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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    I would not mind seeing a PVP only DD, and I also wouldn't mind seeing a BLU only DD, as I think the DD formula got stale as soon as the second one (HOH) came out. It's so copypaste I have no idea how people get excited for a new one. The only issue with a PVP DD would be the job kits are so condensed into a few key abilities, that certain jobs would just become far and away 'the best' for solo runs. I know that eg WAR MCH RDM are 'better' than other jobs in POTD solos, for example, but I mean like... Compare how bursty (a critical factor in choosing your POTD soloing class) a NIN or MNK can be, compared to something like a SCH.

    If anything, since Blizz 'borrowed' the idea of Deep Dungeons to do Torghast in SL, I would like to see SE 'borrow' Torghast to make a new Deep Dungeon. That is, your Aetherpool weapon level does not increase for this one, instead silver chests give you passive buffs that have wacky effects on your class. From 'you take 10% less damage from Physical attacks' to 'Your Blasting Zone has a 5s shorter CD' to 'Your Phlegma now applies Phlegmatic to the enemy, causing them to take damage based on how far they move', jst go completely wacky with the effects because balance does not matter in there, it's side content. Then, instead of enemies only getting stronger because more HP (kinda bland), have each 10 floors completed also assign a debuff you have to work around. 'You take 3% of your max HP in damage for each 5 yalms you move', 'Enemies now explode on death, causing both you and nearby enemies to take 20% of your respective max HP as damage', 'Enemies now enrage at low health, doubling their autoattack rate but reducing their accuracy' etc. And then because of these effects, you could have a chance for the 'upgrade chest' to instead offer you 'you don't get an upgrade this time, but can instead remove one debuff', so you can choose to either overpower the debuffs with your own buffs, or remove the really horrible ones if they're too hard to work around. Make it a real 'roguelite' instead of using Pomanders for the 4th time

    The reason Torghast was a failure was not because it sucked. Far from it, it was actually really fun. The reason it failed was because Blizzard made it mandatory, by attaching the resource to make your legendary to it, and making it give half the weekly cap per run, forcing two runs a week. Left as an optional standalone thing, or better yet, allowing people to enter it at lower levels (so it could be used for alt levelling) would have seen it be much more favorably received
    (2)
    Last edited by ForsakenRoe; 10-03-2023 at 03:17 PM.

  2. #2
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    If anything, since Blizz 'borrowed' the idea of Deep Dungeons to do Torghst in SL, I would like to see SE 'borrow' Torghast to make a new Deep Dungeon. That is, your Aetherpool weapon level does not increase for this one, instead silver chests give you passive buffs that have wacky effects on your class. From 'you take 10% less damage from Physical attacks' to 'Your Blasting Zone has a 5s shorter CD' to 'Your Phlegma now applies Phlegmatic to the enemy, causing them to take damage based on how far they move', jst go completely wacky with the effects because balance does not matter in there, it's side content. Then, instead of enemies only getting stronger because more HP (kinda bland), have each 10 floors completed also assign a debuff you have to work around. 'You take 3% of your max HP in damage for each 5 yalms you move', 'Enemies now explode on death, causing both you and nearby enemies to take 20% of your respective max HP as damage', 'Enemies now enrage at low health, doubling their autoattack rate but reducing their accuracy' etc. And then because of these effects, you could have a chance for the 'upgrade chest' to instead offer you 'you don't get an upgrade this time, but can instead remove one debuff', so you can choose to either overpower the debuffs with your own buffs, or remove the really horrible ones if they're too hard to work around. Make it a real 'roguelite' instead of using Pomanders for the 4th time

    The reason Torghast was a failure was not because it sucked. Far from it, it was actually really fun. The reason it failed was because Blizzard made it mandatory, by attaching the resource to make your legendary to it, and making it give half the weekly cap per run, forcing two runs a week. Left as an optional standalone thing, or better yet, allowing people to enter it at lower levels (so it could be used for alt levelling) would have seen it be much more favorably received
    Agreed, I would like to see them take the torghast approach. It was very fun to do, but it being mandatory killed it for me.
    (1)

  3. #3
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,608
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    If anything, since Blizz 'borrowed' the idea of Deep Dungeons to do Torghast in SL, I would like to see SE 'borrow' Torghast to make a new Deep Dungeon.
    I forgot where I posted this, but I was saying something similar but with Honkai Star Rail's Simulated Universe. In that game mode, you start by picking a path to aim for based on some of the Aeons in the lore of the game. Some path names include "The Destruction" "The Elation" and "The Abundance." After every battle (because Honkai Star Rail is a turn-based RPG) you get to pick one of 3 random Blessings that are offered to you. Blessings are aligned with the different paths and offer unique, game-changing effects based on the mechanics of that path. Ideally, you want to collect Blessings that match the path you chose, because that will unlock the ability to summon the Aeon of that path in battle and further enhance them, think similarly to HoH's Primal Magicite, only it's not an instant-win, just a powerful move.

    If we use "The Destruction" as an example, that path revolves around your party being at low HP. Some of the examples of Blessings include:

    - "When characters are hit or consume their own HP, regenerate 4 Energy." (Energy in this case would be equivalent to limit break charge)
    - "For every 1% of the difference between character's Max HP and current HP, their ATK increases by 0.8%."
    - "If a character's HP is lower than 35% when being attacked or losing HP, restores their HP by 12% of their Max HP."
    - "When player characters are hit, DMG taken by the characters is equally distributed among all allies."
    - "When characters are hit or consume their own HP, they gain 4 stack(s) of Fighting Spirit. When the turn ends, the character loses 4 stack(s) of Fighting Spirit."
    Fighting Spirit Effect: "Buff brought by certain Destruction Blessings. For each stack, increases ATK by 3% and DEF by 3%. Stacks up to 35 times."

    There are different rarities of Blessings with some being stronger than others. These Blessings also have an upgraded version where they are stronger or have new effects, and there's a currency you collect in each run-through of the Simulated Universe that you can spend on various things including upgrading your Blessings. And I think things like this would probably compliment a PVP kit more than our very rigid PVE kits.
    (0)