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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]

Maybe hermit crabs could be spawned intentionally? Say, a sewer crab has a 10%(or maybe 25) chance of fleeing when at 50% HP or lower. When the crab finds its way next to a barrel, it takes a turn before turning into a full health hermit crab.

This change would let the player decide whether to permit the transformation, provided they have the means to take down the fleeing crab, and gain a risk-reward scenario. With the abundance of barrels, if you're taking on a crab next to some, the fight could escalate quickly.

Each spawn rate in this way probably needs to reduce the flee rate by half to limit farming.

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[-] [email protected] 2 points 1 week ago

The crab outruns the player, so this transformation is unstoppable without range, which you often won't have this early on in the run. This also unnecessarily buffs the already most run-ending mob in the game. Let exotics be exotics.

[-] [email protected] 2 points 1 week ago* (last edited 1 week ago)

I generally would welcome a hermit crab most of the time since dispatching one isn't too difficult and has a good chance of netting you an armour, which could be quite helpful.

But definitely, the scenario could also be the straw that breaks the camel's back in certain situations. I think a low(maybe 10% would be better) rate of this occurring and halving subsequently may make it manageable. I've killed 9 in total so far and they aren't that bad.

[-] [email protected] 2 points 1 week ago
this post was submitted on 23 May 2025
4 points (100.0% liked)

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