Pixel Dungeon
This community is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions.
Rules:
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1. No hate or adult themes of any kind: NSFW or illegal material, hate speech, personal attacks, harassment, doxxing, bullying, etc. are all strictly forbidden. Crude or offensive language should be kept to a minimum or avoided entirely.
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2. Posts must directly relate to Pixel Dungeon: All content posted must directly reference Pixel Dungeon or one of its variants in some form. Loose connections or similar nomenclature from irrelevant works do not count.
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- [MOD] - Posts by moderators about the community
- [DEV] - Announcements from a developer of a PD version
- [OC] - Self-made original content
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I love the new mechanics trinkets offer. However, it is odd that some trinkets provide direct buffs (like the one that increases enchantment rates) particularly when it's con of increasing curse rates can be completely eliminated by upgrading it, or the increased odds of dropping items from grass, while other trinkets are only situationally good, like the 13 leaf clover(inverts bell curve rng)and the one that increases the odds a level is the flooded or overgrown variant. I think that the idea of trinkets offering variability to runs is great, but when some trinkets are undeniably better than others, it promotes wiping runs if you don't roll the trinket you want, as well as making some trinkets almost obsolete. Fantastic work, but some tweaking needs to be done imo. Overall, though, it feels bad to complain about a game that is undeniably 10/10. Keep up the great work, man.
This is something that I'll likely address over time via balance patches, but the actual balance of something doesn't always match with player expectations. It's early so numbers are a bit rough, but so far the mossy clump has a MUCH higher success rate than the parchment scrap, likely because of all the extra seeds and dew it can generate. Rather than assuming what's best, I prefer to get some data in and balance against that and player feedback.
I think the trinkets did a really good job of balancing adding new stuff at the cost of taking away something else.
I think vegetation rooms are the problem instead of just the trinket itself, there's no downside to vegetation rooms, you just get more items and way more room to maneuver.
What about making it so vegetation rooms also increase the chance of fire traps or barricades that require potions of liquid flame?