Originally Posted by
ThurinTurambar
Pretty visuals, accessibility through the roof. Some fun ideas.
But ultimately extremely undertuned in endgame, combined with shallowness of the difficulty type (basicly only "dodge the hidden aoe lmao").
This drasticly diminishes replayability value, aside from some odd eggs like scholar, the dungeon plays almost the same on every job/role.
For comparison Palace of the Dead presents several problems to overcome (problems in good sense):
High damage / double auto skills
Damage over time skills
Area denial
enrage mechanics
time consuming mechanics (high hp, slow, paralasys)
Crowd control
And lastly, the shared one - dangerous aoes.
Add to it that potd mobs often combine several of those: Sasquach is both area denial and high damage, Claw is high damage, cc pull-in and a time risk due to slow. There are also some distinctly easier options to 'farm' but you never have enough of them to progress without tackling one of those obstacles above. (ofc im talking deep potd)
PT endgame basicly only has the last one, add insane incense drop rate, making it a very underchallenging experience for solo player.
Also such huge focus on aoe isnt really casual/party friendly either. Someone pulls a mob behind you? Someone steps on luring? Recipe for disaster
If instead the dungeon was blanced damage/hp/mechanics towards a standard comp light party, it would be the best of both worlds - solo players would find the challenge they are looking for, and parties can clear without 100-0 situations and feel good about it.