I think for this specific type of content, there shouldn't be a timer at all, but if there is, have it change depending whether your Solo or not- or different types of settings when setting up the Dungeon party that changes the challenge of the game, etc.
I keep looking back to games like Dissidia 012 (labyrinth), Phantasy Star Online, .Hack when I see this content and believe the dungeon generation needs more variety in shape and depth, even in height. Secret paths off map and rewards, multiple Exits to the next floor which actually lead to different version and challenges, etc.
Things that you'd get in an dungeon in a common RPG, like the older Final Fantasy games. ^^"
Flight is very useful if you don't have Fortune and Rage lined up. Exp isn't needed in 4-man parties because it's easy to get through everything. Chest drop chances from mobs are so abysmal that it's not really worth farming floors. Your character level doesn't affect your upgrades, just the floor.
Get rid of this bullshit RNG for real. Thats how you fix this place. Swear to god it's too stupid, can they make anything that's not based on stupid amounts of rng and grinding? - end rage from being ONE stupid point from getting my weapon for THREE DAYS- -.-
If they're going to continue putting more rng content out, then it should also apply to the monthly subscription.
There should be a six sided dice roll when you renew:
Full sub - unlucky
80% sub - not bad
60% sub - lucky
40% sub - very lucky
20% sub - extremely lucky
0% sub - you got it!
Then we'll see how much they like RNG.
The hyperbole is so thick I can taste it like butter.If they're going to continue putting more rng content out, then it should also apply to the monthly subscription.
There should be a six sided dice roll when you renew:
Full sub - unlucky
80% sub - not bad
60% sub - lucky
40% sub - very lucky
20% sub - extremely lucky
0% sub - you got it!
Then we'll see how much they like RNG.
This. + LampsIt really needs objectives on floors that are not just combat. They pulled all the inspiration from Nyzul, but then they reduced it to what all content in XIV ends up being: straight up combat. That's what Diadem was: a zone full of possibilities from the devs, but it ended up just being an affair of killing mobs over and over for DoW/DoM classes. They've taken Nyzul Isle and turned it strictly into a combat affair. I'd just like the dev team to know that it's okay for DoW/DoM roles to have content where the objective isn't always strictly killing things. You can still have combat in the form of obstacles that get in the way of completing those objectives.
XI - Darkshade - ShivaXIV - Shade Highwind - Figaro
Going to take a break for a couple of days. Hoping the patch tomorrow will include the upgrades.
Went through a 41-50 today with 4 silver chests, all trapped. Not a single upgrade. We all just gave up at floor 49 because it wasn't worth it.
Squaresoft needs to learn how to not turn a game into a chore. Right now, the deep dungeon is just that. No real exciting mechanics or anything. Just mindless button mashing and praying to the RNG gods.
I dont mind Deep Dungeon, its a different way to cap my tomes, but, ARGH! more battle content, really? I want something challenging that makes me use my mind, like a puzzle dungeon, which i thought this would be. But SE has been relying too heavily on RNG content which isnt good, it makes the game feel like a chore, not fun. I don't know the specifics of horizontal progression, but this feels like content that works towards it more. So please SE, we know you can do it.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
I'd love it if they expanded the trade in rewards with a few more items, namely things from dead content like the Hunting Hawk. 6+ hour queues and barren markets make items like it impossible to obtain at the moment.
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