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This category is for feedback regarding Minecraft Dungeons, an all-new action-adventure game, inspired by classic dungeon crawlers. To talk about dungeons IN the current game of Minecraft, please use the Structures category. Be sure to separate your ideas so people know what they're voting for. Bugs, support issues, gameplay questions, ideas that already have threads in progress, and things covered by the FAQ will be removed. Thanks, and enjoy Minecraft Dungeons!

24

Apocalypse Plus Feedback - Tell us what you think!

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  • 24
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    Minecraft Dungeons has many unique weapons and armors, and yet a good majority of them are now useless since they're just too slow to attack or don't have enough protection against higher level Apoc enemies. What good will the next DLC's new items be if they fall into the same category of being useless? Mob movement speed and chance for mobs to revive on every mob type paired with mob damage are some of the main offenders.

    Enchanted Mobs enchantments are overdone. Gravity, Fire Trails Damage over Time ticks, Health Regen, Electrified, Thorns and Deflect in a game with limited combat. There's some really stupid enchantment combinations I've seen that  shouldn't happen. Regen, Reflect, Thorns? Protection, Regen, Thorns? Gravity + Fire Trails? Gravity + Electrified?

    You can basically trim it down to combat with enemies isn't fun AND is not rewarding.

    People might say, if you find the higher Apocalypse difficulties too hard, don't play it. They're right, you don't have to play it. Currently, I can farm anything I want on lower difficulties, then use the Blacksmith and bump them up to 169, and completely bypass playing anything on the higher Apocalypse. Daily Trials are also flawed. Since I want the highest level gear, there's no point in playing the main game. I'm stuck waiting for Daily Trials. There might be no point in doing that either, since the next power level increase makes it pointless.

    End Game Gameplay Loop Flawed

    Limited character space made me erase a lot of thoughts.

  • 18
    zxmung commented
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    Electrified enchantment is too deadly for players right now.

    Also when mini bosses and final bosses are much weaker than a bunch of enchanted zombies, it makes game much less fun. Please make boss fight more interesting in AP+ levels.

  • 2
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    the daily trials need a slider to choose the difficulty and not always be the max

  • 26
    ShinkuNoYami commented
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    Apocalypse+ is not fun. Not only does the power of our gear not account for the mob multipliers, but those multipliers are way overdone. The mobs' speed makes it so that we simply cannot dodge or outmaneuver them unless running a pure speed build, which forces us to out-DPS the mobs, but the health and damage increase of the mobs make it so most weapons/builds can't out-DPS the mobs.

    This alienates a lot of builds, and a lot of players as a result. What incentive do people have to play a game mode where 90% of the gear options are completely useless due to the mobs' speed, health, damage, stun/pushback resistance, etc.?

    On top of that, the response to criticism has seen players getting further nerfed (Pickaxe getting nerfed. Shock Wave and Swirling getting 2 nerfs each even though those weren't even broken on Apocalypse+20), on top of additional hindering multipliers being added to Apocalypse+.

    I did a deathless Apocalypse+20 run with a soul build (Soul Scythe, Anima Conduit, Enigma Resonator, Soul Siphon. Wither Armor, Deflect, Protection, Snowball. Voidcaller, Power, Anima Conduit, Enigma Resonator. Corrupted Pumpkin, Harvester, and Lightning Rod. All max power), and it was awful. The soul artifacts did pitiful damage, and the Soul Scythe's melee was horrendous. Snowball was the only reason I could even kill the first group of mobs that were in my face at the start of the level.

    And enchants like Poison Cloud on a Spider, Gravity on a Witch, and other combinations are toxic.

  • 12
    ShinkuNoYami commented
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    Other enchant combinations are awful too. Electrified on its own is fine, but it's spammed way too much, and a bit too damaging. So is Fire Trail. Gravity Pulse is no fun. It removes player control/agency, and can be hard to avoid in either small rooms or in mob groups where the game won't show us the enchants because the wrong mob is highlighted. You get pulled into the group, you get wombo'd in less than a 5th of a second. Or you get pulled into Fire Trail, Burning, or Electrified.

    In Soggy Swamp, I entered the cave and was met with a Redstone Golem as well as 4 Witches with Multishot and 4 each Armored Skeletons and Armored Zombies with Burning, and ALL 12 enemies had Gravity Pulse. The Pulses were each timed about 1/3 of a second apart, so I was being pulled from mob to mob completely beyond my control, taking damage constantly and unable to focus on any single mob long enough to kill it.

    On a Desert Temple daily trial, even with Death Cap Mushroom's speed and Chilling slowing the Redstone Golem down, it was able to easily catch up to me, and even with 35% damage reduction on a Power 169 Renegade Armor, the Golem oneshotted me with his unavoidable attack.

    And if there's like 5 enemies with Protection, Regeneration, and Heals Allies, they heal as much damage as you deal. They're unkillable unless you can separate them to pick them off.

    Also, Thorns is overpowered. I oneshotted a Creeper with Thorns, and the damage oneshotted me back.

  • 15
    ShinkuNoYami commented
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    And finally, some mob enchantments are too good. For all the health they have compared to us, as I said, Thorns is a little OP on them. Protection also reduces the damage they take way too much (it's like 45% compared to our 15%), and Heals Allies is too busted. As I said, a group of mobs can live forever if they have it + Protection and Regeneration.

    And we're constantly getting nerfs (Deflect %, Pickaxe speed, Shock Wave and Swirling, etc.). It feels like (the way things are going) that the goal is to make Apocalypse+ unplayable aside from the cheesiest of builds (like the infinite invulnerability rolling build), and that actively fighting any of the mobs is being avoided by players because it's not fun, and all of our options to fight them upfront are being nerfed even though the game mode is already unfairly difficult and unbalanced and we have so few viable options as it is.

    Because of how things are, I've decided to (aside from my one viable Apocalypse+20 build) DOWNGRADE all my stuff to 114 power at the blacksmith, so I can play on Apocalypse VII again and feel balanced, and actually get to use all the rest of the gear and not feel punished for it.

  • 14
    ShinkuNoYami commented
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    I know I said last thing before, but this is something else I need to highlight.

    On Apocalypse+20, even if you're doing nothing but running away (meaning not stopping for ANYTHING), an Armored Zombie can chase you down, stop, attack and hit you with his phantom range (even while you're still running), and then resume chasing you to repeat the process all over again.

    And considering that even just an Armored Zombie can out-DPS a lot of builds (and I'm talking power 169 builds with good enchants, but the gear itself - even if unique - is just bad for Apocalypse+20), there is something wrong with that.

  • 15
    Adraelia07 commented
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    Electrified enchantment on mobs needs to be nerfed, in apocalypse plus, accidentally standing too close to an electrified mob is instant death. I find it strange that enchanted mob packs are more deadly than the bosses themselves.

  • 6
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    1. We are getting common items like the Totem of Healing and common bows as rewards for daily trials on +20. The reward should not be completely random but should be unique items that help us get through +20 levels. Why else struggle through the "trials".

    2. Today I found three "corrupted seads" at the same time in the luxery merchant. This is supposed to be a luxery merchant.

    3. In my opinion, the regular +20 levels should be the hardest to complete. The trials should fall between +19 and +20 in difficulty. Like I said in suggestion #1, the daily trials should reward you with items that help you get through + 20 difficulty.

  • 8
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    We are getting unique items in Apocalypse + with blank enchantment slots. I wasn't getting blank enchantment slot back in Apocalypse 7 before the update. Why have blank slots in harder levels? Im even getting blank slots (that means just 5 or 6 enchantments available) all the way up in +14.

  • 12
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    1. Buff more weapons. The pickaxe is getting boring. Don't nurf the pickaxe again, but buff some weapons. I'd love to be able to kill a pack of mobs in +20 with a venom glaive or growing staff. It would bring variety to builds.

    2. Enchantments on mobs are unbalanced compared to enchantments on us. One hit to a mob with thorns can kill you. But if I have thorns, a mob can hit me multiple times. The enchantment is useless against more than one mob. There is no balance there.

    I get the point of making the game more challenging. Right now, +14 is about equal to what 7 was before the update if you have your gear maxed out. Anything above +14 requires very specific items. We should be getting buffed unique items in the daily trials so we can beat harder levels. Make it worth our time.

  • 15
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    Balance the game for high level content (apoc 20+), not low level content. Buff weapons like whips, katanas, daggers, swords, rapiers, claymores, gauntlets, hammers, scythes, glaives, bows, shortbows, staffs because if you noticed: nobody ever uses those weapon types on high level content. Why? Because they don't scale well compared to other stuff like the (now gutted) pickaxe. The fact that the pickaxe was nerfed but nothing else was buffed baffles me. We only had so little options to work with on Apoc 20+ already, now were down to a Cursed Axe and Fighter's Bindings. Quite frankly, neither of those weapons suit my taste. For a game that is clearly designed on flexibility and "creative" freedom (as there are no classes), the way things are balanced at this point contradicts what seems to be your guy's design goals for the game. There is no net loss for balancing for high level content, in fact; theres a gain. In lower level content, the options become vast (and more so than in high level content).

  • 9
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    I hate apocalypse + its awful mobs kill you in a few hits this makes the game no longer fun i wish a apocalypse + never happened or if you can can mojang you please reduce the revival persentige and the mob damage i am fine with the mob health just please reduce the damage a little bit if you can thank you.      

  • 2
    Flottdog commented
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    I have been enjoying it so far! Up to Apocalypse +15 with pretty good results. Though some of the other comments are right that a lot of the combos of enchantments on monsters can get overwhelming, especially things like deflect/thorns (which is going to shut down any regular arrows) or regeneration/protection is hard to bust through. I would like to see more variety of daily quests, they seem to fall into the same locations pretty regularly. I really enjoy the challenge they bring, ass you can't necessarily just bring in whatever you've been using for a long time to get through them. I'm looking forward to seeing what's coming with the next season pass/DLC!

  • 0
    SSG LongShot commented
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    I like apocalypse plus but I wish it had many many more uniques for the same weapons but they could have very special enchantment binded to it that would only be available on the weapon and the weapons would get better as you get higher up in apocalypse plus.

  • 4
    Rockswich0 commented
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    Hey Minecraft Dungeons team let me know what you think of this

    A dlc or free content added to the game, Endless survival gameplay possibly added to the nether or can be separate, 1 or 3 levels that you can play going through multiple stages in one level survive as long as possible until your 3 lives are lost but in between beating each stage because it's endless you'll be able to buy and upgrade gear in between stages to keep you going, increasing in difficulty and higher rarity gear drops

    see how many stages you lasted in that level and this would be awesome end game content especially after all of the dlcs are out slowly increasing the item power level, gear higher than 174 up to like 180 or 190 but only obtainable in these endless levels and you'll need to last long enough beating enough stages to have access to higher power gear

    Or just add an endless Apocalpse Plus/Hardcore to the difficulty slider that'll continue to increase the power of item drops everytime you hit a power level milestone the gear drops power will increase and so will the difficulty.

  • 6
    KParzival commented
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    The "enemies respawn" mechanic on high Apocalypse levels is not a fun play experience, period.  Having to stand there over every body and wait to see if it reanimates is clumsy and tedious.  Creeper respawns are completely unfair and unfun; at the very least I'd say remove them from the list of enemies that can resurrect.  Additionally I'd say an enemy can't resurrect more than once, but really I think the whole system should be scrapped for something else to add difficulty.

    Daily Trials potentially rewarding 170+ drops from completion is neat, but once you choose your enchantments, you're stuck - you can't use the blacksmith to reset them, because it drops the item level back to 169.  This makes it a very painful FOMO situation where you feel like you can't commit to an enchantment on this super high-end gear because you might choose wrong.  Along those lines, I think you should be able to see what the other available enchantments were in a slot, even after you enchanted it, so it helps you determine whether there's opportunity for an alternative setup with that item.  Maybe Daily Trials should be something you can run more than once per day?

  • 6
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    I think apoc + should have better rewards. Something more than reroll for rares. The 'rewards' are just not worth it

  • 0
    JustKiwikiwi commented
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    I really like the idea of a much harder level for a much better chance of gear. it also fells an added on thing as it's part of the apocalypse difficulty and not it's own thing. well done.

  • 8
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    The sheer amount of enchantments on mobs combined with when they appear lead to a lot of circumstances where you lose all your lives on the first group of mobs. It takes all control out of the hands of the player and boils down to praying the you got good enough RNG to survive the first several waves of mobs. This gets even worse with the daily trials. Although there are a few trails that make beating Apocalypse+ easy, most I dont even want to try because I know how broken the enchants on the mobs will be. The main issue is enchanted mobs, they don’t work well as a way of increasing difficulty. An enchant mob not only can get many powerful enchantments, but also get a health buff making fights a group of enchanted ZOMBIES harder than a boss fight.The randomness is in all the wrong places and that needs to change to keep people playing.

  • 3
    Liam Sendler commented
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     I dont want to play the game anymore just because you cant make progress anymore in a fun way. once you reach Apoc+ youre limited to 2-3 boring builds. for example I wanted to make a new Emerald build but I dont feel like playing the DLC at all to get the new gear. Playing on normal Apoc is not fun because of my overpowered gear ranging from 140-160, and its not fun trying to get the gear you had in lower level.

    A great solution would be making any gear that is above 117 (current highest Apoc7 gear) be labeled as Apoc+Gear and they will have a special property. Let's say I got a Wolf Armor, gear level 156, this weapon is too strong for Apoc7. So what if I can just click a button and as long as it's activated, the gear will go to 117 level, so I can play on normal Apocalypse with my favorite gear and enchants. I actually think that Apocalypse is a GREAT challenge that can be tweaked a little bit, but my main argument is that its suppose to be a side challenge, not a new difficulty the game forces you to play on. .this challenge is FUN to play SOMETIMES. I think that by making gear viable in two different difficulties of Apoc, players have the option to play a hard challenge that is rewarding, but ALWAYS have the option to back to a more chill game, without needing to get different gear.
    I just want to give you my situation here, I got a Healer Tank set, a bee set and more items I really like, but now I have to play on a really hard difficulty to use them :(

    .
  • 0
    Assassin5401 commented
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    I think it would be cool if they would introduce a prestige system of some kind

  • 4
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    Some of the mob's enchantments seem to be too powerful:

    • Electrified is way too powerful. A group of mobs with electrified is guaranteed instadeath, and really puts Heart of Ender to shame. It's especially overpowered considering the range it has, often being more powerful than the mob's melee attacks.
    • Fire trail kills you almost instantly when you walk into it, should be nerfed.
    • Regeneration is way too fast and can make mobs practically invincible in certain cases.

    Also the recommended difficulty is a bit too high on Apocalypse+. Maybe you can change your recommendation level in the settings, or make it an algorithm based on how much you succeed a mission on specific difficulty levels?

    And all these enchanted mobs right at the beginning are completely impossible for soul builds. Maybe prevent enchanted mobs from spawning right at the beginning and farming you to death, or maybe you start with a halfway filled soul bar?

  • 3
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    The electrified enchantment is way too overpowered. The electrified enchantment for the player requires a roll then does minimum damage to nearby enemies. The electrified enchantment for mobs is usually 1 to 2 strike instant kill... seems a little off balanced... combine electrified with regeneration on a mob and its pretty much game over... needs more balance. Such over-powering has caused my peraonal game play to decrease.

  • 1
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    Apocalypse+ is good so far until I get camped by some Skeletons and Skeleton summoners. Which was not the best because I had to use the iron golem for that but although it was alright.

  • 4
    Gregory997542 commented
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    Hi all, i think that game is broken right now. With 171 power level armor and weapon you cant survive more then 30 seconds in level where raccomended power is 161... pickaxe is broken, now on 9 december the mistery armor with partial invulnerability on roll is broken, invulnerability in downed to 0.3 second (before was 1 seconds that is the minimum to have sense). I hqve all DLC but i refuse to buy the new DLC levels if the game remain broken. All of our community agree with this comment and also my online friend player doens play anymore like before... mobs are too much strongest of our armor, items and enchant. In one video on youtube, 04Am show (using a mod on pc) how game required a power level of 211 or more to play with this type of monster mob. Now this game is unplayable. And partial invulnerability on roll, that was the only way to play, now is broken! I really invite you to make some adjustment. Thanks all

  • 1
    Keeffsler commented
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    Fantastic work on he stuff you add but need to look at some of the instant kill enchantments. There is challenge and there is then the ‘un-fun’ situation caused by electrified being OP, regeneration being a joke sometimes making mobs almost unkillable. These go from tonight to miserable pretty quickly. Also deflect on mobs deflects 100% compared to players 45%....makes any archer build impossible to play and also, there is no visible warning. I mainly die to this when an arrow gets deflected and kills me, it’s not obvious at all. The enchanted text at the top of the screen is unreadably small

  • 2
    Jaconbits94 commented
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    My wife and I play this game and USED to have fun now we cant even beat Moo. We want to keep play and love getting all the uniques. But now it's just not fun for us. It's not fun when you keep losing all your life a to cows at the beginning of the level.

  • 2
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    The higher levels of Apocalypse+ rapidly become unplayable.

    The simplest way to put it: instant death is not a better challenge, it's frustrating and not fun, and too many of the combinations produce instant death.

    There's no chance to use the knowledge we have of what works best against what mob if we're dead the instant after we see it.

  • 1
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    Make the game less hard when you're at apocalypse and apocalypse Plus. I don't stand a chance on my own! I was killed twice in a matter of seconds!
     
    I get that it's supposed to be hard, but this is too much, Mojang. Come on. You want this game to be playable by everyone, right? You want everyone to keep buying new DLC, right?
     
    We're only human. And there's a common limit.
     
    Please. I'm doing you and everyone else who plays this game a favor.

    My advice is to cut back on the enchantments and focus more on strength over cheap enchantments that players very quickly. If you don't follow this advice The game WILL die out. You don't want that, do you?

    Please. Do it for us.