sirxdaemon

joined 2 years ago
[–] sirxdaemon 2 points 1 day ago

I still haven't incorporated FIMA into my challenges, still at 5, but I think an accessible combo like this can help build my experience with FIMA on. But yeah, I imagine with 9 challenges or around thereabouts, this would simply be an option in a wide slew of tools that would need to be employed to survive.

[–] sirxdaemon 1 points 1 day 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.

8
Cleanse+Viscosity (self.pixeldungeon)
 

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.

2
Priest bashing (self.pixeldungeon)
 

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.

[–] sirxdaemon 0 points 2 days 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.

4
Recall Inscription nerf? (self.pixeldungeon)
submitted 3 days ago* (last edited 3 days ago) by sirxdaemon to c/[email protected]
 

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.

[–] sirxdaemon 2 points 4 days ago

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

[–] sirxdaemon 4 points 4 days 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.

[–] sirxdaemon 1 points 5 days 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.

[–] sirxdaemon 1 points 5 days 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.

 

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?

[–] sirxdaemon 1 points 6 days 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.

7
submitted 1 week ago* (last edited 1 week ago) by sirxdaemon to c/[email protected]
 

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.

[–] sirxdaemon 1 points 1 week 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.

[–] sirxdaemon 1 points 1 week 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.

[–] sirxdaemon 2 points 1 week 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.

9
Paladin or Priest? (self.pixeldungeon)
submitted 1 week ago* (last edited 1 week ago) by sirxdaemon to c/[email protected]
 

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.

[–] sirxdaemon 2 points 3 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.

 

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?

14
submitted 4 months ago by sirxdaemon to c/lemmyconnect
 

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.

4
Chaotic Censer feedback (self.pixeldungeon)
 

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 4 months ago* (last edited 4 months ago) by sirxdaemon 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.

view more: next ›