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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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  • 0
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    apocalypse plus is great and all, but every time I open it and start a game it ALWAYS SAYS "congrats you unlocked apocalypse plus". It starts to get annoying after a while, so please fix it. (btw it would be cool if there would be mini-bosses appear more than 3 times ,randomly, in apocalypse +50)     :)

  • 2
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    Apocalypse+ is something I have VERY mixed feelings about. On one hand, it's a great way to give players something to keep fighting for, and definitely a decent start. On the other hand, it's filled to the bottleneck with unkillable enchanted mobs, unavoidable deaths and just slow gameplay. Here what I like:

    The difficulty spike added forces players to actually THINK during combat instead of mindlessly spamming A at the mobs, and it encourages players to build around all aspects of their character setup, and when their builds flop, they're encouraged to try out a new mechanic/synergy/enchantment that can help solve the issue and get them one step closer to optimizing their build for high apocalypse+. I've made about 13 offmeta builds that can go through the highest difficulty in about half an hour and it is great fun trying to specialize and improve your build. Now here's what I dislike:

    Some enchanted mobs GUARANTEE unavoidable deaths, like say, thorns and deflect mobs. Regeneration also REALLY hurts ranged builds and if you like running heavy crossbows or exploding crossbows, it can be complete dogcrap seeing them regen as much damage as your dealing. Regen should at the very least be nerfed a little by making them regenerate health a little slower and thorns and deflect should see a need where they only have a chance to reflect projectiles/damage. Too many enchanted mobs in one confined area is also stupid.

  • 0
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    I feel that the apocalypse + mode can get very frustrating at times. You cant control your own level of easy or hard. Many times these mobs are too intense and great while your weapons arent up to par with the mobs that attack you. Some are absolutely impossible to beat. Really need to tweak this better for the player cause often it just gets too frustrating to even want to play. Spend days not being able to pass a level cause how intense the mobs are

  • 0
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    please fix apocalypse plus it's so hard i has to use the life boost bug and i once got killed with that on.

    also stack of comments lolololol

  • 3
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    I generally love playing this game with my nephew but there are a few glaring and quite frankly unintelligent game design choices. 

    1.) Electrified mob enchantment and other combinations - this is singularly the most unbalanced, unintelligent mechanic for mobs in the game. There is no mechanic, equipment combination to deal with this. Any game with no way to counter a literally one shot kill mechanic is poorly designed. Combine this with other enchantments and it only exasperates the issue. There are some enchantment combinations to certain mons like creeps that just shouldn't be possible given what the players have access to as a counter. 

    2.) Apocalypse + and daily trials - has anyone on the development team even tested their creation? ANY time testing the game and the developers would know that some of them aren't even a challenge they are simple broken. It seems like there was ZERO QA, or testing when implementing the daily trials and Apocalypse + mode. This game doesn't have a lot of regular updates and improvements so I will fault the developers here for simply not even trying their own creation.

    3.) Equipment and end game - Most of the equipment is literally useless on apocalypse +20 and the end game is very shallow.

    Almost 100% of the problems are solved by the developers actually playing what they made and its obvious to me that you guys do not. 

  • 2
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    My 5 year old son loves this game so, I play quite a bit. We were happy when apocalypse plus came out thinking it would bring back the challenge. HOWEVER, it now forces us to play the highest level every time we play. Not sure if this is unintended but it is kill the game play for him.

  • 0
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    Apocalypse plus is way to hard please make it easier 

  • 0
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    Pls remove apocalypse plus 

     

  • 2
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    Aside from the powerful enchantments, I don't think it's a good idea to make mobs faster on higher difficulties because it takes away from the uniqueness of deliberately slow mobs (for example, royal guards are known for how slow and powerful they are, but now they're no longer special because they're now moving at normal speed). Instead of making mobs faster in higher difficulties, make them less likely to "stagger" in higher difficulties, so you'll be less likely to stop a mob from attacking back when you're attacking them. Mobs should be stronger and tougher in higher difficulties, but they shouldn't lose the weaknesses that make them unique unless they're enchanted.

  • 2
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    Dear Mojang

    I am very happy with the changes coming on February 24th. The new Apocalypse Plus will easily be worlds better than the old one as far as balancing goes. And when combined with the new Ancient Hunts, the way Apocalypse Plus works will help solve the endgame problems Minecraft Dungeons has faced since its rebirth. If the Life Boost glitch is fixed in the Flames of the Nether update, I think this will be worthy trade off, as while we players will lose an awesome (but obviously broken) survivability tool, we will also get a much better and much more balanced endgame experience at the same time, effectively eliminating the need to use glitches to make the highest Apocalypse Plus difficulties more bearable.

    However, I am also cautiously optimistic about the Ancient Mobs. While these mobs should be pretty powerful to give us a challenge (since they drop the new Gilded items), we players don't want crazy, overpowered, enchantment combinations on them that will make them unbeatable (Don't even get me started with the Invisible mob enchantment again). While the Ancient hunts are a very awesome thing to have, the Ancient Mobs within may need a little tweaking down the line in order to keep things balanced. Only time will tell.

    Overall, you have done a fantastic job on this update from what I have seen so far. Keep up the good work.

    Sincerely,

    Rubix One6380

  • 0
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    wasted a lot of money on minecraft dungeons and over a long time i had to keep on re buying the dlc's in order to play them again. i had to restart over and over when there was an update and lost all my stuff  really fun game but they love taking your money

  • 0
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    Apocalypse Plus is very unbalanced
    the mobs are too strong for the players please fix this

    and please do all the power levels to be unlocked even without being on them

  • 4
    Registered User commented
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    Enchanted mobs should not have:

    • Burning/Electrified + Deflect
    • Burning/Electrified + Gravity Pulse
    • Radiance/Radiance Shot + Regeneration
    • Radiance/Radiance Shot/Regeneration + Protection
  • 2
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    I think the new difficulties added and the greater increase in power levels from each level allows for a more challenging and enjoyable experience. However, I think that the overarching issue with progression in Minecraft Dungeons is how items are looked at as a whole. Personally, I have only changed my Item set once or twice and the reason for that no new metas are being introduced or changed. I have compelling items, and most of the new items added in the DLC are simply bloat and not essential to very many builds. The reason I bring this up is that once you have reached max power level items and difficulty then there is no need whatsoever to change a build or playstyle which renders DLC completely for adventure and unlocking. I think once every so often when new updates are released, the item powers should be slightly changed allowing for new items to be more useful and the playstyle to constantly be changing allows for an additional challenge. Lastly, is how the difficulty system works as a whole, progressing is quite easy, and nothing additional stops the player from continually advancing besides doing more missions at the highest difficulty in apoclayse+. 

  • 3
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    I love the new update balancing apocalypse+ a fair bit, it was near impossible for me at +20 before the update. However, these are the problems I have with right now:

    Mob Deflect enchant was fixed to now damage the player. This enchant already completely walled ranged builds as theirs has 100% chance. The self damage is way too high, some bows capable of instantly killing the player, we can't be reading the enchant names constantly. Aside from the bug where elemental arrows deflected always kill the player regardless of strength. I've had a lot of frustrating experiences with groups of Deflect mobs right at the end of a map, where my build with ranged focus just loses all lives and game overs.

    Nether maps are a lot harder than the other DLC maps, both in terms of navigation and mob strength. A warped forest daily heavily in my favor I had to drop 4 apocalypse levels where other maps were totally fine. Even the same map at +25 was fine, the daily just made it seem like the old balancing. The tiny explosive warped fungi knocking you into the abyss are a bit much.

    As mentioned before, Gravity on mobs is one of the most common causes of death and takes away all control from the player. Not only does it instantly drag them into a deadly position, it also keeps them there for a full 2 seconds.

    Also keep balancing the unused weapons, there's still a lot of weapons right now that are too dangerous or too weak in apocalypse+.

  • 4
    Registered User commented
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    A lot has been done to balance out the game difficulty, which I like. Reckless adds a fair and fun challenge.

    However...

    Thorns on mobs absolutely needs a rework to balance for Reckless. While your HP is -60%, Thorns damage is still 100%. Even with Radiance on a fast weapon, 80% of the time encountering a Thorns enemy will mean the player must trade their life to kill it. There aren't many answers for this (an Exploding Crossbow is one, but it's a very limiting answer, and still not a great one).

    The problem is, players can counter the -60% health cut with things like Iron Hide Amulet, +35% damage reduction armor, and Weakening on their weapon (on top of Gong of Weakening). But nothing reduces Thorns damage. Players cannot tactically deal with it without an Exploding Crossbow, artifacts that ignore Thorns (which aren't seen on melee builds that utilize Reckless, since Gong, Amulet, and Mushroom are too essential), or weapons with single-hit damage that's high enough to bypass a good chunk of Thorns damage on the last hit (but that severely limits the player's choices, which reduces fun).

    If at least damage reduction effects also reduced incoming Thorns damage (the way it technically reduces Thorns damage you deal since you're taking less damage), that would give players a means of tactically countering it, instead of just basically going "Well, guess I'm dying here". Because then you're just praying that the RNG doesn't give you Thorns mobs.

  • 1
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    Why don't they nerf reckless so instead of taking 60% of your health, it only takes 30%. It would still make it fair, but you won't lose as much health. Ghast fireballs can instantly kill you if you have the reckless enchantment.

  • 3
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    Still often INSTA-dying to Thorns, even with fast Radiance weapons.

    Something was clearly messed with and it broke this enchant. HARD.

  • 1
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    My #1 unbeatable arch enemy is creepers enchanted with deflect. Because of the reckless enchantment taking 60% of my health,because I instantly die because I fire an arrow from a longbow enchanted with unchanting. Someone please nerf how much health the reckless enchantment takes, like down to 30 or 15% of health. Reckless health reduction is to OP.

  • 0
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    I enjoyed apocalypse plus when it first came out, and even getting to the end, the end was still hard enough it felt like grinding for better stuff actually mattered. However, with the latest patch, where it has a lot of good, getting to the end was WAY too easy as I can easily trounce anything with the gear I currently have available. Lifeboost glitch not being fixed, dynamo becoming better, not worse, bosses still can be one shotted by it, especially if you get all the stacks going. It would be really nice to see some motivation to do different builds in between levels, instead of, oh, look I can use the same build every time and basically do it blindfolded. I'm looking forward to the next updates, but after the Nether and being done in a week with end game being non existant because it's too easy. Suggestion: put back in respawning mobs, made you have to pause instead of just barreling through everything.

  • 1
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    RADIANCE NEEDS TO BE FIXED.

    157k healing when it's supposed to be healing 224k is abysmal. It's only 70% of what it's meant to heal. That is bad. The only weapon that can make decent use of it is Fighter's Bindings, and even then, the Radiance cannot combat Pain Cycle because it's so gimped.

    It wasn't as bad when Radiance was still healing 95% or 90% of what it was supposed to, but some error with the game's rounding has caused it to heal less and less % of what it should as the power of the weapon grows. Radiance already relies on RNG, but this bug with its healing makes Leeching undisputedly better, when I used to advocate for Radiance being good on anything Staff speed or higher. But now not even Tempest Knives or Daggers can use it reliably.

    There also seems to be an issue that not every healing circle of Radiance actually heals the player. There's like a time period after one healing where the player won't receive healing from it again. Like it's lagging or something.

  • 0
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    As of March I’ve had a fair amount of fun with the game. Only problem is both my girlfriend and I have met an impassable problem. We can’t pass apocalypse 8+. The sheer amount of enchanted mobs is ridiculous. I’ve encountered an enchanted Pillager Captain (Big guy with the giant axe) with protection, thorns, and double damage. Also a creeper with double damage, deflection, and super speed.

    Overall I like the game. It gets very grindy but it’s still fun. I think the amount of enchanted mobs could be adjusted or a system so the mobs can’t have a certain combination of enchantments.

    Finally it always feels like every time we get on, the game is harder than the day before. We’re playing on maps with 0.6x difficulty and still getting destroyed on first spawn by 4 enchanted creepers. We’re both power level 145+. Is anyone else having these problems?

  • 1
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    I absolutely love this game, however, it seems to be getting harder with every update. For starters, on Apoc+ it is not uncommon to face 5+ fully armored enchanted mobs right off the bat. Most have three enchants as well, and are near impossible to beat. Most of the time they can kill a player in 2-3 hits, while it takes 10-15+ to kill them. Even the normal armored mobs, especially pillagers, are way too overpowered. Even on .08 difficulty I can't get past most levels. Also when playing multiplayer, the healing mechanic is a huge cause of death. I play on xbox with my boyfriend, and when one player dies, the other can heal them by pressing A, the same button to attack. Unfortunately, this does more harm than good most of the time. It tends to lead to healing your friend instead of hitting enemies, which ends up getting you killed. Also, with the Apoc+ levels only giving loot with levels going up by one, there's almost no motivation to play higher levels. Basically, the game is way too hard, and ends up being more frustrating than fun.

  • 0
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    Dear Mojang:

    Apocalypse Plus has taken a good step forward since 1.8.0.0 released. However, despite all the effort put into making the endgame more fun, it still needs work. This time, the difficulty needs to be made harder. Not as hard as the old Apocalypse Plus, but hard enough so there is incentive to farm for the best gear in the game. Ancient Hunts and Gilded Gear are great additions, but I don't even need any Gilded Gear to complete Obsidian Pinnacle on Apocalypse +25 - there's no challenge anymore. Half the endgame has been effectively eliminated now, with only the Ancient Hunts, the Piglin Merchant, and the Daily Trials left, effectively making the endgame absent.

    So how do we make the endgame of Minecraft Dungeons interesting? It's a problem you have been trying to solve for a while now. Although you have definitely made some good steps forward, the endgame problem remains. However, I think a good place to start would be to go back to the old Apocalypse Plus, but use the power level spacing of the new system. Then make tweaks as needed so that it's a challenge to beat the max difficulty with only non-Gilded items, but easier with the Gilded items. Ancient Hunts may also need tweaking along with this, but that isn't necessarily a bad thing.

    Minecraft Dungeons is a fantastic game, and it is one of my all-time favorites. However, it needs an interesting endgame, or it will die out as Minecraft Earth did, something both of us don't want to happen.

    Sincerely,

    Rubix_One

  • 1
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    I think apocalypse plus has been a great challenge so far. Really high level play, especially for daily trials, is one of the greatest challenges yet. Many players are going to struggle and it’s not for everyone. If you’re careful, strategic, and use the right artifacts. Even apocalypse +20 (and now +25) are possible. There are some seriously deadly combos of enchantments for mobs, like quick invisible creepers (I haven’t encountered invisible yet but I remember seeing that it was a thing). This may feel unfair, but I think that’s just part of what makes it a good challenge. Maybe not every randomly generated run will be possible because it’s so difficult. In all honesty, sometimes you may need to play with other players to get high levels completed.

    I think a few things do need to be upgraded to make high level apocalypse worth it however. Emeralds need a multiplier that scales with difficulty (gonna make a separate post on that). Apocalypse item drops need 3 enchantments always. Lastly, consider increasing the amount of exp a player gains based on difficulty and what they can do with enchantment points.

  • 0
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    I want to refund the game but how?

     

  • 1
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    For future reference, do not do stuff like Warped Forest's daily trial.

    Enemies have Critical Hit? Fun, so they do triple damage that can oneshot players even if they have 35% damage reduction AND Iron Hide Amulet (Yes, I've been oneshot many times so far, and my armor is 251 power with the max health value for that power).

    Life count set to 1? Fun. You get hit twice and it's game over.

    Players have Looting? Cool. Won't stop the oneshots, and there's a bunch of crap on the ground I'm afraid my character will pick up instead of attacking because the interact/pick-up button is the same as the attack button.

    I am beyond angry. This trial is quite literally impossible unless you super cheese it.

  • 1
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    The Apocalypse Plus has too few of these pluses. Add special items to the Apocalypse Plus and level up to 125 please.

  • 0
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    I think apocalypses plus is to hard.

  • 0
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    I enjoy playing this game casually with my friends, and it's really fun getting new and more powerful gear but I've reached a point where if I want better gear I have no option but to play with crippling difficulty at apocalypse +. If I want to play casually it gets boring because I will never find something better than the stuff I already have.