Hmm, I guess I just find the content more interesting and engaging. I hated Diadem, but like PoD. I think the issue with Diadem mostly relates to the way it practically forces you to zone out - where PoD forces you to be attentive.In Diadem on a ranged character you could rotate by muscle memory, tab to the next engaged enemy when you hear the error sound from your enemy being dead, etc, F2/F3, face/lock-on walk to the tank or healer to keep in range, and function capably without anyone being the wiser that you haven't actually been looked at your screen even once for the last five minutes. In PotD you at least need to look up frequently for your movement needs, but it doesn't necessarily feel more engaging as a result.
I think the complaint is more that, if its dull enough that one wants to zone out, it'd be more stomach-able if one actually could zone out completely? I'm fairly sure that if it required his full attention, rather than just frequent visual checks, you wouldn't see that complaint.
It's a bit of a tricky line to design. Something can require your attention but at the same time be so incredibly dull that you just don't want to do it and have trouble staying awake (in other words, its not fun). if you need a good example, look up the tank bosses in Megaman and Bass, and Mighty No.9's final boss.
For me in PotD, it's not any different than fighting mobs in diadem or aquapolis, but I have to pay enough attention to navigate around random hallways (which all look the same mind you, so it doesn't even feel different) and dodge the occasional telegraph from a mob (assuming it even has one). The traps and room buffs just feel slapped on; it really doesn't add ot the fun or depth of the floors, and it feels really arbitiary for the sake of slowing you down when you don't have the item to remove it (specifically the blind, sprint, and damage down ones). Then again I didn't have much expectations of it in the first place and they pretty much hit the nail in the head when I'd say we'd be fighting mobs that have the same, generic abilities as they would outside of the dungeon.
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