Hmm, that sounds kind of like the huntress bow
I wonder, will the huntress bow also get reworked to have something unique to it?
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Hmm, that sounds kind of like the huntress bow
I wonder, will the huntress bow also get reworked to have something unique to it?
I really don't think this is going to invalidate the bow. It's just going to make thrown weapons useful in more contexts, but 3 shots with more overall durability is not the same as infinite shots with 0 needed investment.
Are you planning to adjust damage and upgrade scaling for throwing weapons? Right now a highly upgraded throwing weapon is ultra powerful. Having 3 of the same one for the same investment would be a significant buff to that play style.
There’s a diminishing returns effect with throwing weapons where having a lot of them isn’t that useful unless your enemy is immobilized somehow. But having 3 that you can throw while an enemy is closing would be very strong with upgrades. You could potentially just be using a stack of upgraded throwing weapons for the majority of your fights and only need to worry about large numbers of enemies.
a few of them are selectively getting damage nerfs, but no overall nerfs planned yet. I agree this is something to keep an eye on.
I think I agree, infinite bow shots are still powerful and can kill piranhas etc easier compared to throwns that need to be picked up after use (often wasting turns in dungeons). The only way for throwns to powercreep bow is if each thrown stack is like 15+ pieces. I think 6-10 per stack is enough?
However, I also agree with others that telekinesis is too expensive. The energy costs are high and it could've been used for powerful scrolls and potions. When thrown weapons scatter, like force cube dropping everywhere as I need to target multiple foes, we'd need telekinesis to target multiple tiles and rooms and the "thrown weapon build" becomes too expensive to be worth it. I think telekinesis needs to be cheaper to allow thrown SoUs to shine. The only other use for telekinesis is grabbing the 4 chasm keys, but we still need float and that hidden room is rarely worth it.
The only mild success I had with thrown builds is probably boomerangs as they return to you without telekinesis. I think there's another big problem with thrown + telekinesis, I'd waste turns in combat picking up weapons with tele. If telekinesis usage is instant, then other thrown weapons could come close to boomerang's turn economy/dps. Wands and other weapons also don't have this slowness problem, which is why it's never enticing to upgrade thrown weapons.
Thrown weapons getting really awkward to use once you've thrown them all is sort of the point, and I don't want to let the player totally circumvent that with telekinesis. Wands are similarly awkward when out of charges, as recharging happens slowly over time.
It's entirely possible to buff the spell a bit of course, but I don't want it to end up as an instant cast that hits an AOE, as then it's just totally invalidating one of thrown weapon's major drawbacks.
Sniper will definitely need a mini-rework. The ability of any character to enchant a stack of throwing weapons takes away the purpose of the Shared Enchantment talent.
Ohhh this change is good. But this makes telekinetic grab even worse than before I think 😅 before you only need to grab one thrown weapon, but now there's multiple... any plans for making telekinetc grab cheaper? This spell could really use improvements
Telekinetic grab already grabs all items attached to an enemy or on the ground.
this seems like it will make huntress' bow completely pointless (unlimited ammo woo), careful with how you continue onward
That's something that was always needed, come to think of it. So far the only way to trigger status effects would be wands, stones and scrolls, but for non magic classes these could be harder or have some barrier of entry of some kind.
This is a great addition! Finding upgraded/enchanted thrown stacks makes it enticing to invest SoUs further to make em unbreakable. I especially love those thrown weapons with unique effects and debuffs, instead of just pure damage weapons. A badge for +15 thrown weapon run would be great, a lot of new players don't know you can actually upgrade them, and it adds variety in runs to try out new things!
Can we also have buffs for darts in this update? We could make it viable to dump SoUs on them. A lot of them are not worth the seed+gold cost, save for a few notable ones. I think paralysis, incendiary, and mayyyybe displacing is already good (though the fact that they can miss makes them unreliable crowd control options). But it's often difficult to justify using the rest. The duration of chill/adrenaline dart is too short, and shocking dart deals tiny damage. In these cases, it's always better to save the seed and just get rid of the enemy with thrown/wand/ability/items/etc. Poison has many immunities, and rotberry/healing/holy dart consumes precious resources and they're not impactful enough in dungeon runs (when compared against their opportunity costs). Sungrass seed is always used as my featherfall + food + heal, and starflower is for blandfruit level ups. Cleansing dart has no uses, the single enemy who uses buffs like adrenaline necromancer will spam it so much that it's not worth the dart usage to clear their buffs.
If possible I'd love for additional roguelike ascension / fun challenges too that don't take away gameplay like barrenlands. The only challenges I activate nowadays are badder bosses + champions unfortunately. Sometimes new enemies, items and challenges like "+20 pick run" makes me and friends revisit the game every few months. Thank you so much for the updates Evan!
Are darts dropable in game or only purchasable from vendors? I ask because I don't think I have ever had them drop if they can.
Darts are only from shops. I sometimes buy them if they sell paralysis/incendiary, or if I have the seed to make them! Those can be a little bit useful especially in high challenges, but saving money for heal potion etc is usually preferable. The rest of the darts are meh and not worth the costs (you need to re-tip the darts with seeds after each use). Even with cleric's lategame trinity ability among other things, from my experience I can't justify using these other darts, but that's just my personal opinion
The crossbow is what really makes the darts good. Many of my duelist champion runs end up being crossbow dart runs because all of the enemies die before they can get in range of my other weapons. Iirc a +8 crossbow makes untipped darts shoot for like 10-50, and being able to do that with up to 8 infinite durability ammo is cracked
Darts are staying as non-upgradeable I'm afraid. they don't really use this new system and are still all stackable into one inventory slot. buffs to various tipped effects are possible of course, but they end up a bit weak as they compete with seeds but have 2x the quantity and instant activation.
Oh that's alright, I figured it'll be hard to balance dart SoUs and I guess crossbow's the way to upgrade darts. I'd love for buffs to the tipped effects though!
I think the balance for earthroot + paralytic dart is a very good example. I find myself using both the seed's armor effect and the 2x paralysis equally, depending on situation. (but unfortunately on FIMA I only use the latter, I think this challenge removes too much gameplay options like warrior armor seal, earth wand, close-ranged abilities etc)
But for something like stormvine vs 2x shocking dart, the latter's damage is way too low and they don't have debuffs or fun effects. In this case, I always feel it's better to use stormvine for either chasm kills or alch energy + potion. Same goes for swift seed's timefreeze, it's a much more powerful effect compared to adrenaline x2. For icecap, it's often better to use them as energy, cheap frost AoE, or on eternal fire rooms, compared to the 2x single-target chill that doesn't last as long. And mageroyal seed's valuable to save for cleansing potion food, etc. I personally think the costs aren't worth it for the tipped darts I mentioned, and the extra gold cost can often be used for better things
Very cool. I might finally try a huntress that uses thrown weapons as much as possible.
How will this work with the troll blacksmith and reforge upgrades? I'll occasionally get the blacksmith to turn a stack of 3 boomerangs into a single +2 boomerang, will I need to find 9 boomerangs to do the same after the update?