I really wish this piece of shit were more in line with the difficulty of the rat and the crab. As it is when I encounter the sad ghost on floor 3 I have to decide whether the cost of food/health, not to mention the sheer annoyance factor, is worth the slim possibility of a good reward....
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.
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...
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...
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.
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.
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...
Perhaps let players configure some number such that the game will never plot a path for your character longer than that without first getting your confirmation....
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 actually love the optional challenge it provides, since ebony mimics only appear if you pick the trinket, so while they are op and annoying it’s only by choice. I kinda wish that they got buffed drops, though, because unless you have a leveled luck ring the extra challenge doesn’t offer much in the way of rewards.
I love the new mechanics trinkets offer. However, it is odd that some trinkets provide direct buffs (like the one that increases enchantment rates) particularly when it’s con of increasing curse rates can be completely eliminated by upgrading it, or the increased odds of dropping items from grass, while other trinkets are only situationally good, like the 13 leaf clover(inverts bell curve rng)and the one that increases the odds a level is the flooded or overgrown variant. I think that the idea of trinkets offering variability to runs is great, but when some trinkets are undeniably better than others, it promotes wiping runs if you don’t roll the trinket you want, as well as making some trinkets almost obsolete. Fantastic work, but some tweaking needs to be done imo. Overall, though, it feels bad to complain about a game that is undeniably 10/10. Keep up the great work, man.
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.
With the old mechanics I had so many runs that I was confident about ascending and would get obliterated by floor 1-4 mobs. I had to play assassin and let the attack charge for 10 turns for each individual mob lol
(Shattered) Gnoll Trickster
I really wish this piece of shit were more in line with the difficulty of the rat and the crab. As it is when I encounter the sad ghost on floor 3 I have to decide whether the cost of food/health, not to mention the sheer annoyance factor, is worth the slim possibility of a good reward....
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...
Felonies, gotta catch 'em all (leminal.space)
We are the chaaampions, my friend (slrpnk.net)
Got some good drops. Scythe is OP with the champion....
It's gonna be one of those days (lemmy.world)
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...
My first victory! (lemmy.world)
Just forgot I need to walk back out for the ultimate victory…
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...
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.
Perhaps let players configure some number such that the game will never plot a path for your character longer than that without first getting your confirmation....
Weird terrain generation in 2.4.0
You sometimes get these weird wooden tiles in the middle of rooms. Seed: MGV-VYQ-THW...
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?
I really enjoy having the mimic tooth trinket (discuss.tchncs.de)
Not going to spoil what that is though…
It's a long way to the top if you want a sausage roll (slrpnk.net)
[DEV] Shattered v2.4 Releasing Soon! (lemmy.world)
Hey rat punchers, Shattered Pixel Dungeon v2.4.0 is going to be releasing to everyone around the middle of this coming week!...
"It's safe to fire a fire blast from the door. There's no way it could go into the shop!" (swg-empire.de)
Finally (lemmy.world)
Took 137 runs