Exactly. Easy way to both add content, AND utilize interesting-but-never-used world map locales.
I see potential here, SE. I hope you do too.
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The particular problem with the diadem was the group requirement. The content itself was boring and poorly implemented, yes, but that was exacerbated by the group entry requirement since as fewer people queued for it the queues got longer and even fewer people bothered. Since the Deep Dungeon seems to be soloable to some extent I have a feeling it will maintain relevance even if the community largely rejects it.
First off, they did say they were adding “floors” to the Deep Dungeon feature over time. They didn’t necessarily specify how those “floors” would be added. It would be cool if floors 1-50, or even 1-100 were there where Palace of the Dead is in Issom-Har. Then, maybe the next set of floors wouldn’t necessarily go deeper into that dungeon, but you’d move on somewhere else, and there would be 50 or 100 more floors in another location that would basically pick up in difficulty where Palace of the Dead left off, and so on and so forth.
A huge part of this for me is the ability to go in with any party composition, and even solo, and I hope it remains that way and is able to provide decent challenge for all party sizes and compositions. That’s a tall order, though, because if they make it “WTF? Are you serious?!” level of difficulty, how does that translate to an all DPS party, or to solo player, or whatever.
Secondly, Deep Dungeon is not at all anywhere near to being similar to Diadem. Completely different goals for the two features. The only way they can be compared is if Deep Dungeon just completely fails on an epic scale like Diadem. Otherwise, they’re so different they can’t really be compared to each other.
Regardless, I’m looking more forward to this Deep Dungeon feature than I ever was for Diadem. I’m trying to manage my expectations though. :)
Chadness -
They already said that they don't know if people will be able to handle the real upper levels if/when they implement them. My worry would be that they've designed the top tiers now but don't put them in the game until we've already out geared them. A bit like they did with some of the content in ARR where we were able to combat them far easier than we should have.
That's pretty much what I mean with low expectations.
Frankly, I expect maybe 10-20 pre-set rooms to be randomly put together for the first 50-100 floors over and over so that after doing the first 10 floors, you constantly get the feeling you've been here before. The early stages of Warframe were a lot like that, like a permanent deja vu. I expect traps to be very obvious and easily circumvented after seeing them once, I expect mobs to be not much different than your average open world mob except with alternating skins and I expect the progression to be based on luck with random chest pops, making it either a cakewalk or impossible depending on what you find (or what you bring with you).
I'm hopeful. Currently Deep Dungeon, the upcoming revamp to Diadem, and a hope that 4.0 mixes up raiding are kind of my only remaining hopes for the game. I have a variable schedule (aka the schedule where having a static of 8 people with regular times is impossible), so I can't raid currently, and everything else in the game is too facerolly/dull/repetitive.
Aside from massive amounts of drama and selfishness (that I could say effectively gutted my previous FC), my new job pretty much rendered me unable to raid due to conflict with most people's availabilities. If I'd actively had a chance to raid this tier and get some experience, I might cast my lot with the Raid Finder.
As it stands right now, all I do is PvP, and assist the baby birds/fresh 60s in my new FC. I can't wait for some engaging solo content.
Glad there is a focus in deep dungeons on leveling alt jobs. This is the kinda content infusion this game needs! I was just telling my FC the other day that the endgame could really use more leveling content. /s