Discuss Minecraft Dungeons II, the action-adventure game set in the Minecraft universe. Share feedback on gameplay, features, progression, combat, and the overall experience. Please use other categories for feedback about other Minecraft games.

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Dungeons 2 suggested fixes & features

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    Milestone system:

    This system is incredibly frustrating and unclear. We'd enter a new map and boom milestone reached. Doesn't give the milestone a number. doesn't say why we reached it. Doesn't say by how much things are changed. We hit the milestone and our enjoyment of the game tanks. Suddenly we need to go spend all our emeralds on upgrading our gear and/or re-enchant our gear.

    The scaling of this also got really really rough at around lvl 65-80 (in our case). Mobs started hitting incredibly hard even with our gear upgraded to the max.

    Dungeons 1 had an incredibly good difficulty system. If you were unlucky with drops, or struggling to find a good build you could just lower the mission difficulty a little. If you were doing really well you could boost it a bit to increase drops. The milestone system needs this system that rewards pushing the difficulty up, but allows turning it down to a degree as well.

    Then you can remove the difficulty setting in the settings as well, because its incredibly strange to have a difficulty setting that doesn't punish/reward you at all. Everyone'll just put it to easy if they're farming for a specific item or anything. Its antithetical to this kind of game.

  • 4
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    9999 Emerald cap, 100 Echo shard cap:
    I have no idea why this cap was decided on. The emerald one is way too low. Means you're just hanging on to junk items just in case you need emeralds later. Cluttering up your entire inventory.

    The echo shard is really really too low since the reroll cost keeps increasing. Suggest increasing to 99999 Emerald & 9999 echo shard.

    Camp & merchant leveling:

    Merchant leveling was a feature that was mentioned a fair bit, but sadly this system falls entirely flat. There's only three levels which are very quickly done and then forgotten about. Somehow i thought the merchants would have specializations and you could upgrade their features with a lot more granularity. I'm not sure where i got this idea from, maybe i misunderstood a early video about it or something. Regardless the current system feels really unrewarding and the second and third level might as well have unlocked after beating specific bosses in the story quests.

    Also we could really use a storage chest in the camp, preferably with different tabs. Sometimes you get a good drop that you want to use for a future build and being able to put those items for a build in a specific tab would be really nice.

  • 2
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    Enchanting system:
    I really like that you changed the way this works compared to Dungeons 1. Dungeons 1 was far too much RNG and time spent to change the enchantment on gear. But perhaps you've gone a bit too far the other way. I definitely like that changing the enchantments is quick & almost free. That needs to stay, experimenting with builds should be easy and pain free. The issue i have with the current system is that you only get 99 points. This is barely enough to fully enchant all your wearable pieces. It would be really nice if you could enchant 1-3 pieces extra at lvl100. That way you can change out depending on the situation.

    I also think there's not enough interesting enchantments. Bows having no single target DMG enchantment is a shame. There's almost no enchantments that directly make you tankier, they only let you heal yourself more.

    Ideally you'd be able to store a preset of gear & enchantments so you can swap to a different build more quickly. 

    Overall big fan of this system though.

  • 0
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    Inventory & Mini inventory:
    The inventory is rather nice, but there's a few things i'd like to see changed. Favorite items should appear first in the list of items no matter the sorting setting. or it should have its own tab in the inventory/mini inventory. This lets people swap between their favourites quickly. Especially the mini inventory should prioritize favourite for quick swapping. 

    Also the inventory forgets the sorting option pretty frequently. Gets pretty annoying.

     

  • 1
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    yeah, the lack of gifting and item stats is definitely different from Dungeons 1.

  • 1
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    Yes please show gear stats like damage from artifacts, defense on gear, damage on weapon. Helps when comparing gear.  

  • 1
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    there should be a loadout system for example i want to make a set so i have as many bonus drops or chance from an obsidian chest but every time i have to look in my inventory full of stuff to serach for the best items

    there should also be somethng that tells us about items stats in a way that it was in minecraft dungeons 1 i have a helmet but i dont know what stats it gives except the effects same goes with weapons i dont know the speed damage or any other usefull things

  • 1
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    MOJANG LISTEN TO THEM!!!

  • 0
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    Mojang should introduce a feature that allows a player to upload a local hero to the cloud once. To combat cheating, the game could permanently convert that character into an online-only hero, stripping it of its offline status so its save data can no longer be tampered with locally