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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!

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Apocalypse Plus Feedback - Tell us what you think!

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  • 1
    LowDogg4Life commented
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    Please allow us to lower difficulty for apocalypse plus. Every time I get new gear to try, the difficulty spikes making it too hard advance. The difficulty advancements should be a choice not automatic. It has taken the fun out of the game. I can no longer play around trying various builds because the way apocalypse plus works only one or two builds will let you progress. The game was promoted for being able to play any character build that you can come up with, but you no longer can because most character builds are not survivable in apocalypse plus.

  • 3
    Rubix One6380 commented
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    Dear Mojang,

    I love Minecraft Dungeons, but Apocalypse+ need work. However, I wanted to talk about something else instead.

    That something else is the Invisible mob enchantment added in 1.7.2.0. This enchantment made mobs invisible until attacked or near a player. I hated this enchantment with a passion and a vengeance. There was no indication of an invisible mobs until it appeared (barring enchantments like fire trail), giving you no time to react. This alone made difficulties where this enchantment appeared more difficult and frustrating, and higher Apoc+ difficulties became unbearable for any non-speedrunning build. For example, before 1.7.2.0, I could explore all of Creepy Crypt on Apoc +13 with my favorite non-speedrunning build and clear it with a couple lives to spare. The Invisible enchantment made this almost impossible.

    Worst of all, no one said anything about this in the 1.7.2.0 patch notes. It made me start to lose faith in you, as it looked like you weren't listening to us players, which I knew wasn't true.

    Thankfully, 1.7.3.0 removed this enchantment. I am so grateful that my faith in you is fully restored, and I know you will make Apoc+ better someday. But your adding Invisible behind our backs didn't go unnoticed. Next time, include and describe every change you make in the patch notes. I think I speak for everyone here; we players do not want any more changes that make Minecraft Dungeons unplayable.

  • 1
    Mahaffey1986 commented
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    Anything above plus 15 and it becomes mind numbingly impossible. When just about everything single mob has electrified, regeneration, double damage, triple speed and so on. I can barely even take two steps before getting one shot killed every few seconds. I love the increased power level cap, but it has become completely unplayable. I keep trying to get above plus 18, but I have not been able to complete a level for a while now on the higher levels. It is no longer fun to play which is disappointing because I loved playing this game and was truly looking forward to apocalypse plus.

  • 6
    cmrss2 commented
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    Apocalypse + is too hard. Since increasing the power level already increases health and damage, why is mob health and damage still multiplied so much? The rewards for apocalypse + aren't too good either, getting more rares isn't good enough. I'd suggest making items much more likely.

  • 3
    CosmicDeity21 commented
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    On Apocalypse +20 there are sometimes, a lot of the times, where a group of enchanted enemies have a certain combination of enchantments that makes it impossible to clear.
    There should be certain mob enchantments that are the only thing allowed on that mob, like regeneration or heal allies. Also for certain mobs like witches only having multi shot would balance the game more.
    I can’t even run Soggy Cave, the shortest level in the game, with gear that reduces damage by over 40% without waiting for my health potion to come back before attacking the next set of mobs. And many times that doesn’t even work. I used to like grinding up to the max gear level but Apocalypse +18 and up are just too hard without running the exact right gear and enchantments. Most players will stop at +10 and not even get to enjoy getting better gear.

  • 0
    R O M A N1817 commented
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    SUGGESTION: After beating the Arch-Illager on Apocalypse difficulty, you should unlock an online hub where all players can meet and flex their builds and unique items and chat and stuff!

  • 1
    R O M A N1817 commented
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    SUGGESTION: After beating the Arch-Illager on Apocalypse difficulty, you should unlock an online hub where all players can meet and flex their builds and unique items and chat and stuff!

    Maybe also add an arena where players can join forces to defeat an endless Mob Arena style gameplay and gain tons of emeralds the more rounds you survive? Whatever works, but I just want an online hub where we can all roam in and do random stuff together :)

  • 1
    Pancake4018 commented
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    It's decent in some aspects and can give a challenge but many weapons armors and especially mob enchants need to be heavily rebalanced. some stuff like mobs respawning need to be tweaked and some more skill based stuff like better dodging could be added.  

  • 1
    aGreenB commented
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    Please remove the mob respawn mechanic. It's not fun or challenging to have to fight the same mob 3 times in a row or to have a dead creeper get reanimated right on top of you. Also, it is completely unfair for a mob to have a set of enchantments like Thorns, Deflect, and Burning. These 3 enchantments combined make it so that the mob with them is practically unkillable, as you can't deal any direct damage to them.

  • 3
    ShinkuNoYami commented
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    This isn't so much for Apocalypse+ (since I already gave feedback on that), but it won't let me comment in the general feedback section. It's about uniques and their built-in enchants. As it stands, they're not always super worth it because the enchant on the weapon is locked at lv1 and you can't get that enchant as an option on the weapon even if the enchant is normally stackable. This makes a Diamond Pick ironically worse at emerald collecting than a normal Pick that has even just one Prospector on it, let alone 3. It makes a normal Axe better at burning things than a Firebrand even with just 1 Fire Aspect on it, let alone 3. It makes a Heartstealer unreliable at healing compared to a normal Claymore.

    To make the uniques more worthwhile, I would say either the built-in enchant shouldn't affect what can be enchanted on the weapon, or the built-in enchant should be modified to have a lv4 value. Because having an extra enchant at lv1 sounds good, until you realize you can't get that as an enchant option on your gear, meaning if it's normally a good enchant that you have built-in, it's stuck at lv1, which is not good.

  • 0
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    Я думаю что это улучшение для майнкрафт подземелья
    Почему я так думаю:даются хорошо прокаченые предметы которых
    Защищают очень мощные мобы. Ну по мой у это круто

  • 2
    ThoMauron commented
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    Tried APOC+1 because, hey, I have the recommended gear level right? WRONG

    I got destroyed!

    And looking at the other levels, gear drops are so so far under the recommended gear level never mind the level you would actually need!

    In short, APOC+ is unplayable with most builds and you cant even farm to the recommended level because it's completely broken

  • 2
    ShinkuNoYami commented
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    So have any of the devs actually played or at least tried Apocalypse+20, with every kind of build they've programmed into the game? Have they tried facing every mob enchant combination/group (Protection + Heals Allies + Deflect + Fast Attack / Double Damage / Gravity Royal Guards, or Chilling + Electrified + Burning + Gravity Pulse Armored Vindicators)?

    I don't think they have. Some of them can only be dealt with using one of 3 weapons with the same build (double Death Cap Mushroom + Gong of Weakening with Wither/Full Metal/Renegade Armor, or Double Cooldown using a Mushroom, Iron Hide Amulet, and Gong of Weakening), the health glitch, or Torment Quiver + Dynamo. And some things just can't be dealt with at all.

    Why is this game so horrendously balanced so that only very few options can actually handle Apocalypse+20? Because the way the gameplay goes, it doesn't really come down to skill since we don't have a way to outrun or outmaneuver mobs' attacks at 2.7x speed or Gravity Pulse which no one wants as an enchant option for themselves OR for mobs because it is terrible and adds nothing but cheap deaths including (but not limited to) being pulled onto an enemy's Fire Trail and killed from full health in LITERALLY 4 frames (opened in a video editor to see).because of an exploit where it causes the player to take accelerated damage.

    This game was supposed to be open for all players, but what's Apocalypse+20? It's full of cheap unavoidable deaths & hard for all the wrong reasons.

  • 0
    InnocentBow commented
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    It's clearly obvious that some adjustments need to be made to +20 dungeon mob enchants so I won't waste time on that. Just fit it!  My main issue is gear drops in general. The massive loot table is great. The more that gets added the better it gets. Huge but here though. 95% of the gear even if you get a unique with awesome enchant options it is still useless. There is always a best and worst specc and gear and their should be. However 95% of it being terrible is very very unbalanced. There are less than 5 weapons in game that will allow you to complete a +20. This needs addressed. On top of that you can spend up to 2 hours completing some +20 and still get a 168 green or common even for your final chest and most bosses. If there is a mathematical design as to how loot get rolled into a unique it is horribly flawed. At the current state of +20 you should be guaranteed a unique from final chest after completing a dungeon. There is far to much pain and suffering to complete thise dungeons to get a common or even a rare and no uniques on the entire run. This happens to me 95% of the time. So basically +20 is completly useless to play right now. You can run 20 +2 dungeons in the same amount of time and level an item up in the blacksmith. Dailys are the only way to get past 168 and i'm ok with that part. There are dailys that are 100% impossible to complete half the days and this doesnt help. You really need the person who came up with the buffs and debuffs to use common sense.

  • 0
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    I can't even get my items back from the blacksmith now. It's requiring Apocalypse + completions, I can't even get past the first wave of enemies on the easiest levels...

  • 2
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    Another thing is that I don't see the purpose of mobs you just killed respawning. It's just annoying and doesn't add any real challenge, like I've never been killed by a mob that's respawned.

  • 1
    Rubix One6380 commented
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    As I see it, there are three modifiers in Apoc+ that need toned down significantly - the number of enchanted mobs, mob damage, and mob speed modifiers.

    First and foremost, too many enchanted mobs are spawning, especially when you consider that enchanted mobs are the most dangerous mobs in Minecraft Dungeons. The way mob enchantments themselves work is fine, as but the sheer number of enchanted mobs spawning in Apoc+ makes for a much higher chance of crazy enchanted mobs that are impossible to kill without using a ranged weapon with Dynamo and a Torment Quiver.

    The mobs in high Apoc+ difficulties also do too much damage. Sometimes, even a group of regular mobs can kill you in less than a second, and this gets much worse with Creepers and Ravagers, which have the potential to one shot you regardless of your health unless you have enough damage reduction. This modifier alone makes speedrunning a nightmare without the Life Boost glitch.

    Last but not least, the mobs move too fast. On high Apoc+ difficulties, they move so fast that Chilling is required for non-speedrunning builds to survive. It can also allow Ravagers to surprise attack you into oblivion with no time to react.

  • 1
    Superlawkid commented
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         Quite a few players provided feedback that pin-points my thoughts on Apocalypse Plus. Instead of repeating these mentioned ideas, I wish to include two other thoughts:

    1.) Reviving Enemies - Problems and a Suggestion

         Mobs that randomly revive themselves must be addressed more. Frequently, I have defeated a single mob up to four times because the mob kept reviving itself. After every revive, the mob retains its original amount of health. Reviving Creepers pose a constant threat, considering the great amount of damage they do. Even after a Creeper explodes itself, the Creeper can still revive, even up to three times! On Apoc. Plus, a single Creeper's explosion damages the player excessively or results in instant death. Blast Resistance enchantment - anyone?

         I suggest that revived mobs should have less health than they originally did. Every revive should give a mob less and less health, helping the player defeat them quicker under dangerous situations.

    2.) "Normal difficultly" is Not Accurate

         This can apply to all difficultly modes, but this is the most problematic on Apoc. Plus. When selecting a stage to play and its difficultly level, the difficultly slider does not take into account the power of enchanted mobs. For example, the game can claim that Apoc. +10 is "normal difficultly" even when the power of several groups of enchanted mobs surpasses the players' recommended difficultly.

    Thank you for this chance for us to provide feedback! I hope this helps.

  • 0
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    Me gusta mucho el juego pero hay un fallo en mi Minecraft que el mercado no quiere que entre en

  • 2
    ShinkuNoYami commented
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    It's probably been said before, but you really need to nerf or remove Heals Allies from mobs. It's already a mistake to make enchanted mobs appear in such dense packs together, but a group of Heals Allies mobs never die unless you can single them out and/or you use a Gong of Weakening with a HIGH DPS weapon.

    I was trying out a strategic Freezing + Gravity + Leeching Glaive in an attempt to combine the Freezing and the Chilling on my armor to slow mobs down enough that Gravity actually holds them in place (but you have them so fast on +20 that they can still break through it even with Tempo Theft on top of that for 12% mob speed), and was met with a pack of Heals Allies + Protection + Electrified Skeletons right at the start of Arch Haven. Even with my max DPS setup, they wouldn't be dying easily, and I can't switch to it mid-fight because there's no inventory pause.

    So I immediately had to quit to camp to reroll the mob enchants. This is not good design.

  • 1
    Rubix One6380 commented
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    This is a follow up to my previous comment about the modifiers. This one addresses the mob enchantments themselves. Though the enchantment system for mobs works well in hinting at what they do, many of the mob enchantments are way overdone and need toned down as well, in some cases significantly. Here are some examples:

    Protection: Reduces the damage way too much (45% compared to our 15%).

    Regeneration: Heals mobs way, way too fast on Apoc+. This enchantment restores mobs to their full health in less than 10, or even 5 seconds. Nothing short of the Fighter's Bindings can deal with regeneration that fast.

    Deflect: Deflects regular and flaming arrows way, way too often (100% compared to our 45%).

    Critical Hit: Appears to suffer from the same problem as Deflect.

    Weakening: Appears to suffer from the same problem as Deflect. Could also be weakening players much more than the player enchantment.

    Electrified/Fire Trail/Burning: Way too deadly, especially Electrified. If you are running a build that doesn't have much defense, these enchantments can put the whole build to waste. Also, Fire Trail and Burning can sometimes kill you instantly, even if you have Potion Barrier active.

    Poison Cloud: Suffers from the same problem as Fire Trail. Also damages you much more the player enchantment does.

    These are not the only enchantments that have problems, though. More on those in the follow-up comment to this one.

  • 1
    Rubix One6380 commented
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    Here are the rest of the mob enchantments that, in my opinion, need toned down significantly.

    Heals Allies: Mobs with this enchantment shouldn't spawn in big groups. Mobs have the potential to be impossible to kill by regular methods when they have this enchantment plus other defensive enchantments like Protection and Regeneration or overpowered enchantments like Electrified.

    Fast Attack/Double Damage/Quick: These enchantments are the ones that Enchanters can cast on other mobs (though I can't say I've ever seen an Enchanter cast Quick before). In my opinion, these enchantments should only be made available to mobs augmented by Enchanters, especially Double Damage, which gives Creepers and Ravagers the ability to one-shot you on high Apoc+ when you don't have Potion Barrier or some sort of invulnerability active.

  • 1
    WreckerWill commented
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    way to many enchanted mods!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  • 1
    Amir Wirthlin commented
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    Amlg

  • 0
    Lukey99799 commented
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    Sorry to sound like a broken record, but another vote here for the enchanted mob combos being broken. We've gone from really enjoying this game playing through the whole main campaign and the first two dlcs with a progressive difficulty to being unable to play on apoc plus. If we go back to apoc vii the game is boringly easy, but apoc +1 is unplayable with my kids. Instant kill shouldn't be a thing and neither should be swarms of mobs we can't touch due to their self heal. Combine self heal and one shot deaths and the dying gets repetitive fast. Make it hard by all means. But making it impossible just results in a broken game. Sadly this is going to make any further DLC pointless for us, and with only one character class, the replayability with a new character is also limited.

  • 0
    MoonTunnels commented
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    Overall it's fun and a great way to keep me engaged. Here are some suggestions:

    • It's still not clear to many players that Apoc+ is intentionally this difficult. Renaming Apocalypse+ to something distinct would better set expectations - e.g. Impossible+. The rest of the game naturally progresses in difficulty up to Apoc VII. Apoc+ is a huge jump but the "+" doesn't really make it clear that this is intentional and that players should expect it.
    • Completing a Apoc+20 mission is a dice-roll on Mob Enchantment combinations. If it's early on in the level and I see the combos mentioned above, I just restart - it's not worth the frustration of dying. There should be more limitations on mob enchantment combinations.
    • A quick select inventory is necessary for Apoc+20. A single build isn't complex enough for all the mob enchantments. This exists with the "Enchanted" tab in inventory, but not for artifacts.
    • The Apoc+ difficulty / reward balance is out - it's way to heavy on difficulty.
  • 1
    AusRob commented
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    Have made it as far as PWR 165 and can beat Soggy Cave at +17 and Arch Haven at +18 but anything beyond is nearly impossible.  The enchanted mobs, and especially the fire trails are insanely unbalanced.  Grinding for better gear (>165) is getting insane. 

    It'd be nice to be able to reassign enchantment points without having to upgrade at the Blacksmiths (partly because the Blacksmith rarely returns much of an improvement at this level) and MOSTLY because trying out different builds is basically impossible without grinding mission successes to get back a "clean" item.

    Lastly -- couldn't power be calculated off the highest value items in inventory rather than what is currently equipped?  I end up with my best ranked items being generally useless (especially beyond Apoc+15), and having to equip them before opening chests and starting/finishing missions or before accessing the merchants or the blacksmith and it's a massive waste of time.

  • 0
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    You know how some weapons you can only get them on adventure or higher, and some you can only get in apocalypse Andy higher? WELL YOU SHOULD PUT NEW WEAPONS THAT ARE ACTUALLY USEFUL IN +20! WHEN IT GETS TO THE POINT WHERE THE NORMAL MOBS ARE MORE POWERFUL THAN THE BOSSES, YOU SHOULD KNOW YOU DID SOMETHING WRONG! Some suggestions to make it better are instead of using enchants to make mobs more powerful, just raise their power level to ours!

  • 0
    ShadyGoose98 commented
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    Hi, I'm really enjoying this game. I have reached power level 142 organically and im just starting to experience how significant these enchanted mob multipliers can be (around apocalypse 10+) I Think that the enchanted mobs are a welcomed challenge to players experience. except, after reading only a handful of comments it sounds like players are over challenged by the multiplying effect. ( know i can be, although im happy to grind)
    I would really like to see two separate sliders.
    one for Mobs base power and one for the enchantment multipliers which can be so polarizing. (maybe the enchantment multiplier also reduces the number of enchantments mobs can spawn with as well)
    that way if players are getting frustrated with the randomness of mobs they can turn it back. but if they are looking for a little more randomness and challenge they can crank it up.

    Additionally, in enchanted levels, it may be nice to have a small set of enchantments which bosses can become equip with. these would have to be carefully selected and they may only be used one at a time but that may help with the boss dificulty challenge. 

    Also.... almost done. I know your focus is on a simple game. but i am really craving for it to be more dynamic and to have more build types. simplicity is important at the start i agree. you dont want to alienate your younger audience. but lets really add some spice to the end game. (not sure how to help here)

    I hope this provides some solutions instead of listing problems.
    thanks 

  • 0
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    I love the apocalypse plus update! Otherwise we wouldn’t be able to get better weapons. I recommend making the update bigger and make apocalypse plus go to be able to do up to 100