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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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    Pls remove apocalypse plus 

     

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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.

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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
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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+.

  • 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.

  • 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.

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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?

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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

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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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    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.

  • 0
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    Leider ist der Livebust nach drei verlorenen Leben nicht mehr so hoch für Einzelspieler ein Problem.Im Mehrspielermodus kömmen sich die Spieler gegenseitig wiederbeleben das finde ich sehr unfair.Selbst mit dem hohen Livebust bin ich einigemale nicht im Nether durch gekommen.Seit dem letzten Update gibt's auch nur noch einen stat 3Feuerwerkspfeilen.Fand Minecraft Dungeons früher toll und habe es Stundenlang gespielt jetzt nicht mehr wenn man nirgends mehr durchkommt ist das echt frustrierend und bringt no Fun .Überlegt bitte für solospieler den Livebust wieder zu erhöhen 

  • 0
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    with Apocalypse plus I feels like some mobs become to overpower with there enchantments I once had 5 enchanted blazes with muti-shot, chain reaction, and regen even with good enough gear to go on to the next  plus difficulty these blazes took all 4 of my lives because I need to rush them because of regen but if I tried that I would die I even used a full soul bar of a beacon that was super high level for this and I could only kill one

    also In This game There is only 3 bosses I enjoy Jungle Abomanation, Tempest Golem And Arch Illager Because It Takes Skill to beat them and its just not soul item spam you need a way to make time so bosses are harder to beat and for the bosses to have times when you can attack them and time when you cannot 

    and you guys nerfed shockwave so its not fun to use any more so what if it was op so are mobs enchanted with deflect 

     

  • 0
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    Here is my problem: mystery armor has natural -40% cool down, natural deflection, enchanted with 2 fully upgraded cool down decreases (total of about 120% less cool down. Also known as instant) artifact is 1 death cap mushroom, one fire arrow, one totem of regen. Bow is a auto cross bow with natural automation, and 2 infinity enchants maxed, and a multi shot. Daggers with poison natural. With 2 sharp, maxed and with leaching also maxed. Don’t think it’s a problem yet? Think about this. This isn’t even my most powerful profile, and I can easily kill any boss in les than one minute. Oh and did I mention my diamond sword with x2 sharp maxed and dynamo? What about my heavy crossbow with automation and 2 infinity? My set of 3 fireworks rockets? Well then if you haven’t seen the problem then consider this. Would you call ME the final boss? If not then you must be a GOD

    PS all the gear has a total power lvl of not even 100. Just imagine what’s gonna happen when I get into apocalypse+, soon I will surpass NOTCH himself in the power of Minecraft god-ship

  • 0
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    I think that adding a random map/island would be interesting, like the main game Minecraft. So here we can generate a new place, not like the ancient hunt but maybe similar. So later there will be the seed or something like that.
    I think this will be difficult considering this is not a sandbox game, but it will be interesting if Minecraft dungeons have some random generated level.

  • 0
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    you guys keep adding more enchantments to mobs and then think its ok to nerf the player enchantments without nerfing mob enchantments

     

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    Apocalypse plus is pretty good at the moment, but there can be some issues with enchanted mobs.

    While enchanted mobs are great, sometimes they're a little overplayed at higher difficulties. My main issue with them is when I find 10 armored vindicators with quick, double damage, and deflect. I can't shoot them, and they kill me in two hits in melee. The only way to kill them effectively is with a wind horn.

    I have two solutions to this: Firstly, there should be way more enchanted mobs with 1 or 2 enchantments than with 3. I can enjoy vindicators with deflect, double damage, OR quick, but not all at once! 3 enchantment mobs should still exist of course, but since they can be harder than bosses they should spawn much more rarely!

    My second proposed solution is that there should be certain combinations of enchantments that aren't allowed, such as: protection and regeneration, deflect and double damage, thorns and heals allies, etc. If a mob is about to have two mutually exclusive enchantments, one enchantment can simply be re-rolled. This would ensure that there aren't any 'impossible' enchanted mobs, and make the game more fun.

    If either or both of these suggestions were implemented to some extent, I think apocalypse plus could be so much more enjoyable for everyone.

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    Many comments here have stated most of my concerns, but I'll touch on a few subjects that haven't been mentioned much yet. Note that I played through all of the difficulty levels and am sitting on level ~254 gear.

    First, I think Ancient Hunts aren't worth it in Apoc+ because of the risk/reward ratio. I do think that Ancient Hunts on other difficulties are a great idea that increase replayability a ton, however. Gilded Gear was announced to have an extra enchantment slot, and I took that as actually having a fourth pickable enchantment. Turns out that the enchantment is randomized and might even just be level one or two, so you probably won't get anything you want (and plus, it might even have blank enchantment spaces anyway.) But Gilded can still be better than most Uniques in some cases. I also feel like some Ancient Mobs are designed to be impossible. A giant pillager with enchanted endermen, scary, but I might be able to pull through in the end, but a regenerating spider that constantly revives like ten creepers that have GRAVITY PULSE?! Ten creepers that instantly get revived after exploding, all with gravity pulse. Seriously?! And even if you avoid the Ancient Mobs, the regular enchanted enemies all over the place give you the constant threat of unavoidable, instant death. Bye-bye sacrificed items, here come some enchanted blazes.

    BTW, permanently sacrificing Enchantment Points for a little RNG is a terrible idea, they get harder to obtain the more you've earned.

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    OK, part two: I'm not too excited about the new DLC because it'll probably have only two or three actually useful items at best, and some new, weird monster that makes Apoc+ a nightmare. To elaborate: Some kinds of enemies are completely unfair in Apocalypse Plus.

    Vindicators: The stat boosts make them move way too fast, have way too much health, attack too fast, and deal way too much damage. Normal ones are hard enough. Enchanted Vindicators are a nightmare.

    Witches and Fungus Throwers: Already annoying, but enchanted versions with enchantments like Multishot and Gravity are extremely toxic. This should not be happening.

    Blazes: Blazes in this game have natural regeneration. That makes them good, formidable foes in most cases, but if they are enchanted with Regen, Heals Allies, or Protection, they have too much healing and are almost always completely unkillable.

    Redstone Golems: In Apoc+, they are too fast, and their attack is almost unavoidable. Plus, they can summon massive damage projectiles RIGHT ON YOU, potentially bumping you into even more.

    Ghasts: I know they only have one attack, so they are easy to fight up close, but they can shoot you with their super fast one-hit kill projectiles from offscreen with no warning. Maybe lower their range a little, add a louder ghast noise when they fire, or make the projectiles move slower. Otherwise it's just an unfair death with almost no reaction time.

    Wretched Wraith: NEEDS A BUFF. Waaay too slow, predictable, and wimpy for a boss.

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    Finally I will talk of the player's poor gear choices. The only usable weapons in Apocalypse Plus are one-hit weapons like soul knife, pickaxe, and double axe and infinite-hit weapons like rapier and fighter's bindings. I've tried using other weapons, like sickles, soul scythe, sword, and spear... terrible results. And I'm over ten power levels higher than recommended. Maybe instead of nerfing usable weapons, some other types of weapons should just be buffed so that they don't always get you killed..?

    Also, two enchantments are worse having than not having. Once I got a piece of armor and I could choose Gravity Pulse or Reckless for one of the slots. I left it empty. Those enchantments are so bad that they are actually negative. Gravity Pulse should work backwards, pulsing mobs AWAY, and Reckless takes far too much health. Radiance does in fact seem to heal much less than it says, too.

    Some artifacts are just pointless flair in Apoc+. blast fungus, soul lantern, spinblade, all too weak to do any real damage.

    Also, Geomancers. Once I encountered a group of 7 enchanted Geomancers, all with fast attack and frenzied. I was completely unable to move as they bombarded me with explosions. There should honestly never be more than one geomancer on screen at a time. (or off screen, as they can attack from offscreen, too.)

    Here ends my Apocalypse Plus rant, I will see what the next update has in store and report back later. I love Dungeons and always come back, despite how unfun it may be.

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    Apocalpyse plus if still unfair for once the devs just removed resurrection and that's it and increased the level cap?Most weapo s are soo usless in Apocalpyse plus it limits your choices of the gear you want to use your going to use fast weapo s like the bee stinger,freezing foil,cursed axe,whirlwind,are, fighter's binding,and the chill gale knife or resolute tempest knife.And not only that the mobs are too tanky,tanks, hit hard,and to fast and most are enchanted so your bombarded with enchanted enemies.It gets annoying when you have to decrease the level cap for it to be easy and actually fun I hope this gets nerfed in the new dlc or the next dlc or q future update.Thay could just remove those mob buffs or have so.ething like more mobs or a slight amount of more mini bosses.

  • 0
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    Depths update: It seems like maybe enchanted mobs might have been taken down a tad, which is good. New gear enchantments are mostly pretty nice. The new levels are mostly fun and the oxygen system is actually kind of fun and not too punishing. One issue: if Drowned Necromancers are boss mobs, they shouldn't be enchanted, but I found some enchanted ones with Multishot and Tempo Theft (it was a nightmare.) Is this intentional? Is it also intentional that Drowned Necromancers are supposed to entirely cover all of the area around themselves with lightning? Because that makes it impossible to fight them melee, which is kind of necessary underwater. Plus, the boss enemies in the ocean depths DO NOT drop items, which makes them weird and different from other boss enemies.

    Also, Raid Captains are definitely not worth getting involved with. And unfortunately there is no way to keep them from spawning in levels, bringing beefy vindicators (and even horrible icelodgers!) with them. The banners quickly turn levels into chaotic disasters, and even if you survive, all you get is usually a stupid common item that is a lot weaker than everything you have.