I actually quite enjoyed POTD, It seems my FC did too, we were all in TS listening to each other run it for hours on end and overall just laughing about it, Enjoy the little things guys. It's a game, I'm excited to see more from this..
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I actually quite enjoyed POTD, It seems my FC did too, we were all in TS listening to each other run it for hours on end and overall just laughing about it, Enjoy the little things guys. It's a game, I'm excited to see more from this..
I'm liking this concept and hope SE adds more floors in future updates. A "Fatal Labyrinth"-type concept is more than welcome for me.
Soloed the first ten floors today on my drk, was alot of fun and hope to challenge as many floors solo as i can. >:O
Can't wait to get back on and try it again tonight. Feels so much like nyzul isle in XI.
I wonder if they could balance something like that around class / job unique passives. Ie: sounds like a rogue / ninja ability. The question then becomes how do the jobs then balance, what do the other jobs offer that would keep the one job from being preferred by default.
I had fun with it yesterday. I would have liked to be able to have saved my level independently of the party I was with. We got to level 30 before one in our party needed to go to bed. I hope we can pick up where we left off later today. Overall it's fun and given there is a 235 level weapon in the mix the content isn't going away anytime soon.
I'm not sure how much I personally want to grind this for a weapon given I have relics on my main and one on an alt that need upgrading to 240.
I actually posted something like this in the Deep Dungeon suggestions thread (I forget the exact name). Some of your abilities could be altered when inside. Like the Awareness ability could also be used to discover traps and extra treasure chests but it also triggers a 5 minute cooldown. Maybe have rogues/ninjas be able to passively detect them when they're in stealth. It might seem OP at first, but they're only moving at 50% speed and you only got 1 hour to do 10 floors, so that balances out. The way monsters work inside the Deep Dungeon could also be its balance. Monsters aren't linked together, so you can fight just 1 at a time, which you wouldn't really need a defensive CD for, so those abilities could be put to different use.
One way around it is instead of making random mob floors make floors based on mob type undead etc. Then give classes a skill that strengthens them to kill certain mobs i.e Dark gets bonus damage for hitting undead. Add mechanics like this floor is strong to blunt damage/slashing or this floor is strong to magical damage. This way it still keeps all classes relevant.
It is one of the best features in the game now. I complete it 2 times, one with a fixed party ,and other with random PPL. I will try a solo challengue someday... Waiting for more floors in 3.4!
PD: I love the Manticore. That trasnformation is Op as hell.
PLD and WHM boost vs undead. ;-) I get what you're saying and am mildly heckling.
Seems like ideas like the examples would be best suited for having a group required. Nothing wrong with making a preformed party consider their composition. I wonder if it may do too much to hinder the prospect of solo play though (but maybe that should be a slightly detached variation on the dungeon.