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  1. #41
    Player
    Voidedge_Ragna's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    444
    Character
    Edge Void
    World
    Ragnarok
    Main Class
    Warrior Lv 90
    You would lose all pomander when you exit. The idea is to stack them up on lower lv and use them when rough. A lv 80 floor could end the moment you step on a mob spawner and see 2+ chimera. No petrify no witching no magicite.

    And even if ... 4 dps queue in > run lost and even if not I'd set the chance for correct stuns and silence very low.

    So it comes back to making a proper party for it anyway and at that point you might as well go fixed.

    Matched would be madness 60+ when "that" player with his 10/10 ilv comes in.
    (1)

  2. #42
    Player
    Cirgellon's Avatar
    Join Date
    Mar 2015
    Posts
    185
    Character
    Cirgellon Dailemont
    World
    Behemoth
    Main Class
    Archer Lv 70
    Dont you have to start at 20 no matter what anyways? Wouldn't a matched party still get the items needed due to this? Why is that being brought up as the main issue? I'm clearly missing something.
    (0)

  3. #43
    Player
    Voidedge_Ragna's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    444
    Character
    Edge Void
    World
    Ragnarok
    Main Class
    Warrior Lv 90
    Fixed party = keep pomander after exit.
    Matched party = lose all pomander after exit.

    So a fixed party will have/aim for magicite petrify and witching pomander for 80+ to be 3/3. While a matched one can not bring a single pomander.
    (0)

  4. #44
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RiyahArp View Post
    i don't remember needing to stock two kinds of kill the floor instantly pomanders there. You also have invisibility, weaken mob strength in the whole floor without reducing party dps, witching, sustain potions available from the get go, raising from the get go, and overall a lot more potent pomanders with less negative effects. I mean, petri pomander is essentially rage pomander for everyone, with no drawbacks like needing to dispel knockback first.

    I think the pomanders are a bit much this time around.
    Have you done floors 181+? Seeing a room full of mobs or five patrolling Chimeras would have you rethink needing pomenders. Personally, I prefer Rage since I could still kill luring traps whereas Petrifaction only works on current spawns. The only real difference—one that makes HoH easier, in fact—are Magicates. And you don't need them for the final floors.

    Quote Originally Posted by Ilyrian View Post
    True - but this 'gating' content is basically SE saying: 'you're all rubbish now deal with it' - 'you all can't cope with this and will complain'. Instead of just putting content out there and letting it be.
    It reminds me of the butchering they gave to FFIV (II) when they ported it to the US, because remember Americans were 'too stupid' to play the actual full game at the time.
    Perhaps it's not that extreme, but it doesn't sit well that they're basically assuming how the player base will react.
    It's not quite that simple. Allowing each floor to be queue-able necessitates some sort of random generation of pomenders lest you die instantly because no safety net at floor 81 is a death sentence. They'd also needs restrict based on role and aetherpool. Imagine your fun queuing into floor 81 and seeing a tank with 55/50 aetherpool.

    This is a ton of backend work that needs doing to even remotely make HoH playable for random parties. And I very much doubt it'll be worthwhile.
    (0)
    Last edited by Bourne_Endeavor; 07-11-2018 at 11:36 PM.

  5. 07-11-2018 11:36 PM
    Reason
    Double post

  6. #45
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Quote Originally Posted by RiyahArp View Post
    i don't remember needing to stock two kinds of kill the floor instantly pomanders there. You also have invisibility, weaken mob strength in the whole floor without reducing party dps, witching, sustain potions available from the get go, raising from the get go, and overall a lot more potent pomanders with less negative effects. I mean, petri pomander is essentially rage pomander for everyone, with no drawbacks like needing to dispel knockback first.

    I think the pomanders are a bit much this time around.
    Uh some of the trash mobs 81+ are insanely dangerous. Do you need poms? Nah. But they sure friggin help. Especially if you get a super patrol floor (5+ patrol mobs) or a nasty 3 debuff floor including gloom and get caught off guard. The mobs up there hit insanely hard (2 shot non tanks with autos with no steel) and are some of the most dangerous mobs in the game that can wipe your group in seconds. No indicators, stuff you have to LoS, fast telegraphs, almost everything is a one shot. There are some mobs (like the gorilla/mammoth) that can wipe your invisibility if you get hit by their passive aoe as you run by them. (They use it when idle).

    Sustain helps but it's only 8% of health. That's around 4k-5k a tick. The mobs up there hit for 15-20k+ autos with no steel and no mitigation.

    PoTD had the same dangerous mobs (some of the ones in HoH are literally copy and pasted from there), thank god no flood dragon this time though.

    The pomanders definitely are better and make HoH easier than PoTD IMO but people complained about the RNG in PoTD and how not getting certain pomanders screwed you so now they rectified it by giving you more "outs" by having a couple of different useful ones that can clear floors or get you out of bad luck situations. One of the reasons we have all these new OP poms, is to deal with the "giant" room floors which weren't in PotD which can really eat through your clock if you have no poms.
    (1)
    Last edited by Vaer; 07-12-2018 at 12:12 AM.

  7. #46
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Vaer View Post
    thank god no flood dragon this time though.
    Amen to that
    (0)

  8. #47
    Player
    ElazulHP's Avatar
    Join Date
    Dec 2014
    Posts
    1,180
    Character
    Inigo Meowtoya
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 80
    Only problem I have with HoH is if you do PF and stop before 100 you gotta start over again unless you go with the same people which isn't likely to happen. I don't have the ability to meet a set schedule so any static for it is out of the question and I don't have 4 hours set aside to straight just go from 20 to 100 so i'm completely locked out of the upper floors which really sucks. *shrugs* Dunno what to do except just completely ignore the content now which means this patch had essentially nothing in it for me. Yay! :/
    (1)

  9. #48
    Player CorbinDallas's Avatar
    Join Date
    May 2015
    Posts
    745
    Character
    Korbin Dallas
    World
    Twintania
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Vaer View Post
    One of the reasons we have all these new OP poms, is to deal with the "giant" room floors which weren't in PotD which can really eat through your clock if you have no poms.
    Giant rooms, a fun novelty at first, and then my group realised how awful it is to come across one at 80+. Without a Pomander of Safety you are forced to trigger what could be a luring trap, potentially up to 4 times, before finding the correct exit.
    (1)

  10. #49
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    idk..i mean, if you're saying the only way the challenge floors can be maintained is by forcing people to farm pomanders via easy content, inflating run times, that's not really good on SE. And the main issue for the poms is to deal with heavy rng that ends runs, because in general players can't really deal with anything beyond one mob at a time or two then. Maybe the argument should be that the redesign the content in future iterations or choose another; I'm not sure its particularly good idea since the pomanders trickle down and make the rest of the floors very dull.

    I mean, maybe have five hard floors, start you out with pomanders, and make you earn more via something like chaining or fulfilling floor conditions or puzzles. Or, well, un-gimp crowd control abilities, and let people use them to maintain mobs more. I can't really see them just keeping padding like this.
    (2)
    Last edited by RiyahArp; 07-12-2018 at 04:42 AM.

  11. #50
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    You seems to miss the point of a roguelike or a gauntlet style dungeon.

    True SE could designs a 5 floor dungeon with a high difficulty and make them challenging, but they wanted to create a progressive gauntlet style dungeon, which apparently is not your taste, but that's not directly SE problem
    (1)

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