

I didn't disagree with you on that point, only what I quoted. No matter how much fluff we have to make it more interesting it is still just going to be a grind.Saying "because its the norm" dosent excuse the fact that it has to be that way. Just one, add just one puzzle to a room and it makes a difference (Some MMO's have 2 puzzles/machanics per dungeon). When I play a MMO I want to say "I cant wait to run these dungeons" and not "I have to run these dungeons".
heck add the chain pulling that Halatali NM/HM had or the the Spike ball that drops from the ceiling. Why no use the spikes from Qarn HM?
1. I don't know how difficult it would be to implement, but something like a daily roulette for random 10 floors that yields some sort of upgrade-related reward could be a thing too. Not that huge of a game changer, but a nice little addition for people who have reached a certain amount of floors. Requirement for using the roulette could be the lowest weapon/armor upgrades needed to join floor 41+, or something entirely different. You get the idea ^_^.
2. Some pomanders could be blacked out and made unusable after being triggered, to prevent more than one activation per floor. This is usefull for buff pomanders that would have no additional effect when used twice in a row. The map-revealing one for example.
3. The trap-removing pomander could use an item effect icon too, so party members can check if someone has already used one on the current floor.
4. Also because it cannot be stressed enough: make future floors less combat heavy, more puzzle or action based. To keep those rooms in line with the idea of leveling up quickly, they could yield experience upon being cleared once(you could even be REALLY mean, and have chests spawn on locations that are super risky or difficult to reach. Make us EARN those upgrades by showing skill, rather than luck!). Just don't give us more of the same thing we already have abundantly(combat focused content). How about a "create your dungeon" event for collecting ideas directly from the community? ^_^
Last edited by Xelanar; 07-24-2016 at 02:39 AM.

Instead of 50 small floors I would like to change it to 5 MASSIVE maze like floors.
Bubble Bobble theme music
but, in all seriousness, it would be nice if we could set the pomander items to the hotbar.



I'm still stuck on 11-20 cuz of those muthafrackin slimes.
I like a lot of these ideas. I'm not someone who pushes for this game to be like XI, but I think the dev team should take a closer look at Nyzul Isle. Having different objectives and such on each floor really shook up the boring "kill # mobs, go to exit" theme, and running into Notorious Monsters added a nice risk/reward too. They could add random hunt mobs (smaller versions, of course) that have a high chance of dropping silver chests or potsherds.
If you point them at Nyzul and they decide to use that as their template, that means that we're going to get lamp floors.I like a lot of these ideas. I'm not someone who pushes for this game to be like XI, but I think the dev team should take a closer look at Nyzul Isle. Having different objectives and such on each floor really shook up the boring "kill # mobs, go to exit" theme,
Based solely on that I have to vehemently disagree with your suggestion.
Seeing as every run you see people use pomander at dumb times, like when the things already active, or a fortune buff just before you move to the new floor, I think pomanders should be made to not be group items but personal items. also people bitching about who uses the rage one seems to happen quite a bit lol
An ever changing floor that the walls shift, possibly killing you if you do not move out of the way. If you have ever seen the movie maze runner.
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