It's the combination of damage and healing a RDM is offering. No other job can clear the dps checks while also providing a strong, (nearly) unlimited heal.
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Part of me now wants to unlock RDM and give it a go >.<
I never touched Blue Mage, but when they increase his level cap to 60 he should be able to enter PotD(?)
How good is BLU compared to RDM when it comes to soloing things?
RDM has damage and healing output that is necessary to get to 200. Other jobs can make it very far without the healing with sustain pots. The only floor the other jobs have serious issue with is floor 180. At around 10-15% he starts to spam meteor. The cast is much faster than the level 80 version. It drops you down to 20% of your health. He then casts it again a few secs later so the pots can't get you back up to safe levels in time.
Currently BLUs strongest spells would instantly fail them on solo runs, their rotation would put them at low dps levels, their sustainability though is high with Mighty Guard for traps/bosses's big attack, white wind for quick heals, it could also be possible everything would be susceptible to Doom/Missile/Tail screw or any of the debuffs BLU brings.
If BLU is allowed in with its current kit the wall would be the 180 boss due to its lack of damage but that could change based on any new skills it could get.
"Exciting" and "learning 95% of the way through a MANY hour run that you have no chance of winning because you ate 5 floors of 0 relevant buffs or get two back to back sets of terrible wanderer patterns 170+" are not, have never been, and will never be the same or similar things.Quote:
I think the RNG is the most exciting part of it
Its "throw your mouse into the wall" levels of stupid.
Would be neat if somehow they could lock the seed(s) used to generate the dungeon at a certain value for solo 200 runs or something (after confirming that it's not an impossible seed), so that you could learn your way through it + be guaranteed to not just waste your time pointlessly on a bad seed, vs just banging your head against it forever. I know it'll never happen, but might be a way to nerf it without actually nerfing the content.
Though, it being such an exclusive title is pretty cool, but on the other hand I feel like it's the wrong kind of hard to get. Not something I'm personally interested in right now either way though, so w/e
I dont get why RDMs are able to clear floors more easily than Paladins. Is the Range benefit and kiting that useful at higher floors where a PLD cant tank the damage effectively?
I'd imagine a PLD's durability doesn't mean much when the floor 180 boss is spamming meteors at your face. RDM has fast sustain and damage.
Anyway, I never bothered going past floor 100 because of the ridiculous RNG nature of it, but it is rather silly that only RDM seems capable of finishing it somewhat consistently.
Theres points where the lack of damage output or sustained heal potential mean more than being almost there.
Paladin with level 80 abilities scaling down to 60 would probably be able to meet those checks, but the lack of a real range option would hurt it massively in places where Red Mage has 0 downsides. RM can output a massive burst before a mob can reach them, and theres things you absolutely do not want getting more than one chance to hit you, regardless of mitigation.
Some mobs have enrages. Pld selfheal is not as sustainable as rdm, you can heal on rdm for a few minutes before running out of MP, on pld way less. Then there is the timelimit, even if you disregard enrage mobs and the 180boss meteorspam, while you probably can beat any other mob easier, the time it takes will force your hand and make you waste pomander early.
Most runs end early because you have to use pomanders a lot to get your required 8-10min boss fight time. 181-189 could take 100min or more if you save items and play safe, but you aren't allowed ofc-the limit is 60min, so you have to skip a few of them with flight or rage. Woud it be less of an achievement if the timelimit is increased?
It feels like SE devs accepts it in the current form because a few people managed to do it. It gives them false validation. Some design and rng elements are just flawed atm. To have or not have 40% mitigation(steel pomander) ... It's like tankstance plus a big mitigation cooldown for 8min, to only be able to fight a mob (maybe still die).
If the exit is already open and you open one treasure chest and get 4 or 5 mimics from the same chest in succession, you will already have lost 10min of the run for literally nothing. The longer you fight a mimic the more likely you get 1shot crit too.
If somebody would be a god at soloing I would expect him to clear it every time or every second time atleast, in reality, looks like it happens at every ten or twenty serious runs only. Imaging getting into ultimate and then you can't survive the raid aoe right before the end of the fight, because you didn't get your tank lb because it's rng if you get it xD
Maybe I'm wrong but :
chests are random
mimics are random
pomanders are random (both the kind and the presence)
traps are random (both the kind and the presence)
Is traps placement random too? (I mean, can they be anywhere as in the middle of a room than close from the walls?) I'm still not sure about this question but looks to me the reply is Yes.
And luck is not involved?
Theres a significant amount of luck required in certain places.Quote:
And luck is not involved?
Or, one example I like to use, my last focused HoH run, I got a whole 1 magicite and 2 petrify in 79 floors and time ended up beating me.
If it were PotD, with similar luck, it would have been a lost run long before that point.
Yes, the rng of pomanders, traps, exit portal placement is brutal. As is the requirement to start over from floor 1 every time, cause even if you do hit the bottom, if you didn't start at 1 you don't get the title :/ Some of us continue to try though, hope that we'll get that one flawless run...
However the necessity of sustaining potions and locking them behind potsherds is a really horrible flaw. A potion that is pretty much mandatory in large quantities for a solo clear is not a "reward" one should be forced to grind for. I mean bad enough we have to keep starting over at floor 1 every flippin time. As I keep trying to argue in the hopes someone who can change things actually reads this.
Don't nerf the deep dungeon. Just make the potions purchasable with gold already!!
I solo'd to about floor 130 and the traps aren't really an issue most of the time, you just can't run around much while fighting, or you have to fight in hallways where traps never spawn.
The only time traps can mess you up when you know what you are doing is if they go off right as you pull something. That can cause a wipe, but it rarely ever happens and it shouldn't ever happen if you are ranged. .
It will happen when it takes a minute to kill a mob, pats can force your movement into the next room.
You can also be unlucky and pass a mob you try to skip the moment he turns while you run into a trap.
Opening a treasure that explodes while running over a mine can kill you too.
A respawning mob while you run over a trap...there are many scenarios where even good people will die.
In hoh the big hall room, you can't even hug the wall effeciently.
And yeah, rooms exist with traps at the edge/wall.
Often intuition pomander and traps share spawn points too, so think twice if the sack is worth it.
And regarding sustain potions, I don't want to have so many different potions that do the same thing. We have potd, hoh and eureka potions now. They just fill the inventory...
there are no traps next to walls and the hallways between rooms have no traps, heaven on high has the bigrooms but I have always had either trap removal or the one items which shows all traps, so anybody should be able to beat the first 10 floors solo but I had so many people running around in the rooms even after they got told multiple times to not do it in clear parties (they also keep opening treasures during combat, makes me feel like they are trying to wipe the party on purpose but I just let them die alone after they spawn more enemies and don't agro them).
I got to 150 solo (and then DCed at the boss..) and yes traps can be an issue. Of course you might get less if you are careful but you still have to walk into rooms and there are sometimes traps at the entrances of such rooms so keeping to the walls wont save you there.