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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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    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 

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    Mega Jam commented
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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 

     

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    MrWookie2U commented
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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

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    DawnFire5342 commented
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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.

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    Mega Jam commented
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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.

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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.

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    ShinkuNoYami commented
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    First off, I LOVE the new rebalance of Apocalypse+. It's a massive improvement and the game is very fun now. However, I wanna highlight some bugs/issues that quite a few players have been vocal about for a while, and I know I'm missing a few.

    1. Thorns should not be able to kill players, and/or it shouldn’t trigger on any hit that kills the mob that has it. Otherwise, players who hit really hard (with no control over their own damage) can legitimately oneshot themselves, punishing them for no reason and making them feel robbed.
    2. Regeneration should take longer than one second to start healing a mob. There are situations where, even if you are constantly hitting a mob and they’re not running, you can be hitting slow enough that mobs can regenerate health faster than you can take it away, which is broken. 3 seconds is a better cooldown for Regeneration, so it’s not overpowered.
    3. Heals Allies mobs should not be able to heal other Heals Allies mobs. On paper, healing 75% of the damage they take for other mobs seems balanced (even if it means a mob can live 3x as long), but these mobs can heal multiple mobs, and if you’re hitting 3 Heals Allies mobs that are impossibly grouped up, they can all heal each other and actually COMPLETELY neutralize ALL the damage you’re dealing to them.
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    ShinkuNoYami commented
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    To continue my list (it's a big one, but it's to help).

    1. Putting aside how enchants on mobs are way more unnecessarily overpowered compared to those same enchants on players (Protection being 45% damage reduction, Deflect always triggering, Frenzied being a 2x attack speed multiplier, Tempo Theft lasting for 6 seconds and being more than a 50% speed cut), the damage of Deflect on mobs is way too over the top. Players shouldn’t be casually oneshotting themselves because their shot (which they can’t fully control which mob it aims at) hit a random Deflect mob. It’s to the point where only a fraction of the ranged weapons and options are even considered for use.
    2. The starting spawn location for the Spider Cave area of ancient hunts needs fixing. It’s so bad that you can start the hunt already at 30% health with mobs already on top of you attacking you, with little time to react. This spawn is horrendously bad. It’s as bad as the teleport mechanic in multiplayer. And the portal spawn location for Spider Cave and Desert Temple locations in hunts can be just as bad.
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    ShinkuNoYami commented
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    Part 3 of my list of bugs/issues:

    1. As just mentioned, the teleport feature in multiplayer is so bad that players who have to revive a downed friend across the map are actually better off running to them and taking their chances with the Phantoms, because while they are landing where the other player is, they are completely vulnerable to taking damage. Even before they’ve actually landed, they have a hitbox that can be attacked for some reason, and the landing animation takes a while too. Players should be invincible during this move, if it’s gonna take up that long.
    2. Similarly, players should be invincible when joining each other, because you can join someone mid-game and be dead on screen by the time the loading screen finally goes away, meaning the player is able to be attacked and killed before they even gain control of their character or can see what’s going on.
    3. There are some performance bugs, like how mobs that are running away are able to completely ignore Gravity from players’ melee weapons, and can even ignore the effect of Chains. Anchor and Encrusted Anchor also have a dead zone that randomly will trigger now and then when a mob is directly in front of the player, causing the hit not to register even though the weapon is hacking straight through the mob. And Sponge Striker is bugged to do over 1 billion damage when its effect triggers, which causes the player to 100% of the time oneshot themself when attacking a Thorns mob, which again compounds the problem of Thorns.
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    ShinkuNoYami commented
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    Part 4 of my bugs/issues list:

    1. Enchantment and enchantment slot RNG makes it so over 90% of gear acquired is instantly salvaged. If there were a system that allowed for enchant positions to be moved and/or enchant slots to be rerolled, this would help give a greater sense of reward to grinding.
    2. There is a bug, at least on the PS4 version, where random players cannot invite others to their camp online, nor can other players see those players’ camps to join. Yet they can still join other people’s camps or be invited by them. I can join my GF and others, but no one can join me. I can’t invite them, but they can invite me. I’m linked to a MS account and showing online on PS4 too.
    3. If in the air at all when entering a doorway, or rolling while entering a doorway, players take massive damage for no reason. Unrelated, but players can also get randomly locked in place, unable to attack for a time or move AT ALL. This seems to be triggered by a number of things, such as being hit by a mob during a certain frame while attacking or trying other actions, or just while the player is doing their own actions.
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    ShinkuNoYami commented
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    Part 5 of the bugs/issues list.

    1. This isn’t a bug, but more of a mechanic issue. Pain Cycle says it quintuples the damage of the charged hit, but what it does is actually increase the base damage by 400% (multiplied by Crit, Committed, and Gong of Weakening). This can lead to scenarios where Pain Cycle is only adding 40% more damage to the hit. This same issue is with Reckless, where it doesn’t multiply the total damage by 1.8x (which already isn’t worth the 60% HP cut which is the same as increasing mob damage on players by 2.5x).
    2. There is also an issue where, from Apocalypse+10 to +25, all healing takes a nerf, up to 30% less on +25. This was originally an Apocalypse+ feature back in an older update, where the list of modifiers said that player healing amount was reduced by 30%, but this has long since been removed from the list of modifiers. This makes it sound like it was mistakenly left in, but even if it was intended to remain, it’s neither good that it was removed from the list of modifiers that lets players know what they’re dealing with, as well as how it affects healing enchants/artifacts, which skews the game’s balance.
    3. There are issues in many levels where areas will seem clear, and then suddenly enemies will pop in out of nowhere ONLY when the player walks right into that spot, so that they’re met with a horde of enemies all in the middle of attacking the player, making it impossible for a player to know if they’re assessing all threats or not.
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    oferminf147 commented
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    i'll keep it simple;

    1. GOTTA INCREASE THE SPEED ON MOST WEAPONS

    2. gotta nerf some of the enchantments of the mobs 

    3. To add playability, create a multiplayer type camp where you can search online for other players and complete specials levels for unique weapons/armors that are guaranteed 3 slots of enchantments and will make the playerbase grow.