sirxdaemon

joined 2 years ago
[–] sirxdaemon@lemmy.ca 4 points 2 months ago* (last edited 2 months ago) (2 children)

Finally ran into one myself. Luckily it was on a hunter; probably the best matchup. While I was a fresh level 2 on floor 2, it did take a lot of volleys before it fell. But I got a nice leather armor and a wand of regrowth out of it. So generally more worthwhile than an animated statue.

But yeah, exiled knolls will attack from 2 squares away, with it wielding a spear and all. And spear damage can get up there. I suspect if I wasn't on a hunter, I'd probably ended up in the same fate.

[–] sirxdaemon@lemmy.ca 2 points 2 months ago (2 children)

I understand the buffs are to counteract the data on overall player win rate. In short, I believe balancing the potential is better for the long-term. But I get for the shorter, or at least current term, bridging and balancing may be better.

[–] sirxdaemon@lemmy.ca 2 points 2 months ago* (last edited 2 months ago)

The holy tome and the arsenal that it brings. It covers everything; from defense to offense, and utility like curse detection. I play with 5 challenges and the consistency the cleric provides in win rates is a cut above the others. Hunter and warrior are the next best. Wand of regrowth and ring of wealth are top tier. To give an idea of some of my extreme views.

[–] sirxdaemon@lemmy.ca 2 points 2 months ago (6 children)

What "favorite ferret"?

The crabs are arguably the bane of the sewers and I wonder if the new hermit crabs will further the crab ire.

Personally, I feel the cleric would be more balanced with nerfs, however, the recent buffs doesn't mean there can't be adjustments in the future.

[–] sirxdaemon@lemmy.ca 2 points 2 months ago* (last edited 2 months ago)

I think the Gnoll Exile is a step in the right direction in helping with the hump that is the sewers, that RNG can sometimes make it become. In effect, the boost is fairly insubstantial given that the gnoll has to actually spawn in the runs that spike problematic.

As for the other new spawn, it's gotta be a snake or fly. I'll take a stab and say it's not a fly. A rare snake spawn should have increased seed drop rate at the very least, which again would help with overcoming the sewers.

[–] sirxdaemon@lemmy.ca 2 points 3 months ago

So I tried leaving 0.875 scaling but changing to medium text size and it looks bigger than before. So going even smaller or super large is actually inapplicable to my Goldilocks preference.

[–] sirxdaemon@lemmy.ca 2 points 3 months ago (3 children)

I think I had it at 1 scaling and small text size already. I'm at 0.875 and small at the moment. Comment text size could be slightly bigger and everything else is fine for me.

[–] sirxdaemon@lemmy.ca 2 points 3 months ago

The feature you were asking for has been added in the latest beta, v264. So you may want to check your app store if you're not on that version. Now, just to into Settings, tap on the three dots in the top right and there will be a "Display changelog" option.

[–] sirxdaemon@lemmy.ca 23 points 3 months ago

Perhaps they were alluding to the expression, nothing is written unstone.

[–] sirxdaemon@lemmy.ca 1 points 3 months ago

Turning that off does make the link work again. But I'll turn it back on since I prefer list view anyways.

Also, could you take a look at highlighting of new comments? It still doesn't seem to be working for me. I'm not seeing any comment highlighting whatsoever.

[–] sirxdaemon@lemmy.ca 1 points 3 months ago (2 children)

It's fixed with the example above but it's still broken for other unresolved pictures like this one in v255.

 

Thought I'd make a post with my criticisms for the priest, to be fair to the pally. I still think priest is superior at this point in time.

Holy Lance needs to be rebalanced to 3 charges. There's just so many better and cheaper options. Even at 3, I don't know if I would use it much to justify taking.

I wouldn't mind a nerf to Hallowed Ground. I'd still take it to +3 at 3/4/5, as opposed to the current 3/5/7 area of effect. Even without a sandals of nature, it's worthwhile.

Mnemonic Prayer is very versatile but I would rather invest in Cleanse. I will use Cleanse much less often but the value proposition is, to me, better. The main value I've seen is with scrolls of mystical energy and targeting enemies.

Radiance is okay I guess. I rarely use it but there was a usage bump in the halls, mostly as a supplementary light source than an emergency escape.

I forget to use the free Guiding Light the vast majority of the time. The damage scales and in some ways it's better than the paladin's exclusive, but I like the paladin's more.

4
submitted 6 months ago* (last edited 6 months ago) by sirxdaemon@lemmy.ca to c/pixeldungeon@lemmy.world
 

How would you feel if Recall Inscription's inability to work on upgrade scrolls was extended to enchantment stones?

I think some nerfs to certain spells would make the cleric more in line with other classes. I wouldn't say the spells are broken, but the number and variety of spells gives the class a versatility and survivability that, in my opinion, currently leads the other classes.

You're generally going to get an enchantment stone at least once a run, provided you're checking for secret rooms. Probably 2 or 3 if you get a ring of wealth, or lucky weapon. Having 4 or 6 enchantment stones is a luxury only the cleric can have fairly easily.

EDIT: This spell is kinda bonkers with a scroll of mystical energy. Even at Recall Inscription+1, the 9 turns of recharging gives ~~enough~~ 2 charges to your tome that you can use RI to eke out more charging ~~for free~~. Optimally, you'd have RI+2 and use it after mystical energy has ended.

Heck, I wouldn't mind if RI had a special clause against recharging your tome; like the thief's Mystical Meal talent.

EDIT2: You can also use Mnemonic Prayer to eke out a bit more; provided you're a priest and invested in the spell.

I think I would just hard nerf RI to just runes and rule out stone of enchantment. But then many will probably complain.

 

The priest's description says the Guiding Light debuff can also be triggered by allies, wands, and some artifacts but I haven't seen any wands or allies triggering the debuff on mobs. Is this a bug?

 

I walked in on a gas filled chamber with Cleanse and the gas was chipping down my shield 2 ticks a turn while the Cleanse effect was up. The tooltip for the effect said it prevents all negative effects so I'm wondering if this particular scenario is working as intended. If environmental effects aren't included, maybe the description for Cleanse's effect could be more verbose?

EDIT: On v3.0beta2.3

EDIT2: I'll piggyback this as well since they're also priest mechanic questions. Radiance currently affects mobs within normally vision range but may not be targetable due to level darkness. I was able to hit two mobs on floor 22, despite them not being "visible" to my character; per the spell's description.

9
submitted 6 months ago* (last edited 6 months ago) by sirxdaemon@lemmy.ca to c/pixeldungeon@lemmy.world
 

Who do you prefer at the moment?

Personally, it's the priest for me. Why? In short, the skills are better, in my opinion. As a fan of metamorphisizing to get rejuvenating steps, Hallowed Ground is my jam. Holy Lance looks spiffy as well. I haven't even used it yet because I've spent more time playing the paladin—to try and understand how to leverage their skills, since I expected this to be the worse counterpart at the moment.

I'll outline my beef with paladin talents. Lay on Hands is redundant because Bless+2 mostly outclasses it. And I presume many already invested 2 in to Bless, so why spend 2 or 3 on LoH? Yes, you can stack LoH up to 3 times for major shielding but alternatively, those 1 or 2 charges over a Bless could be used to help finish the boss/champion. LoH also doesn't give the bless buff which increases accuracy and evasion.

Aura of Protection is nice but again, I tend to defer to Bless; when fighting with a guardian or ghost. You should be avoiding situations where you're engaging more than one mob at a time and once your companion has the enemy's attention, you typically don't need a buff at the same time. You probably have Bless at +2 already and it only costs 1 charge, limiting AoP's attractiveness.

My main problem with Wall of Light is its cost. It should be buffed to 2. I would opt to use WoL when I can knock a mob down a chasm, but why would I when 2 Sunrays typically do the job for 2 charge? Yes, you can also use the wall to block off an escape but the skill is still very situational—you also can't control its placement—that I think the charge should be reduced to 2.

And lastly, Smite. I kinda feel like if this was rebalanced to a 1 charge skill, paladin would be much more competitive with the priest. It's often a 1HKO with heavier weapons, but I find it's more consistent with Sunrays, or Bless for weaker mobs. Smite shines if you have something like a lucky or projecting weapon, but those are few and far in between.

As a priest, Holy Weapon and Holy Armor are pretty much obsolete, but they're retained and fairly useful as a paladin. Nevertheless, I'm still squarely team priest, presently.

EDIT: Forgot to mention the challenges I play with, which plays a role in my valuation of different aspects. Hostile champions, badder bosses, on diet, swarm intelligence, forbidden runes.

 

I'm curious if there are people that consistently get this. And why?

Personally, it's pretty much a tie between this and the chaotic censer for my least favorite trinket. At +3, even in the demon halls, I felt the number of traps was lacking, in comparison to how useful other trinkets are. Maybe if the trinket also took trap area of effect into consideration and spread the traps out to provide more entire dungeon coverage, the current number of traps it increases wouldn't feel so meager.

Part of the problem is the trinket doesn't synergize as well as others. Even on a rogue and a talisman of foresight, it felt lackluster. I imagine it'd be more trouble than it's worth outside of those circumstances.

Or am I totally wrong on this and there's something I'm missing? I mean, the thing has remained unchanged since trinkets were introduced; about 5 months ago. Perhaps for a reason?

 

Would be nice to have a user's instance displayed in the results on the user search page. I was glad to see the change for the feed and post page and it would be helpful to be able to distinguish who's who at a glance. Particularly when you're trying to find a specific user and there's multiple accounts across instances with the same nickname.

 

Maybe evaluation on the adjusted censer is premature but I still feel the trinket is not worthwhile. Even if I knew exactly when it's about to fire off, it still seems too inconsistent to pick over others.

While the censer probably won't fire directly on top of a scroll or potion, they can get caught up in the path of a firestorm/icestorm. Even if the censer doesn't shoot when you're in the shop, it could fire right by the door and end with the shopkeeper leaving.

My priority with the trinkets is to improve my win rate. The risk/reward ratio is not good. The reward feels meager and the risk, while I guess manageable, doesn't compare with other lower risk yet higher reward trinkets.

I think for it to be worth picking, you would need to have warning before it sets off and have a clue as to which gas. It's a censer that takes a while to shoot out; I think it would make sense that you'd smell it before it's dealt.

But that's just me. Anyone really liking the censer? Are there strategies for it? Only thing I've got is throwing items at the grass squares adjacent to the point of impact since they can keep spawning grass for a couple of turns, depending on where the gas landed.

 

I'm curious as to why the distant well remains in your adventuring notes after you've opened the door to the connected room. Is there any use to the rooms after you've looted the treasure? The other wells are removed from your notes after they're used up.

3
submitted 10 months ago* (last edited 10 months ago) by sirxdaemon@lemmy.ca to c/pixeldungeon@lemmy.world
 

I'm curious on people's thoughts on the censer.

Personally, it's too random for me to warrant picking. It can set off in narrow corridors, making that the highest priority and danger. It can fire off in a shop, so now I'm thinking of dropping it off before the door. It can activate while you're eating and you could be caught in a paralyzing cloud for any mob to clobber down on. Any potions or scrolls on the ground, along with other destructibles, are vulnerable to firestorms or icestorms that come willy nilly. The durational activation means it doesn't jive with speed builds. It can be fun to try out at least once but not my cup of tea.

Maybe if there was a warning before it's set off, or you could inspect it to get an idea if it'll fire off soon, I might give it another whirl.

 

Maybe something you picked up recently? Or something you found that was a game-changer.

Personally, I'm doing 5(HC, BB, OD, SI, FR) challenge runs with okay success and am looking to upgrade to 6.

 

With the option enabled, you can see post downvote tallies as well but it's displayed as a ratio. Unless I'm forgetting or just missed it, I haven't seen anyone comment on it either. Good or bad.

Personally, I don't like it and would prefer separate numbers for the upvotes and downvotes. The ratio stands out. Not just within Connect UI but also compared to other platforms' design. Separate numbers would make the UI more standard and also reduce the extra spacing to make room for the height difference.

If you completely disagree, that's totally valid and I'm actually more curious to see these comments, for perspective.

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