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?

    10
    My first victory!
  • 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.

  • My first victory!
  • 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.

  • Recent Patch

    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.

    2

    Enemies Spawning On or Phasing Through Traps?

    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?

    2
    It bugs me when there is an obvious path forward, but a single undiscovered tile (or a trap) causes my character to take a path all the way around the level. Share your ideas for fixes.
  • 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

  • Pie Usefullness?

    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?

    3