Pomanders that allows us to summon critters that can help us inside the dungeon for a set amount of time.
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Pomanders that allows us to summon critters that can help us inside the dungeon for a set amount of time.
I think it should scale or have a variable time limit for different party compositions.
E.g. going through as healer and tank is much slower than going with tank and 2 dps.
I imagine going with 4 dps, like SMN, would make it as easy as doing FATEs.
It honestly depends how they plan to do later floors. Think their plan was to go to 200 total. So if 1-50 was lvs 1-60, the question is, will we repeat that leveling process or will they expand on the aether gear?
I would expand on the aether gear, maybe even something to the extent of aether abilities, aether traits, aether companions.
Aether Abilities/traits, could be used on top of aether weapons/armor to keep you at lv 60 without repeating the process.
This time around you enter the dungeon, mobs start at lv 55 but you start with lv 1 abilities and have to kill mobs to gather the aether to invest into abiltiies/traits to unlock them up to lv 60
Aether Companion, with the easter eggs of fallen allies from certain stories being found within the dungeon, they could introduce a mechanic in which we use aether to call for their help to have groups of 2-8 with 4 players and 4 NPCs allowing them to increase the difficulty of content because they could have healer npcs, tank npcs, dd npcs etc etc and not have to concern themselves to much with trying to make it accessible to solo on all roles.
Expand on aether weapon/gear, instead of just adding 10-20 levels to have to find within dungeons, give players the option to customize their main effect from the aether weapon/gear.
For example talk to NPC, set aether weapon to Ninja, pick trait "Enfire" adds an additional attack to your attacks. for gear could be "Evasive Counter" everytime you evade an attack you counter the enemy for critical damage.
Each set of jobs could have 3-5 to choose from for weapon/armor, to make it more fun you could have each job only start with 2 with the other 3 being found within floors 51-100.
On top of that, new trap floors could be introduced that disable the special effects of weapon/gear to add more to trap floors.
If I think of more I"ll add it here, but this is just off top of head.
Since the dungeon progress is meant to be reset to grind gear stacks it would nice to see more possible bosses for each set of floors and have a random boss to encounter each time you come to a boss floor instead of fighting the same boss each time.
*More save slots so people can work on multiple jobs.
*I feel the final boss should have a treasure chest of some kind. I know you get a load of tome stones at the end but something about it still feels anticlimactic without a box to open.
*Would be cool if there was an pomander item that extended the amount of time granted on a floor set.
1. Give players with already high weapon and armor enhancements something to look forward to when doing floors 1-40. As it is now, you just have to grind those floors in order to get the CHANCE of an upgrade in floors 41-49. This is not fun, and it is also encouraging players with highly upgraded gear to abandon their groups on floor 49, if they got no upgrade, so they can try again from 41 upwards, instead of having to return to floor 1. Because the 30 minute lockout is still a time saver, if it skipps floors 1-40.
2. To discourage leaving groups early, make the final boss drop an upgrade, or make upgrades buyable with potsherds at a 1/1 ratio. Or allow for leaving duty after a boss is dead, WITHOUT saving your progress.
3. Include vanity items, housing stuff or glamour gear you can buy with [random currency name]. [random currency name] can drop from monsters or be inside any chest. This makes low-level floors feel less of a waste of time, or something you have to do, in order to get to the floors you actually want to be on.
4. We already have plenty of possibilities to play our classes. Dungeons, raids, daily quests ect. We DON'T need an additional one, so make a Deep Dungeon playthrough different from what we ALREADY were doing elsewhere in the game. Give classes a twist, focus Deep Dungeon gameplay more on pomanders, specially transformations! Am I the only one who finds them fun, even if they only have ONE ability to use? I believe them to be more fun than playing Deep Dungeon with my class or job, because they are something new. Give them additional abilities, or add new transforms with longer durations. Give us something that is REALLY new and fresh. We DON'T need any more combat arenas, no matter HOW they look!
5. Rooms and floors need to be more interesting and diverse than "random room with enemies", "random room with more enemies", "random room with enemies and chest". Less trash enemies per floor - actually no. Get rid of trash enemies ENTIRELY, and focus on enemies and an enviroment that is challenging. Poisonous pits to jump over. Mazes where you take damage, if they take you too long to go through. SINGLE enemies you can be afraid of, because they are difficult to defeat. And by difficult I do not only mean "has more hitpoints and hits harder", but instead has actual mechanics to look out for. Line of sight effects, or the addition of hazzards like dropping spike balls in Halatali. I know, this is not as easily generated randomly, but to be honest? This is what I BELIEVE many people thought Deep Dungeon would be about. Or am I the only one disappointed, because it turned out to be more of what we already have in abundance?
6. Less boring pomanders, more interesting ones! The idea of pomanders is great! I get really really excited about transforming into other beings, or polymorphing enemies into chickens, and frogs. And I like being able to see traps too! Oh and then there are those... "you take less damage". "You deal more damage". "You cure a very nasty effect you MIGHT get from an Mimic". "There are less enemies on the next floor"(why even have them there in the first place, then?). Some pomanders have cool and creative or usefull effects. Those are nice! And some others are just plainly boring. Effective, but boring. Remove those, or add those effects to something awesome, even if it is nothing more than a visual effect. Lightning twisting around my character's hands, or something along those lines. Anything that makes me WANT to use that item RIGHT now!
7. Moooore challenge! I know, I know. The first floors are merely an introduction to the concept, but still: floors 1-50 are too easy to go through as a group, and it becomes tedious if you do it multiple times in a row.
I think, developers were too afraid to create something new, and therefore went with the usual combat formula? Instead they should focus more on what actually makes Deep dungeon special: pomanders, traps and loot in general. Why not forget about classes and jobs entirely or at least for the most part? Just go in there, find cool pomander-based spells, transformations and buffs or debuffs, beware the traps, put that huge enemy to sleep for 5 minutes(and you BETTER be gone, when he wakes up, or else...). I really encourage developers to be brave, and try out something different, because as Deep Dungeon is right now - it's such a nice and really good idea, that I think developers were too scared to make use of =/. There is potential, definitely.
yes please seeing 6 silver chests with 0 upgrades when you do qualify for an upgrade is very frustrating and needless.
It makes the content become stale and not interesting too fast and drool drips from the corners of my mouth from boredom.....rng is one thing ...but this is just beyond silly. that line of thinking should be abolished.
1 guaranteed upgrade/boss at the very least..yes.
I think PoTD is a great stepping stone for new style content. It's nowhere near as awful as Diadem was, but it is still definitely a combat grindfest. At least the procedural generation of floors and the Pomander items make it more interesting. I do think objectives and more things to do that aren't just "kill all the enemies" would really help flesh this content out. And if you want to focus on combat, then make stuff much more mechanically intensive.
And I absolutely agree with more incentive to let players keep running it. Right now my Aetherpool weapon and arm are both at +20 and therefore running anything prior to Floor 40 is completely useless to me. I don't mind doing it, but that's a couple hours of investment to attempt to even get the actual reward and then I still have to deal with RNG. That's a bad system that artificially inflates playtime for people. Don't do that.
Fog of Phantom.
This, hugely. Even if it doesn't result in the person who got no upgrades 41-50 screwing over the rest of the party (who likely did get the upgrades, and will now have those reverted), it creates two different conflicting playstyles. Those who aren't gear level 20+ will need silvers just to enter the next tier, while those who are just trying to get back to 41-50 just want activate and get in the teleporter asap. There's no reason to create those kinds of conflicts for the sake of an arbitrary rule. You could just as easily give an equal chance everywhere and ease the tier requirements.
Allow us to put Pomanders in our hotbars.
Greetings, adventurers!
Thanks for all the feedback related to The Palace of the Dead.
We're seeing a lot of comments requesting that aetherpool equipment be able to improve in the earlier floors so that they can benefit from running the early levels again, or when playing with new players.
As such, we're planning to make the following adjustments in a future update:
We're continuing to gather your feedback and pass it along to the team so please continue exploring the depths of this dungeon, and share any additional feedback you may have.
- Aetherpool equipment will have a higher chance of receiving an upgrade upon opening silver coffers in earlier floors.
- Aetherpool equipment will be strengthened upon defeating the boss on the 50th floor.
Oh, awesome!
Adding to this, I'd like it if the bosses had guaranteed drops in general—killing a boss doesn't feel as good as it does in other content, and I think it might be due to lack of ceremony/reward. If I had to get specific, something like guaranteed Gold Coffers from floors 10 and 20, guaranteed Aetherpool upgrades from floors 30 and 50, and a guaranteed Gelmorran potsherd on floor 40 would probably work wonders since those are all unique to Palace of the Dead.
Happy to hear about the planned updates though—looking forward to them!
What about increasing time limit for solo?
even if u get a upgrade to weapon and armor....killing the 50th boss mean u have to repeat 50 floors.... THATS NOT FUN period.
make solo more possible , is a pain in the rear, a exp boost when solo 100% , 50% when duo ,25% trio...getting leves faster can help , timer when solo 90min , let the solo player able to rez on cairne once every 10min? or every 10 floors or something....dying to a slime instant unavoidable attack isnt fun
Bosses at the end of each floor should always upgrade both arm and armor.
1-10 any gear below +5 gets upgraded.
11-20 - Any gear below +10 gets upgraded
21-30 - Any gear below +15 gets upgraded
31-40 - Any gear below +20 gets upgraded
41-50 - Any gear below +30 gets upgraded
I have ran 1-50 6 times now. The last two 41-50 I went from 27/28 to 28/28. Then the next was 29/28. We opened 6 silver chests each 41-50 and 3 exploded, 2 didn't upgrade, and 1 did upgrade. Ridiculous.
Your current system makes it so if you are above +20 floors 1-30 are of no use to you. You gear will never upgrade. I have no issues getting the gear to +15. Its after that it becomes very grindy. So why boost those floors? Boost 31-50.
They aren't going to make solo "more possible"; it's intended as a challenge mode, much like 2nd coil savage. Nobody's forcing you to run it that way, and quite frankly I can't understand why anyone would unless they were purely looking for a challenge.
The same reason why they boosted anima "atma" drop rates in 3.3 instead of the step that really needed the help (the unidentifieds)Quote:
Your current system makes it so if you are above +20 floors 1-30 are of no use to you. You gear will never upgrade. I have no issues getting the gear to +15. Its after that it becomes very grindy. So why boost those floors? Boost 31-50.
Whatever that reason is exactly is up to interpretation. But it's still pretty much the same reason as that.
I'd like to see more scaling of some of the randomness for different party sizes. The enemies and such seem to be fine, but then some things are just downright unfair for solo or duo runs. They don't need to be removed though, just scaled down to not all be instant loss results. The slime move could, for instance, not deal enough damage to kill someone at full HP when solo, because that move is impossible for most jobs to avoid. Or the traps that spawn a bunch of mobs could have their spawn numbers reduced - a morbol and three seedlings appearing randomly is a challenge for a party but it's an unavoidable loss for a solo player.
I also like some of the previous suggestions like being able to save manually or more often, and pretty much all of the "other" objectives instead of just kill more mobs to level, kill more mobs to unlock doors, kill more mobs for drops, and kill more mobs.
Until they actually boost the 31-50 then they are going to have to realize the "Bail at 49" is here to stay. I don't plan to wipe a group on purpose but I don't plan to waste 2 hours or so going from 1-40 if I don't get a single upgrade either. Which really no one can get mad at cus as I recall, the same reason you can kick someone is the same reason you can leave. "Different play style". However causing a wipe at 50 on purpose, then yes.
From my experience Aetherpool items won't upgrade unless you are AT LEAST twice the level of the items level(+20, level 40) so making it higher on lower floors doesn't really do that much unless you have a low levelled item to begin with but the guaranteed +1 after floor 50 is nice.
Er the problem is when will this be implemented bc 3.4 will make 235 obselete. Unless 3.4 is being delayed to October like the rumors say :/
EDIT: PLEASE remove Solo time or extend it to 90/120 plz & ty, as SMN I made it to floor 41 but it became impossible after that point.
Glad to hear! I've only completed it once so far and thankfully no one bailed, but I've heard horror stories. Allowing the final boss to improve equipment will help curb it somewhat. And better chance is always good. During my first 41-50 run yesterday, we only saw one upgrade chest. And one of our group failed it, so he got nothing for his time.
- Let us save progress on every floor in solo.
- Let us keep the progress after changing party members.
- No more explosion trap.
- Allow unsync.
So many amazing ideas I have seen while browsing the post. Maybe its time to bring in some fresh talent to the team?
I would like to see the dungeon go pitch black and only have your weapon to see around with. Defeating mobs or interacting with objective would add some light. Think back to the original deep dungeon.
So now e have 2 weapons locked behind a soulless grind?
Why not allow us to bring out the Deep Dungeon armor?
The Explosion trap only takes away 75% of the HP you have at the time; from my experience. Unsyncing it, however, is not something anyone should champion. It would destroy the heart and soul of the entire instance as a whole, especially Deep Dungeon is not difficult in the slightest, allowing people to go in as they are would destroy any longevity for the content and cannibalize the progression aspect of strengthening your weapon.
Just finished another run. Having no special encounters beyond the mimic and those super rare undead guys (marauder, etc) is so dumb. It really feels like they just slapped the bare minimum together and called it a day. Why was this delayed for a month?
Also EVERY boss should give you +1/+1 and gil. Having 1-30 be pointless is killing me inside.
More than anything else, I would like more save slots.
Besides that;
Having specialized actions for deep dungeon would be a nice touch, like how the PvP actions work.
It would be nice to have access to the pvp Adrenaline limit break instead of the normal 4-person party one.
Having more unique encounters would be fun; encountering random enemies with mechanics, or perhaps boss-type creatures being randomly generated would be cool, especially if they had special drops or rewards.
Special room types would be really fun as well- maybe a room full of toxic puddles like in Aurum Vale; a room covered in slippery ice; a room full of poison mist that damages you while you're in it; a large maze room, maybe the size of four rooms, with extra treasure chests inside; a room where AoE indicators will appear and shortly after a stalactite will fall on that location, dealing damage, just neat variations.
I would also love to be able to summon my Chocobo companion in the dungeon.
Honestly, I do not feel deep dungeon was a serious piece of content in the sense that it was really made for high levels. Its more of a catch up piece of content that allows players to experience the game from various perspectives while also rewarding the longer playing players to a degree. Thus it was released later into the patch. Not like the stats on the 235 are any good tbh but I forget people only care about ilvl now and not secondary stats. I'm sure they'll add armor and such in the future like in 3.45 or something since they are planning on trying to go up to 200 before 4.0. Right now, the biggest issue is the upgrade system and the wasted upgrades. Seeing "unchanged" over and over makes me want to donkey punch something.
I wanna know when thess changes will be implimented, because if thet come in 3.4, then they are useless. There needs to be a patch 3.36 to fix this. And its not like its a major fix either, they are just increasing the percentages, mostly.
I do question what SE thinks sometimes when they make content like this. Grinds are fine, to a degree, but the playerbase wants to feel like their time isn't being wasted, so making guaranteed drops after a certain point is the best method. And they've done it in other things like Alex and the 2.4 dungeons, and now with the primal pigeons, and definately with the weapons. Come on SE you're doing these things right, so why are you no doing it when it matters?
Each of the 10 floors takes 20-40mins maximum. The idea is to add risk where if you lose you go back to the last checkpoint (every 10 floors), I hate the argument of "I don't have time to play" used for every little thing. It's fine for raid complaints to an extent (though in that case it's not content designed for you), but this is literally the most accessible piece of content that they have ever designed for the game, you can access it at lvl 17, on any job, and play through a few floors at a time. Natashio is right that adding what I would essentially liken to save states (because thats how they would be used) is a bad idea.
The issue I see with this is the amount of resources that the save slots take up (blah blah server limitations). Yes we could do with more save slots, but would you rather have more save slots INSTEAD of more housing and more inventory space? Because that is the trade off, and I feel that the dev team made a judgement call that 2 save slots is the number that won't make enough of an impact on the other features.
More than likely 3.36, we had a 3.26 for pvp adjustments so I can see another hotfix patch based on our feedback on deep dungeon (yes 3.4 will be too late because the ilvl cap goes up).
The RNG needs to change. It's seems so lopsided. I'm currently 22/15. Just went through floors 21-30 again. I couldn't upgrade my arms, but my armor was eligible about 2-3 floors in. We got 5-6 upgrades-- all arms, no a single armor upgrade.
When will companies learn that RNG is just a frustrating mechanic that makes things extremely easy for some and ridiculous hard from others? Someone should be able to get their weapon in 2 runs while someone else has to struggle through a dozen of them due to bad luck.