Die in the Dungeon

Die in the Dungeon

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Difficulty too high
For D1, starting with 18 or 20 hp, and you have enemies that hit you for 10-18 is a little insane. If you get unlucky with dice rolls you just lose. I had a run with 40 hp, huge dice combos and just died because the enemy attacks were 14, 10, and 7. that's 31 damage going out. Which if you have D6 blocks, that means you need 5 max rolled d6 to block all but 1 damage. I think things need to get toned down and relaxed. Queen bee is all but impossible with how high her dmg is, meanwhile the mantis boss was a walk in the park compared. The difficulty is a little all over and it just gets impossible when you're confronted with 3 enemies that hit over 10dmg.
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Showing 1-15 of 20 comments
It seems impossible but its not unmanageable. The solution is more efficient dice. With two boost die with values of 3 and 2 you raise the value of your dice by 5 each, which can be doubled again by a mirror die. Suddenly even if you rolled only two defense die with an average of 3, you will have 32 block with only 5 dice drawn. And this is before relics/properties.

You want low cost die (d4), strong multiplicative (mirror and prism) and boosting dice (close, terrain, boost, sticky). You want to buy relics that increase draw/hand size or have an extremely strong effect.
Last edited by Nickname0329; Feb 25 @ 10:57pm
LJMjollnir Feb 25 @ 11:35pm 
yeah ive had too many D1 runs fail... as i said in another post.. maybe just increase the health of the enemies to begin with and then at d2 add the extra damage.. not both in D1.. i wanna unlock the 3rd guy but at 22 hours into the game now i havent been able to....
Frenzy85 Feb 25 @ 11:51pm 
Yeah, D1 is, in my opinion the biggest difficulty spike. D2 - D4 are not much harder than D1.
And D4 seems to be max difficulty. So once you get past D1, it's pretty smooth sailing.

Would really prefer it if D1 was split into multiple stages, to ease us into the higher difficulty. But it is what it is.

Try Mirror + Terrain dice
and Heavy dice + Heavy retain relics if you can get them
Wisdom Feb 26 @ 3:49am 
Agreed. D1 is completely unbalanced.

Needs URGENT revamp. Too hard.
Artol Feb 26 @ 11:12am 
Please, don't nerf the diffuclty, I'm D4, if you can't managed D1 you are doing something wrong.

Stop killing games just because you don't understand things. You can make it, just think with your relics.
The game isn't that hard (except the bee boss of act 2)
Yes, D1 is beatable if you have a good strategy but is clearly a step too high because the famous "good strategies" can't be easily found so early in the game

For me, swapping D1 and D4 difficulty can be a very good idea in order to make the difficulty scaling of the game so much better (D4 is so easy once you've nailed all the previous difficulties)
Last edited by Gohanno DOWN; Feb 26 @ 1:58pm
I also think the overall difficulty level of D4 is fine as-is, definitely beatable if you play well, though it'd be nice if there was a bit more insulation against the risk of taking run-threatening damage in a single turn if you draw poorly. I absolutely do see the argument that the D1 effect should be swapped with one of the others to avoid a difficulty spike though.
Medicles Feb 27 @ 7:53am 
Originally posted by Artol:
Please, don't nerf the diffuclty, I'm D4, if you can't managed D1 you are doing something wrong.

Stop killing games just because you don't understand things. You can make it, just think with your relics.
The game isn't that hard (except the bee boss of act 2)

I mean, i recently started a D1 with Cinder and i just got beaten down up to the first boss who finished me. My dice rewards during act 1 were often times D8, i got no D4 at all except for a basic buff one which i didnt took and i got no Terrain die, which would have certainly helped.

I got rid of one basic buff die, i hollowed the starting D8 and i took another D6 Block, but it just wasnt enough. In every encounter and in every turn i was able to get almost enough to block all damage but 1-2 damage got through everytime in almost every fight and the more block i used the less damage dice were used.

My relics were ok as well, nothing major though but certainly enough.

Still, all of that doesnt really matter when you draw low numbers. The tank enemy that stuns another enemy when defeated does 3 damage and 3 block in a turn and the block can go on any damaged enemy. This means that the player already has to block 3 damage and has to do more than 3 damage next turn to get rid of the block. With the basic dice you can go for a 3 buff die, 3 damage die and 3 block die in a turn to go against that, which is 6 damage and 6 block, but the enemy isnt alone and rolling 3 on all three dice is not a reliable outcome in the first act, unless one upgraded and i did upgrade most of the dice.

You know, it felt like a completely decent run but i just couldnt handle the attrition and when that happens even though i upgraded most stuff, its a little weird and shows that for D1 you already need a good amount of luck to find what you need.
Last edited by Medicles; Feb 27 @ 8:11am
D8's are a trap, imo. You typically only have 3 energy, so you're not going to be putting down more than one D8 unless its been forged with hollow. Meanwhile you can fill your board with D4's (free) + 3 D6's (1 each). There are multiple relics the give you bonuses for lower end rolls, IIRC:
1's can be rerolled
1's get +2 bonus
3x 1's doubles value of all die on boards
3x of 2's on board get bonus
3's get +2 bonus

Meanwhile on the upper end there's the roll 6 card and ones that rely on evens/odds or that glove number picker one.

My ideal would be a D8 Block, a D8 Splash or Area, each one with hollow and heavy, then virtually everything else cheap/free dice.

To combat this issue, I think there needs to be better availability of +energy by the beginning of Act2. Whether that's a common relic (haven't seen one) or energy dice being available in Act 1.
Medicles Feb 27 @ 9:35am 
Originally posted by Lilbabycat:
D8's are a trap, imo. You typically only have 3 energy, so you're not going to be putting down more than one D8 unless its been forged with hollow. Meanwhile you can fill your board with D4's (free) + 3 D6's (1 each). There are multiple relics the give you bonuses for lower end rolls, IIRC:
1's can be rerolled
1's get +2 bonus
3x 1's doubles value of all die on boards
3x of 2's on board get bonus
3's get +2 bonus

I mean, you arent saying anything new here, but what exactly can one do when mostly D8's are rewarded and almost no D4's? As far as i know i cant reroll rewards, maybe with a relic but that is unreliable as well. If luck is that much of a factor then the difficulty is not proper for the game.
Learning the dice interactions is the name of the game, much like learning the card interactions is the name of the name in a card deck building game.
Originally posted by Veracius:
Learning the dice interactions is the name of the game, much like learning the card interactions is the name of the name in a card deck building game.

Difficulty One. The issue is not that the game has a way of playing and you need to learn, the matter is that it asks too much too early. Instead of promoting a desire to get better and such, it only punishes. I had a run with 40+ hp, hit for 40+ on a turn and had 12+ block a turn along with healing if needed. But I got 1 bad roll in a single fight and lost.

The game should want you to feel like there is more you can do, now I feel unmotivated to even boot the game because that feels like a wall that can't be overcome. The name of the game of roguelites is motivate through failure, not unmotivate through difficulty. I've played many roguelikes and roguelites, there is a formula in each that inspires you to wanna push forward and a balance between trying to keep you from blowing it away. This game leans too hard in the stopping you side right now.
Originally posted by MrVasmir:
Originally posted by Veracius:
Learning the dice interactions is the name of the game, much like learning the card interactions is the name of the name in a card deck building game.

Difficulty One. The issue is not that the game has a way of playing and you need to learn, the matter is that it asks too much too early. Instead of promoting a desire to get better and such, it only punishes. I had a run with 40+ hp, hit for 40+ on a turn and had 12+ block a turn along with healing if needed. But I got 1 bad roll in a single fight and lost.

The game should want you to feel like there is more you can do, now I feel unmotivated to even boot the game because that feels like a wall that can't be overcome. The name of the game of roguelites is motivate through failure, not unmotivate through difficulty. I've played many roguelikes and roguelites, there is a formula in each that inspires you to wanna push forward and a balance between trying to keep you from blowing it away. This game leans too hard in the stopping you side right now.

Big skill in yap, low skill in mulling your deck. I swear you spend more time complaining about games than playing them. We've raised nothing but snowflakes that drown in a glass of pixelated water.
Originally posted by Veracius:

Big skill in yap, low skill in mulling your deck. I swear you spend more time complaining about games than playing them. We've raised nothing but snowflakes that drown in a glass of pixelated water.

I bet you got lucky once and then didnt play D1 anymore.
I just played D1 so many times cant get past the first level
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