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  1. #5
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,346
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ThurinTurambar View Post
    I dont know on which dc you are on, but i on Chaos and Light EO is the most common one in PF. Also maybe you dont know where to look? Many people do deep dungeons exclusively through discord lfgs to have some base guarantee that players joining will have some idea about what to do.
    From what im seeing in score runners community, EO is very popular as its less rng dependant than HoH and not as long as palace.
    Well then I may have been a bit misinformed. I don't spend a lot of time watching what crops up in PF all day long so I believe you. I'm all but a hardcore deep dungeon aficionado, and in fact decided recently to get back to it a little as I've done HoH back in its days to max floor and decided to do it for Orthos as well. The fact that score runners prefer something less rng saddens me a little, but it's also understandable.

    Quote Originally Posted by ThurinTurambar View Post
    I would say that indeed EO has problems.
    Biggest offender is atrocious mob hp balancing. Mobs in 1-30 take longer to kill than in 31-50.
    Another issue is unadressed run ending bugs that happen with lethargy and mobs that have long cast time out of combat abilities like fitters of 91-100 (Long cast becomes insta cast).
    Mobs lack variance in terms of difficulty. Both palace and Hoh have that covered, mobs that really force your hand like flood dragons. You may say 'dread beasts' but those are 95% of time a forced storms or raising.

    A party issue is that often a single player dooms the rest, for example lagging behind and pulling a patrol that does a massive aoe that rest dont have a way to get out of. With some being delayed telegraphs the issue can be really annoying

    For EO's credit tho, it really rewards brave and risky plays and actually using your pomanders and clones (hoarding them is bad in other 2 also).
    Yes it looks like the HP sponge problem has been brought up by everyone and it definitely echoes my own experience out of EO. That and it's way too DDR/cleave memory heavy to my taste, mobs are very much all samey (all hail the modern XIV encounter design...) and the bosses don't disappoint with that either, it's frankly boring/tedious and doesn't exactly encourage me to learn the bestiary with all the extremely binary "you're fine / you get one shot KO". I hope they do go back to the way more engaging mobs of the previous iterations.

    Quote Originally Posted by ThurinTurambar View Post
    I guess we'll have to see what dd4 has to offer, i really hope for some enviromental variables.
    That would be nice, my personal hope is that they add room variations like they did for HoH with the big rooms, but better. I think one of the problems I have with deep dungeons layouts so far is that the common brick used for rooms is a little cube with very little to it, and it becomes extremely repetitive once you put them all back to back, and pepper spray them with mobs. If we had two or three more room patterns with more intricate layouts inside, like L shapes, or a twice bigger square here or there with things inside? Imagine stairs and some verticality between rooms too? That kind of things would really bring it flavor in my opinion.
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    Last edited by Valence; 03-17-2025 at 09:18 PM.