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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.

5

feedback after 56 hours of gameplay. unclear wording, content needs + bugs

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    Registered User commented
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    Apologies for some minor grammatical mistakes, i did not proofread this.

    It would also be nice if tumbleshot did not fire arrows if there is nothing to lock onto (locking onto pots etc feels fine). It feels a but uninteractive to either lose all your arrows or not be able to roll while there is no other faster movement besides shadowweave.

    More enchant points would also be nice, you get just enough for 1 full enchanted loadout right now. No room for having multiple pieces to swap out, let alone different builds ready to go.

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    For upgrading existing items to include a soul storm modifier you could implement a whole new feature where you can find a type of altar, put the item in and begin a imbueing ritual. Acting like a sort of defend objective event where mobs will spawn and try to stop it by damaging it, up to the player to fend them off till it's completed. This might be too easy to upgrade items though, maybe add a shard and/or emerald cost to start such ritual.

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    Registered User commented
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    Storm system is garbage as it is right now. The thing is based on IRL time meaning you'll have to constently check what you want to farm to do it at the right time, supposing you're able to. If you have 20 min available in your day you can wait for weeks before getting the chance to farm what matters to you.

     

    Items farm is a pain. Most bosses have less than worst drop, you can't get unique from most of them at a correct rate so you're entitled to wait storms or hope for some day get the lucky drop on a random mob. Even when the boss is named after an equipment it isn't that good to give you the said equipment (CF : The monarch and The Suprem Enchanter).

     

    Shards should be at least capped at something like 9.999 since the price is scaling fast and you can roll for a long time before getting what you want when you have the luck I have (somewhere at -2 147 483 648). Meaning you'll be most of the time depleting all your shards to not even completing your build.

    Price scaling on rerolls should be temporary. Rerolling an item should be less and less cheap until you stop do something else and come back later, but not a definitive thing. In a game where it's an absurd farm to reget some items since you'll need to have the luck to drop a certain rank of item and then the good one out of all the over same rank available on the drop pool, it's insane to fix the reroll and upgrade price indefitively.