sirxdaemon

joined 2 years ago
[–] [email protected] 1 points 2 months ago (1 children)

I prefer the monk and like using meditate but did not know about that combo. Will have to try it out next time.

[–] [email protected] 0 points 2 months ago

Personally, I think balancing the potential is future-proofing because sooner or later, exploits will be adopted. But in reality, oftentimes a wait and see approach is used when there's a lack of current data to indicate an issue.

[–] [email protected] 2 points 2 months ago

Yeah, I forgot about that. I just remember there were some pertinent parts and quoted it.

[–] [email protected] 4 points 2 months ago (3 children)

Dev comments in their plan for this year has relevant points that I'll quote here.

Halls Quest

While I don’t want to make the game overly long, a bit more gameplay at the tail end of the game is sorely needed to give players a bit more time with finished builds and time to make use of armor abilities. I have a few ideas for interesting quests that could test an endgame character.

Alt Paths?

Another common request is to have more dungeon floors, but just adding more risks making the game too long. An alt path could offer new environments and enemies without making the game directly longer. This would be a huge time commitment though, so I’d only really consider it when ShatteredPD is otherwise finished.

Endless Mode

Some form of endless mode is a very common request. This partly ties in to the last region of the game being the shortest, but also there’s just a desire for players to see how far they can get with strong character builds. I have a few loose ideas for how endless might work, but want to focus on other things like new quests first.

[–] [email protected] 1 points 2 months ago

Toxic gas feels out of place. Corrosive gas has a DOT and Cleanse will remove. It seems like toxic gas doesn't get dealt by Cleanse for technical/programming reasons rather than thematically. Toxic gas could become a DOT and be inline with corrosive gas. Poison is a DOT so I think toxic gas being a 1 turn DOT wouldn't be a stretch. Now that I think about it, toxic gas is like the only one without a status effect.

[–] [email protected] 1 points 2 months ago (1 children)

Ah, I see.

In that case, maybe having that part as a separate sentence and saying hits from allies, wands, and artifacts can benefit/take advantage of the spell may make it less confusing.

[–] [email protected] 1 points 2 months ago (2 children)

Cleanse removes the the aflame effect and that deals direct damage. But I guess that has a personal status while the gas doesn't have one for Cleanse to nullify. Purity potions kinda muddy things since that will negate poison gas and I expected Cleanse could too since in some ways Cleanse is superior.

Regarding Radiance, maybe I didn't explain it well. The mobs that were hit were not technically visible to my character due to the darkness of the level. On level 22, your vision is reduced by 1 due to level darkness. When I used Radiance, the mobs were within my normal vision if there wasn't any darkness but my character couldn't actually see or target them before Radiance.

[–] [email protected] 1 points 2 months ago

I agree that instant cast abilities are versatile and quite helpful particularly in a pinch. I guess my stance is a matter of spartan efficiency; with the challenges and win rate I prefer. Lay on Hands isn't bad, I just prefer using Bless+2 and am too cheap to spend points on LoH.

[–] [email protected] 1 points 2 months ago (2 children)

I forgot about the insta-cast part, which is useful, but I'm still not convinced it's a worthwhile investment. Bless also heals your allies and costs the same—only at +3 does Lay on Hands give a bit more than Bless+2.

[–] [email protected] 2 points 2 months ago

Haven't tried Cleanse but I'll take it over Aura of Protection next time. I wanted to try it out since it's paladin specific but currently Cleanse seems like a better investment.

I agree that there's not only good defensive talents, but also offensive ones that help the cleric with survivability in the early stages of the game. It's really the higher number of options to deal with various situations that make it stand out in comparison to other classes.

[–] [email protected] 2 points 5 months ago

I prefer the getting the Geomancer since it can clear out the mine for me and save some time(hunger) having to mine, as well as find some of the rooms.

Once I spot it, I'll engage it right away. Clearing any mobs in the immediate vicinity first of course. If gnolls turn up during the fight, I'll take them out before reengaging. The geomancer's attack has a range so I'll lure any guards out of sight so the fight is easier.

But I don't bother clearing any rocks during the entire fight. Even with a sapper nearby. Typically, you can dodge either of his attacks, as well as the sapper's. Sometimes that's not the case. But I'll charge in and take the unlucky hits even without a backup, like chains or the hourglass. I play with 5 challenges and usually I'm not pressed for resources that I can spend the time to clear out rocks during the fight, but maybe taking a hit or two from the geomancer is an acceptable alternative. I think with more experience, you'll find the geomancer ain't so bad.

Be wary of standing by pitfall traps since the rock throw attacks can activate it.

I won't go down the dungeon if my armor is lacking. If I have mail+2 or better than I'm good to go. Maybe leather+3.

[–] [email protected] 1 points 5 months ago

I think an additional increase to the number of traps could be a buff to the trinket. Now whether that change makes sense, even I'm not so sure on. But when I commented on the number of traps, I wanted to speak on that which I felt was the main advantage to the trinket, as well as its weak point, in my opinion.

The trapped floors in earlier regions seem to have less traps than later regions. Maybe that's inaccurate and the later regions are simply bigger and the percentage remains. It seemed more sparse and later, denser.

This is one of the easier trinkets to level so I had it at +3 by the sewers. The floors that followed should've all had traps, aside from boss levels, if memory serves.

 

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 7 months ago* (last edited 7 months ago) by [email protected] to c/[email protected]
 

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.

-1
submitted 2 years ago* (last edited 2 years ago) by [email protected] to c/[email protected]
 

As far as I know, Lemmy Connect is currently the only way for individual users to block instances themselves. Sure, you can do this if you host your own instance but not everyone wants to go to that length.

Specifically, you'll need to go into Settings, in the app, and tap on Blocked Settings, and from there you can manage your blocked instances, as well as communities and users.

I want to also mention that Lemmy Connect has the ability to tag users. Super useful with all of the bad actors that are creeping in.

EDIT: Unfortunately it seems blocking instances is broken in the current version, 1.0.68, but the dev has been updating practically daily recently so I think there'll be a fix out soon.

EDIT2: And it's fixed.

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