Pixel Dungeon

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The buff wouldn't do anything, of course, except visually indicate they are immune to being blinded from Sunray again. I imagine there must already be a hidden buff behind the scenes that never wears off.

Sometimes in big fights I lose track of which scorpion I blinded, for example, and trying to blind it again several turns later can be disasterous.

I would understand if you feel it's balanced the way it is.

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ScrollPotion

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Hey everyone, happy Valentines day!

Back in December I estimated that v3.0 would be gearing up to release in late January or early February, so it's time for a little update! While I have missed that estimate, v3.0 is very close to being ready. I now estimate that it'll be releasing around the end of the month, maybe the very start of March.

Read the Full Post Here

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Bug report (self.pixeldungeon)
submitted 6 days ago by Drakokam665 to c/pixeldungeon
 
 

From my testing, after casting a scroll of anti-magic, the cleric is able to use a spell from his tome. Not directly, the tome will not open, but quick cast works normally, even though it shouldn't. (It shouldn't, right?)

Game version: V3.0.0. - BETA - 2.7

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The description mentions that it spawns furrowed grass if you haven't gained experience in a while and this is working with Hallowed Grounds, however I'm still able to get dew and seeds from Rejuvenating Steps.

I'll piggyback this one as well. I had Iron Will through metamorphosis and expected to have 2 shielding but the skill seemed to do nothing for me. This was beta-2.5 I think while the Rejuvenating Steps one is in 2.7.

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Hello, I'm Typing Hazard.

I've been playing Pixel Dungeon since something like 2012? 2013? I stopped when weapon durability hit, and only picked up Shattered about 2 years ago. I ascend just about every day, never play challenges because I don't like them and why would I ever do things I dislike? I like Sniper, I like Monk, I like Freerunner. The other subclasses are fine too actually. I don't really have a 'main'. I run 'em all. It's nice.

I've been playing nothing but Cleric since the beta (save the one Huntress run I did after the Shared Upgrades bonus was changed, but oops it was bugged and it was extremely broken lol) and have tried to really weigh the pros and cons of the subclasses against both what Cleric's main themes appear to be, and how this game treats other characters with similar roles.

Here's my TLDR -- Paladin has a high level of cohesion, a very directed and synergistic set of abilities and a powerful rework of the tier 1 abilities that define the subclass. Meanwhile, Priest has a series of tier 3 abilities that do not directly empower the others, don't really provide a meaningful tier 1 rework, and really just feels like a disparate bag of tricks that provide some fringe benefits to the stated goals of the class that don't quite land.

I'll drill down on these in a minute but I feel it's a good time to post the standard disclaimer about how this really is just the opinion of a regular player. I'm open to disagreements here, I'm usually pretty glad to be wrong about the power level assessment of a given subclass in the game (when I first picked up Sniper I thought it was a pile, but it turns out I just had much to learn).

Even before Paladin came out, my strongest Priest runs were never wand-based. They were nearly all melee runs; the tome didn't have increased recharge yet, and running out of charges meant you were literally a completely unskilled character without a single passive skill to assist you in combat, so with charge management being constantly front-of-mind I habitually played Priest like the tome was just a big "in case of emergency, break glass" box and fell back on strong armor and melee weapons to get by.

When Paladin hit, that strategy was rewarded in spades. The tier 1 abilities come surging back; Holy Weapon powers up Paladin's Smite, which in turn boosts its duration (all skills do this of course), and Aura of Protection works directly with Holy Ward to grant a ton of damage reduction. These all stack with your existing glyphs and enchantments, empowering Paladin to be a real force in melee range.

Returning to Priest after seeing how effective and deeply synergistic Paladin is, left me feeling like Priest goes wide with its strategies - maybe a little too wide. Holy Lance is potent, but very... balanced for fairness. 4 charges and 50 turns is a lot of spam prevention and given what happens to a Priest when their charges are spent, I'm not sure the 50 turns is warranted as you'll pay through the nose if you let yourself spend all your charges on a couple of Lances.

Hallowed Ground is awkwardly stronger for melee focused characters than ranged; it permits an opportunity to put space between you and the mobs, but it also messes up line-of-sight by letting grass pop up everywhere and it confers shielding as long as you stay in the consecrated area, so its full bonus requires you to maintain a certain distance from the target(s) you're trying to get space from. The shielding and grass work very well for a melee character as gaining shields while giving you multiple ways of surprise attacking can be quite powerful, but when you're trying to maximize your distance while being able to see what you're actually shooting at, it gets awkward. We have a workaround in Divine Sense but now we're talking about spending 4 charges on this strategy, and spending 4 charges to not just one-shot something with Holy Lance warrants a lot of thinking, because spending 4 charges is very costly.

Mnemonic Prayer is one of those tough-to-evaluate skills as it can extend some of the more fundamental mechanics in the game. I get the sense that there are lots of yet-to-be-discovered interactions with it that go beyond just boosting buffs on yourself or extending the duration of various debuffs on enemies. More to the point though - it's not Cleanse. Cleanse is a house of an ability. It might be the strongest tier 3 ability in the game; wiping away status ailments and gaining 30 health is very strong. It compares directly to Meditate, as it encompasses several of its functions, and apparently trades recharging for instant speed, which feels like an amazing trade. Both Priest and Paladin have utility skills that rarely feel worth taking over Cleanse, which makes it significant over most of the rest of the tier 3 "generic" class abilities - I don't often find myself prioritizing the shared tier 3 abilities of classes unless I have some super-strong undeniable reason to grab one over a subclass ability. With Cleanse though, I feel I have to have a really compelling reason not to take it, and even then it probably still gets at least the one leftover skill point you have left after drinking a Potion of Divine Inspiration and maxing 3 other tier 3 skills.

More than just the tier 3 skills of Priest though, the Tier 1 rework isn't giving much power to Priest. Guiding Light itself doesn't deal much damage, but it's not meant to, it's meant to Illuminate a target which in turn confers bonus damage to wand/artifact/ally usage and guarantees a melee hit. The actual benefit of this bonus damage is a little hard to quantify without getting spreadsheet-y; is a single hit of flat damage equal to Priest's level worth the incredibly low damage turn of using Guiding Light? A lot of the time it's as fast or faster to use your offensive wand twice in a row, and the number of turns you spend until you've dealt lethal damage is important since that's time the enemy has to close in on you. In a way it compares unfavorably to something like Wand of Magic Missile, which is a modest damage source on its own but also grants extra levels to the wands in your inventory - so they get more damage and bigger effects.

Another unfortunate issue with the Priest's tier 1 rework is that it doesn't really apply to as many skills as Paladin's. When Paladin buffs Holy Weapon and Holy Ward, I have a tome full of spells that will do work for me throughout the entire dungeon. When I open it I don't really have any "dead" spells, I haven't over-leveled to the point where the tier 1 spells just aren't applicable anymore. It works a lot like the other active ability menus for other characters; Gladiator and Monk gain all their active abilities at once and they all have their use cases. Priest's rework enhances Guiding Light and the passive Illuminate status, but Holy Weapon and Holy Ward just fall off. They're still in the tome, but rarely if ever will they come back into play. They're largely forgettable, which is a shame as Guiding Light itself doesn't really have that much use in the later stages of the dungeon or during ascent.

My Priest runs where I've tried to lean into the long-range aspect of the class have left me feeling like the support just isn't there. Holy Lance is strong but expensive and infrequent, Hallowed Ground is half-help and half-hurt, Mnemonic Prayer is not Cleanse.

I hate to end with a series of suggestions, because I'm not a game dev, so I won't do that. I know that there is some kind of data collection involving who succeeds with which characters and what gear and so on, and knowing that is probably more informative of what skills "need" altering, if any - after all this isn't a series of objective observations, just my experience and feeling after running nothing but Cleric since the beta hit. So I can't propose a solution and it would sound trite if I did anyway; but I am definitely interested in a dialog with some other players here about how they feel about Priest and Paladin, and how their relative power levels measure up to each other, and what if anything they would agree or disagree with.

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I'm playing with challenges so no special plants Spawn in any hidden gardens. If the door is hidden you know it is a hidden garden but I completely forgot if it was originally hidden. So is there a way to differentiate the two? I may have to look into the source code to even figure it out, if no one has an answer.

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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/pixeldungeon
 
 

Talents:

I had a +10 Vampiric Katana, which was doing real work with the +5 Ring of Arcana.

During the run I found and ID'd a Grim weapon and Ring of Haste plus a bunch more. (Scroll of Divination is great for "finding" all rings for Trinity.)

I was using Grim for the entire ascent, one-shotting almost everything. First blind them, and then when they step into range, you get a guarenteed hit. That was killing almost everything with Grim. With Ring of Energy +4, I never once ran out of armor energy. The Heroic Energy talent was also key.

When I had to fight a scorpion, I could activate Spirit Form for Ring of Haste and chase them down with ease.

It was honestly one of the easiest ascents I've ever had. The flexibility of Trinity is really cool.

During the descent, I used it a bunch for thrown weapons to soften up blind enemies from a distance since I ran out during the run.

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Pro tips for challenge runs (self.pixeldungeon)
submitted 1 week ago by Lildef to c/pixeldungeon
 
 

Any tips for a 5 challenge run? What potions are good for later bosses? Also in faith is my armour is should i still swap my armor when im strong enough to make it? Many thanks

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Just yesterday I released another beta round for Shattered Pixel Dungeon that added the Cleric's 2nd lategame armor ability!

Trinity is a supremely flexible ability that lets you access the effects of equipment you've found previously in your run. It is currently a little buggy though, I expect to be fixing that shortly.

I hope to get the 3rd ability online this coming week, and then v3.0 will finally be content-complete!

(Image Description: An interface screenshot showing Trinity being used with three different effects imbued into it. There are three large buttons with icons and text that let the player choose which of the three effects to apply. )

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If you shoot an empty wand at a mimic, it will show an hp-bar above its head without "waking it up"

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I was thinking, how will the bosses be defeated easily, especially on the black mimic?

!Do you think that the wand at the bottom was added in the base version?!<

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The current wording for LoH's description says it can stack up to a maximum of three casts worth of shielding. With LoH+2, I casted Bless+2, followed by 2 LoH, thinking I could cast a third, but this simply resulted in a used charge while I remained at 45 shielding. A slight tweak in the wording—something like, "Lay on Hands can be cast repeatedly, applying up to a maximum of three times the shielding"—would be helpful I think. I remembered the "three cast" part so I was confused initially.

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(Experienced Pixel Dungeon)

Yeah, winning SPD is cool, but so is seeing the big number go up

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You may be surprised to know that Cleanse will remove all stacked viscosity damage, or at least I was when I found out. That's quite a boon for the common Viscosity and something to consider the next time you get that enchantment. It can be particularly useful if you play with the Faith is my armor challenge.

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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.

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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/pixeldungeon
 
 

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.

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Did it! (lemmy.sdf.org)
submitted 2 weeks ago by [email protected] to c/pixeldungeon
 
 
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Hey folks,

The beta for v3.0 contines, and the Cleric is inching closer to release. I've also made some improvements to in-game visuals recently too! Here's a look at Shattered Pixel Dungeon's new title graphic that I just added to the beta a couple days ago!

Just like the splash arts, this title is made by Aleksandar Komitov, and is an attempt to improve the title quality while keeping true to the original design. There's still a 3 line version for portrait users too.

(Image Description: Shattered Pixel Dungeon's new title graphic in an animated GIF. The text has glowing etches in it, and two green pixellated flame effects on either side.)

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I just walked past a Prison Guard who was in deep sleep from a while ago. Out of the shadows came another Prison Guard, so I cast Sunray on him and then threw a spear by double-tapping the quickslot, assuming it would target the one I had just targeted with a spell, but I instead turned around and threw it at the sleeping one.

This is very counterintuitive. Casting a targetted spell at any enemy should make them my current target for other spells, wands, and throwables.

I have the same issue with Guiding Light.

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A man can dream...

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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?

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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/pixeldungeon
 
 

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.

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