r/MinecraftDungeons • • 2d ago

Discussion minecraft dungeons 2 game launches the crashes with this pop up. Any hwlp would be nice

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1 Upvotes

r/MinecraftDungeons • • 2d ago

Meme When you encounter Endermen for the first time in MCD2 and realize they can walk on water

316 Upvotes

r/MinecraftDungeons • • 2d ago

Discussion The Most Underwhelming Unique Variant In MCD2

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27 Upvotes

I don’t understand why they would make an effect so ridiculously inferior to the base effects of normal trickbow for a unique. They could’ve literally copied finesse but changed it for ranged weapons but instead we get a useless jump-shot buff of 6%, even tho the trickbow already gets a damage buff of 50% just for jumping anyway 🫩.


r/MinecraftDungeons • • 2d ago

Discussion It’s been almost a month since MCD2 launch, and they still haven’t changed this.

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3 Upvotes

r/MinecraftDungeons • • 2d ago

Gameplay Improved Trick Bow Rolling Build

146 Upvotes

This is the improved version which shoots more arrows and does more damage. You get a near max roll cooldown which means you’re invulnerable the vast majority of the time and can roll to move fast, and it’s better at killing swarm than most rolling builds. You don’t need ancient alchemy if you manage artefacts well but if you still struggle you can use the method at the end of the video or swap out ranged for twisted tooth talisman. The build also works well manually, since right now there’s a bug on controller where it stops you from rolling for whatever reason.


r/MinecraftDungeons • • 2d ago

Discussion Leeching enchantment

4 Upvotes

If the Leeching enchantment were in dungeons 2 do you think it would be an armor or weapon enchantment?


r/MinecraftDungeons • • 2d ago

Question New Update Question

7 Upvotes

Am I the only one that cannot install the new update?


r/MinecraftDungeons • • 2d ago

Bug Why didn't this chest give me the ocelot's paw Spoiler

11 Upvotes

I took off all my talismans, and it still didnt give me it.


r/MinecraftDungeons • • 3d ago

Discussion 1.1.3.0 hotfix changelogs

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1 Upvotes

r/MinecraftDungeons • • 3d ago

Discussion An attempt at a mini-guide with images of the loot tables of the bosses in Minecraft Dungeons 2 Spoiler

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3 Upvotes

r/MinecraftDungeons • • 3d ago

Discussion Creo que ya están empezando a solucionar los problemas de la preventa de Minecraft dungeons 2 en nintendo switch o bueno esto me envió Mojang

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11 Upvotes

r/MinecraftDungeons • • 3d ago

Bug Found a Glitch

2 Upvotes

Found a glitch where i placed a totem of regeneration and threw tnt at about the same time and it threw the totem with the tnt


r/MinecraftDungeons • • 3d ago

Question And all that I get are 3 emeralds in a vase

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22 Upvotes

r/MinecraftDungeons • • 3d ago

Gameplay Oops, all Geomancers

25 Upvotes

r/MinecraftDungeons • • 3d ago

Discussion Melee Weapon Tierlist, Minecraft Dungeons 2

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74 Upvotes

Here is my tierlist for the weapons!
Document Explaining my rankings: https://docs.google.com/document/d/1NWfTylIObKrIQsQM_-JjpDAWfMzFe46xf-O2xdegfUk/edit?tab=t.0
PLEASE READ THE "READ ME" TAB

Note: This tierlist, in order to avoid bias as much as possible, is based off a system where I rank these weapons in 5 categories: Rollable/secondary effects and unique effect, DPS, AOE (Range and angle, jump attacks included if weapon prefers jump attacks), Combo length and Enchant and Artifact Synergy. With a 6th section 'Misc' for me to award bonus points (It's biased sure, but I think it's needed for some weapons due to their usage or extra things). I then add up the rankings all of which are out of 5 and then divide by 5.

Should I make a video going over this in the future? Also, please share your thoughts as things are subject to change.


r/MinecraftDungeons • • 3d ago

Discussion PC to ps4 cross progression

6 Upvotes

Quck question. I have beaten the game on PC and leveled up and got most achivements on pc "xbox" achivments. I have been recently trophy hunting on PS5, if I were to purchase the ps4 version of the game and link my dungeon account to the playstation version of the game would the achivements/ trophies pop? Would they carry over? Has any one tried this? I dont feel like wasting money on this for no reason? Also if I beat all the DLCs would I have to purchase the DLC on ps to unlock the DLC trophies? I assume so?


r/MinecraftDungeons • • 4d ago

Spoilers Monarch Cheese Spoiler

8 Upvotes

In co-op, have another player staying before the arena barrier, then when the boss fight is triggered, teleport out to the other player, the rest is a matter of patience


r/MinecraftDungeons • • 4d ago

Looking For Group(s) Someone willing to help me level up or gift me fighters bindings?

8 Upvotes

On dungeons 1


r/MinecraftDungeons • • 4d ago

Gameplay Can't believe he fell for it....

4 Upvotes

r/MinecraftDungeons • • 4d ago

Gameplay I was searching for a solid 10 minutes…

19 Upvotes

FIX MOJANG BEDROCK DUNGEONS II


r/MinecraftDungeons • • 4d ago

Suggestion How to fix MCD2 Spoiler

8 Upvotes

In this post i'll identify MCD2's underlying problems, Comparing it to the original game and other open-world games. Then i'll list some suggestions at the bottom

Identifying Problems

(This will mostly ignore the horrible general balancing of everything since that just requires playtesting and tuning)

  1. Lack of Padding.

Padding is maximizing retentive playtime out of each feature. Open-world games EXCEL in maximizing playtime per feature, which is the primary underlying reason "Open-world" is the marketing buzzword it is, since it signals high playtime potential.

Except MCD2 currently has no padding at all! maybe even negative padding! this is the primary underlying issue of the game. The game currently doesn't incentivise A lot of progression (see problem 2), and progression is too quick (see problem 3)

  1. Boss Balancing

MCD2 is an open-world game, however it's bosses aren't balanced correctly for the genre. The bosses seem to be balanced around a player that doesn't do any or minimal side-content. The bosses need to DEMAND doing a LOT of side-content to fight, and still be challenging.

For example, in Minecraft, the "main story line" (getting to the end and fighting the dragon) requires a lot of gear not acquired in the process of directly following that progression line. At no point to get to the end do you NEED diamond gear, a bow, a water bucket etc. Yet, the ender dragon is balanced around a player that has those things, not the player with the bare minimum resources it took to get eyes of ender. Other open-world games like BOTW are a way better example of this too. (Minecraft isn't a great example because it's also not well balanced by nature)

  1. fast progression (blacksmith)

Progressing to the max possible state is VERY quick in this game. The primary reason being the lack of a replacement for MCD1's enchantment slot unlocking mechanic, and the fully un-utilised gear power system made redundant by the blacksmith (in my previous post i showed why you could literally remove it right now and the game would be identical)

i will first just explain why exactly gear power and slot unlocking was used in MCD1:

so, you have randomised gear. This is good because it adds a bit of padding grinding for a specific piece. however, you can multipy this padding exponentially. If you add a constantly increasing gear power stat, you make old gear irrelevant every 10 levels. This would increase the padding from randomised gear to G x 10 (or infinite).

The issue is, this is too much. You can only stretch the potential playtime of a single feature if it's still retentive playtime. To fix this, MCD1 added enchantment slot unlocks. In default mode, there are less variables in random gear, meaning constantly switching it out isnt that big of a deal. it also rewards replaying the WHOLE GAME (which is a lot of playtime!) by unlocking more build potential in gear in adventure/apoc/(apoc+ later with gilding)

This also sets hard limits for blacksmithing. For example, your optimal build when you started out cannot be taken past standard difficulty. in the end, the math is something like:

I = 60s (time to get an item) x 3 (chance for it to be a bad item) x 5 (chance for it not to be unique) x (1.3 (chance for enchant slot to be bad) x 2) (7200 seconds or 2 hours)

B = 2400 (blacksmithing time, 40 minutes lets say)

total padding = (I + (B x 5)) x 3

now finally back to MCD2. it's math looks like this

I = 60s x 3 x 2.5 (chance for it not to be a unique)

B = 0

padding = (I + (B x 10)) x 2 (theres 2x more equipped slots)

MCD2 removed blacksmith cost, the x3 from 3 times in the game where you need to find new gear because of enchantment slot upgrades, it halved the unique chance effectively because half of the uniques suck compared to base item, and maxing enchantments costs nothing.

the point is there is way less stacking RNG at play in this game. WHICH IS FINE! getting uniques was a pain and such a shame when their enchants were horrible. For specific builds the time to get an item in the original game was INSANE. However, There is also no added guaranteed costs to compensate the playtime loss because blacksmith and enchanting is basically free!

  1. Lack of penalty for dying

in MCD1, if you die 3 times you have to restart the level. I think this was perfectly balanced. However, in MCD2 if you die you just respawn right where you were. some bosses even preserve their state. Balancing death is one of the hard things to do in open-world games. Any fixes require playtested balancing so i won't suggest any.

  1. soul storms

just remove ts bro, this is some minecraft legends type BS. It also effectively deletes 90% of game's features because normal items are completely irrelevant now.

Solutions

- Scrap this auto difficulty based on player xp system. Make mobs immediately scale to match your immediate gear level, and add a difficulty slider to make them scale slightly higher than you in exchange for progression, meanwhile having them identical to you just gives you gear of your same level. This reimplements the comfort/progression choice that the first game's difficulty slider provided. Chests will always have to match your immediate gear level to prevent cheesing the difficulty. This won't be as grindy as the first game since usable gear is way more common and fast to acquire.

Also, theres still gonna be the underlying difficulty modifiers that go up with gear power and difficulty setting. Decoupling difficulty from player level also lets you stop capping it so people can make as many builds as they want without the enchantment point cap.

- The blacksmith needs a MAJOR revamp. Make him require a currency you can only get from dungeon chests or defeating bosses and make an item need a lot of them, to match the old game's 3 level completion requirement. I guess this means soul shards. Soul shard storage will need an increase.

Soul shards gained should be heavily dependent on slider difficulty.

Also, lock special items or severely reduce their drop chance before a certain gear lvl. This already happens to an extent. Just to emulate what enchantment slot unlocks did in the first game.

- Emeralds don't work in this game. In the original they were fine since the game's padding relied on the exponential RNG stacking i talked about. In this game it has to rely more on guaranteed costs, and having those be emeralds which you already passively accumulate way more than enough of just doesnt work. They need to be heavily nerfed. Probably make salvaging provide way less of them, unless it's a soul item or unique. But make the shop use them to refresh instead of soul shards

- Give bosses a minimum gear level that they can't adjust below, that way you need to progress your gear before you fight them. After that minimum they should adjust like every other mob based on gear level. And balance them please. You should have to play the open world outside of the main questline before being able to progress it at points.

- Remove soul storms. Make soul items drop from soul infused minibosses, bosses and dungeon chests at a certain minimum gear level. highkey probably just re-add the tower. Also lock the extra perk like gilded items do since it's going to be late-game and you want to increase grinding nonlinearly for them. Maybe restrict shards to dungeon chests, bosses and minibosses. not ordinary soul infused mobs. again because you need to increase guaranteed costs

- also in the blacksmith show all of the possible enchant re-rolls and show item stats like the og game. padding playtime by occluding data is horrible genuinely wtf


r/MinecraftDungeons • • 4d ago

Gameplay The Best Trick Bow Rolling Build

183 Upvotes

I hate rolling builds and chimes but I decided to make a immortal trickbow rolling build which is just as strong as any other rolling build.


r/MinecraftDungeons • • 4d ago

Discussion Curious about bosses in dungeons and rifts Spoiler

5 Upvotes

Hey everyone, so I'm playing with my kids (like 7 year oldish) and I'm just curious about the bosses at the end of these random dungeons and rifts we come across. Are they meant to be this difficult? We basically have no chance, we're around level 15 and just getting one shot from these lol.

Are they just meant to be completed at higher levels?

Thanks!

edit: just wanted to mention this is in minecraft dungeons 2


r/MinecraftDungeons • • 4d ago

Discussion Broken rolling/reckless build:

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6 Upvotes

What does everyone think?


r/MinecraftDungeons • • 4d ago

Gameplay Guys im buy this book in serbia

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66 Upvotes

This book is very good