It's considerably harder when doing it solo. Have you tried it?





It's considerably harder when doing it solo. Have you tried it?
Graphics
MSQ
Viper
What's the difference? There is no:
1. Interaction with environment.
2. Different combat objectives.
3. None combat objectives.
4. Puzzles.
5. Different ways to complete floor.
6. Different paths to room X.
SE just managed to hit a bottom of creativity.

SE could be more creative but it would require making content harder for people to do and as shown time and time again the majority of the player base doesn't like having to put actual effort into combat or learning new mechanics.



No, I don't think so.
Creative content isn't necessarily difficult content. Idle games like cookie clicker were a creative idea at the time, but let's not kid ourselves thinking a game that plays itself is hard. Difficulty is all about clarity and room for error. Take the broom quests: They're harder than the average quest, but only because they don't give you clear instructions. If they did, for example via quest marker, they'd be as easy as any other. And once you know what to do...it all comes down to whether you can stay within the tolerance threshhold of failure. A telegraph for an AoE is a very clear sign that bad things are about to happen. So all that remains is walking out of it. And depending on how much time you have for that, it's either very easy or very hard.

You're right about creative not meaning hard but if SE are to add interesting mechanics to trash, having more traps and the like then it means players need to actually do more than spam aoes, do thier standard combos etc. etc. which the majority don't like as shown every time SE try to think of something interesting.





1. Pom items that affect the environment. Avoid traps by hugging the walls. There is no healer/smn to ress your ass so you got to be careful.
2. Kill things to level up, kill things to unlock the portal to the next level. Avoid pulling deadly mob pairs (slimes, bees). Sneak past mobs when there are too many to kill.
3. Get chests. They are vital to your progress when soloing (dps buff, defensive buff, clear debuff off of yourself, put a debuff on last boss, reduce enemy spawns).
4. Efficient use of buffs. Figuring out the best path between mobs and finding the correct rooms.
5. Choices between time-efficiency and getting levels and chests.
6. There are circular floors where 4 rooms are connected to each other like a doughnut.
So, did you try it? What was your job and how far did you get? I went in as AST and got somewhere past floor 11 before dying. Going to try SCH tomorrow.
Last edited by Reinha; 07-20-2016 at 10:05 AM.
Graphics
MSQ
Viper



Killing mobs and opening chests are not puzzles, the same way choosing between time efficency and levels is not a different way to complete the floor.
Buffs and debuffs and mobs and chests and levels are nothing new. When we say 'puzzles' we were hoping for things such as riddles or different keys to unlock gates or something that actually makes you think. Not 'hmm I either kill this mob or proceed'.



got to floor 20 before running out of time. There isn't much of a reason to do but to just do it. Getting silver chest will be a pain because there's no other reason to go in there if your not getting the aether gear maxed out. Your not getting bonus exp or anything. In fact your better off running with 4 people (obviously) and your not getting any different of an experience if your playing it safe. You'll always be avoiding unnecessary enemies, avoiding traps, buffing, and debuffing. Only reason I'm doing it so much is it makes for a more interesting way to lvl your classes and that 235 weapon we can get solidifying our aether stuff.1. Pom items that affect the environment. Avoid traps by hugging the walls. There is no healer/smn to ress your ass so you got to be careful.
2. Kill things to level up, kill things to unlock the portal to the next level. Avoid pulling deadly mob pairs (slimes, bees). Sneak past mobs when there are too many to kill.
3. Get chests. They are vital to your progress when soloing (dps buff, defensive buff, clear debuff off of yourself, put a debuff on last boss, reduce enemy spawns).
4. Efficient use of buffs. Figuring out the best path between mobs and finding the correct rooms.
5. Choices between time-efficiency and getting levels and chests.
6. There are circular floors where 4 rooms are connected to each other like a doughnut.
So, did you try it? What was your job and how far did you get? I went in as AST and got somewhere past floor 11 before dying. Going to try SCH tomorrow.



You're grasping at straws trying to make this seem like it's amazing content... And these reason really only apply to someone soloing which is not the majority of people playing.1. Pom items that affect the environment. Avoid traps by hugging the walls. There is no healer/smn to ress your ass so you got to be careful.
2. Kill things to level up, kill things to unlock the portal to the next level. Avoid pulling deadly mob pairs (slimes, bees). Sneak past mobs when there are too many to kill.
3. Get chests. They are vital to your progress when soloing (dps buff, defensive buff, clear debuff off of yourself, put a debuff on last boss, reduce enemy spawns).
4. Efficient use of buffs. Figuring out the best path between mobs and finding the correct rooms.
5. Choices between time-efficiency and getting levels and chests.
6. There are circular floors where 4 rooms are connected to each other like a doughnut.
So, did you try it? What was your job and how far did you get? I went in as AST and got somewhere past floor 11 before dying. Going to try SCH tomorrow.
They could have done so many things to make this completely random and interesting content. A tonberry chasing you on floor 33, then the next floor is a bomb that will explode in 5 minutes and wipe if you don't get to the next floor, etc.
Things like that could have made it challenging and interesting. But fighting the same mobs with traps here and there on EVERY SINGLE FLOOR is a lot cooler. And please don't bring up the floor enchantments. Most of them aren't even a hassle to deal with except the ability one.

This wasn't meant for people with everything at lvl 60 to have as their "current" content. This was made for anyone and everyone, new player, or old player. SE has stated that later floors in patches to come will be more challenging. This was implemented as a way of adding a new way to level your lower classes, while at the same time working towards a mount, and a flashly glow weapon that you might have in your hands and ready when you get that low level finally to level 60.
So please stop with this "Well this was the make it or break it for me" line of thinking. If you really thought that a .05 patch was going to be showered with tons of new challenging content, you are sorely mistaken.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


