sirxdaemon

joined 2 years ago
[–] sirxdaemon 1 points 4 hours ago

Yeah, I would use a levitation potion and wait until it ran out so I would fall directly down the well.

Something related I learned is plunging down without any aid on the first or second floor. The damage is minimal and you should be able to recover the loss easily in the beginning. Just make sure you have like 3/4 health. It's a bit riskier on the second floor because you could get unlucky with crabs or champions on the third floor, if you haven't healed up before exiting the room.

[–] sirxdaemon 1 points 4 hours ago

Your normal weapon damage doesn't list surprise attack damage either. But I am making the assumption that there's extra damage with a surprised lunge since that may simply not be the case.

Regardless, there's still use for lunging through doors. Because of the fast movement of crabs, sometimes the only way to lunge at a crab is by backing out of the doorway and then lunging. It's also useful against projectile champions. By lunging through and then backing behind the door, you'll get a surprise attack in versus waiting for it to reach the doorway.

[–] sirxdaemon 0 points 11 hours ago

Either I didn't read that or forgot about it. Thrown weapons seem fine to me so I'm curious how they'll change. And this isn't like a tweak but a more comprehensive overhaul.

[–] sirxdaemon 1 points 12 hours ago (2 children)

Doesn't that increase the attack lunge does?

 

Post your nugget of info and hopefully we can all learn something new!

This is somewhat recent but I want to mention this for other players like myself who wasn't aware. You can surprise attack using a 90 degrees wall bend and a reach weapon. Specifically, leading a mob around the bend and attacking once you see it again. You do need to hug the walls on the last two tiles of the bend and then you're free to keep hugging or move diagonally. Obviously, this isn't meant for square rooms and similar right angled walls but ones where you can escape line of sight to make the surprise attack.

[–] sirxdaemon 2 points 2 days ago (1 children)

Personally, I'm flexible with changes to the challenges but I imagine some might be up in arms if changes were made here. Maybe as additions; we've been getting new classes and mobs, why not challenges? I think I like Curses the most but this just empowers the cleric even more and I'm of the opinion that the class should be taken down a peg or two. Hostile Lands seems like a good newbie challenge but could also be annoyingly run-ending early on. I would think the mage would be, next to hunter, best suited for Fragile. Duelist tears.

[–] sirxdaemon 2 points 3 days ago* (last edited 3 days ago) (3 children)

To be fair, when you're playing multi-challenges, particularly 9, the other classes get crippled as well; not just warrior. Barren Land and hunter for example. But I agree, warrior is pretty decent without FIMA.

I don't think much will change since the dev has mentioned the game isn't really balanced for multi-challenges. But he was open to tweaking the warrior after the rework and now is probably a good time to tighten the class. So maybe if you present a more thorough case, something could change.

3
Lunge through doors! (self.pixeldungeon)
submitted 3 days ago* (last edited 3 days ago) by sirxdaemon to c/[email protected]
 

I knew you could do a lunge attack, with the duelist, with blind spots; like if you can't see a mob that's behind some tall grass, a stone pillar, or you're in a garden, but I just realised you could do the same through doors. This will help with managing the sewers, crabs in particular. I assume door lunges should benefit as a surprise attack as well.

9
Vote history? (self.lemmyconnect)
submitted 6 days ago by sirxdaemon to c/lemmyconnect
 

Just saw a post on the voting history that Voyager has as a feature and I think it would be neat feature to adopt. Even for users like myself that makes use of user tagging already, I think it would still be useful and complimentary.

This may also provide a bit of a framework for different requested feature, a history of your upvoted and down voted posts. I didn't use it much on Sync for Reddit but it was situationally useful.

[–] sirxdaemon 1 points 6 days ago

After you opt to join, the prompt window in the Play Store mentions it takes some time to get enrolled. Usually it's a couple of minutes but sometimes it takes a few hours.

[–] sirxdaemon 1 points 1 week ago* (last edited 1 week ago) (2 children)

This was an issue in v1.0.269. It has been fixed so you just need to update the app. You may need to join the beta if you don't see an update option. Joining the beta can be done on the Play Store or App Store of your device.

[–] sirxdaemon 1 points 1 week ago (1 children)

It seems if this specific change was intended as a buff, it may be a bit of a nerf. Now, when you have just a few points of shielding after a fight, you hold a meagre shield rather than going into reset right away. On the other hand, if you had most of your shielding in tact, that means the fight was ideal and minimal damage was sustained. And you would get a reduced immediate cooldown previously. It just seems like the worser case scenario got worse and the better one got rewarded.

Just thought I'd provide some feedback and I'm not looking for any change or reversal. It was manageable before and I'll manage with the current mechanics.

[–] sirxdaemon 1 points 1 week ago* (last edited 1 week ago)

Personally, I don't see it as clashing. The gladiator is the more active sub-class and currently, in the situation where you're about to kill an enemy but your shield is up, strategically, you should not end the combo and be in search for your next fight. Your shield will be in cooldown but you have combo built up ready for a finish and reset. The gladiator should be played differently than the berserker.

But the change you proposed shouldn't be game-breaking and it'll make some players happy so I'm not opposed to it or anything. It's probably a good change.

[–] sirxdaemon 1 points 1 week ago

I think overall the change is supposed to be a buff in terms of the damage mitigated by shielding; in total. You do have to actively manage it, to leverage the benefits, as opposed to before. It does require a shift in gameplay and tactics. I like the change because it seems more powerful overall; provided you min-max.

I agree with the other comment that the gladiator may be able to better exploit the change through Lethal Defense.

One thing I found interesting is the shielding doesn't degrade over time as long as an enemy is in view. This can be useful if you're farming/levelling and there's a room with a piranha pool in the middle; giving you a bit of control if you disposed of a mob and took minimal damage.

Certain trinkets are more useful now, if say you got them through the random selection. I'm thinking of the vial of blood in particular. At +3, 10 dew gives pretty much a full heal. I imagine 5 would be enough to help hover around 50% health. I haven't gotten the vial on a recent warrior yet so I can't confirm. But 5 is quite easy to obtain.

[–] sirxdaemon 1 points 1 week ago

Do you give it gin?

4
Spawning hermit crabs? (self.pixeldungeon)
submitted 2 weeks ago* (last edited 2 weeks ago) by sirxdaemon to c/[email protected]
 

Maybe hermit crabs could be spawned intentionally? Say, a sewer crab has a 10%(or maybe 25) chance of fleeing when at 50% HP or lower. When the crab finds its way next to a barrel, it takes a turn before turning into a full health hermit crab.

This change would let the player decide whether to permit the transformation, provided they have the means to take down the fleeing crab, and gain a risk-reward scenario. With the abundance of barrels, if you're taking on a crab next to some, the fight could escalate quickly.

Each spawn rate in this way probably needs to reduce the flee rate by half to limit farming.

 

I'm curious what people think of the new obstacles like barrels, cages, etc; that block ranged attacks.

I had a run with the hunter before the adjustment that reduced the spawn rate of barrels and whatnot and even then I didn't really mind the reduced range freedom.

I would surmise that the new barriers may be a net negative to ranged classes. Particularly with multiple challenges; kiting obstacles reduces resources and may result in bringing another mob to the mix, as opposed to simply pelting from afar. But there are also instances where the obstacles are a boon.

One positive that the average player may not realize is the reduced time in finding secret rooms, since those rooms can't be behind all of the new barriers.

I'm thinking the obstacles may also ever so slightly reduce the rate you're encountering mobs since the obstacles will reduce their traversal time between rooms.

9
Translate feature? (self.lemmyconnect)
submitted 3 weeks ago by sirxdaemon to c/lemmyconnect
 

Wondering if there's any plans for adding a translate feature. I use Fedilab for Pixelfed and stuff and it has a nifty translate button. Sure, it's not that hard with text copy and I have a translation app installed for a reason. But I'm lazy and tend to ignore stuff in other languages until I found out about the in-app feature. I'm not sure if many Lemmy apps have in-app translation so it could be a stand out feature. And Fedilab being open source may help with implementing the feature here.

3
Custom font size option? (self.lemmyconnect)
submitted 1 month ago* (last edited 1 month ago) by sirxdaemon to c/lemmyconnect
 

The recent text bump seems to affect list view and I'm not sure if it's necessary; as it is for card view. I think the point of list view is being able to quickly view information that while is condensed, remains readable. Because of the size bump, I bumped the text scaling down a notch to 0.875, which makes the feed font size look as it was, but also reduces comment text size. It's still readable to me but is smaller than I would prefer and am used to.

There's a bunch of things that need to be taken into consideration in regards to how the UI is changed with different user-selectable font sizes, so I can understand if this is not implemented anytime soon. Or maybe just adjust it for list view and call it a day?

EDIT: Or am I crazy and it's the same size as it was for list view? I'm not sure.

7
[FIXED]Mark read broken (self.lemmyconnect)
submitted 1 month ago* (last edited 1 month ago) by sirxdaemon to c/lemmyconnect
 

As a secondary button, tapping on it does nothing. And other methods, including viewing a post's picture and just viewing a post. This is on v264. I think I first noticed this a few versions back.

I'll post this minor one as well. If you have 4 secondary buttons set, sometimes a sticky post will have its overflow menu button clipped on the right and goes off-screen. Screenshot showing two sticky posts with its overflow menu buttons not appearing on screen.

11
submitted 1 month ago* (last edited 1 month ago) by sirxdaemon to c/lemmyconnect
 

Links aren't opening when tapped on if you have either card view set, in v254.

Example post.

For affected users, you may want to temporarily switch to a list view until a fix is implemented.

Initially reported by i_am_not_a_robot.

8
submitted 1 month ago* (last edited 1 month ago) by sirxdaemon to c/lemmyconnect
 

I'm curious how stickied posts in MultiCommunities are handled in other apps. I don't believe Connect is the only app that has this feature. Are they still posted at the top and you potentially have to scroll through a lot if you have a lot of communities added?

Currently, Connect doesn't put them at the top but rather chronologically, by your sort method.

I think it should remain at the top but if, say, the total number of stickied posts in a MultiCommunity exceeds 3, it's collapsed into a single option to open up a new page with all stickied posts.

4
submitted 1 month ago* (last edited 1 month ago) by sirxdaemon to c/lemmyconnect
 

I think it was working fine previously but I just noticed in v252 that when you try to block an instance, it blocks the instance of the poster rather than the community the post was made.

4
Post overflow menu cleanup? (self.lemmyconnect)
submitted 1 month ago* (last edited 1 month ago) by sirxdaemon to c/lemmyconnect
 

The post overflow menu includes separate options to view the user and community for the post. Perhaps this could be removed since the option to do so are available outside of the menu and I imagine few people are using it. But I could be wrong, if people think it's useful, please chime in.

Also, if the share button is selected as a secondary button, the option should be removed from the post overflow; the save button does this.

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