No no no that cant be right, mother brain is employing the space pirates. She wouldnt drive them out.Pirates and Sahagin have been driven out by <stock image> aliens from planet whatever. Whole place is loaded with scifi <stock image> machinery, while a giant brain in a <stock image> glass container plots to destroy the multiverse in its entirety. There will also be a lot of scifi stock images there, so I hope you're all excited by now!
Matter of perspective I guess.Orthos is the easiest, if you do the mechanics you clear it 100%. The people who think it's hard try to play it like PotD and HoH with a 'hold on to everything' mindset but in reality you just blow poms and clones as you see fit and do the mechanics and it's a guaranteed clear because outside of telegraphs and wind-up mechanics nothing can kill you unless you try to get killed.
Personally I hope that the next DD goes back to a PotD design with 200 floors and heavy resource management. There's no need to turn the only tiny fragment of skill/brain content this game has into the same garbage that raiding is.
I've done all of them (not solo so maybe that's where the difference lies), and while potd and hoh were on the casual side there, eo felt literally like a savage version with modern mechanics. I cleared potd 200 and hoh 100 in light parties in one go, no real homework or prep before beyond having adequate aetherpool. Meanwhile we wiped 4 times in eo and have yet to go above floor 86 (I don't doubt the next try will probably carry us to the last boss at the very least). This is what I found unforgiving and a sharp increase in difficulty.
I also love resource management, so I'd assume this plays a way bigger deal in solo. And perhaps that adds to the tragedy of eo if it's a sharp difficulty increase for casual parties, and a loss of difficulty for solo players.
EO requires more prior knowledge of what the mobs do because they have specific tells linked with instant wipe mechanics. The boss fights also reflect this and feature more prominently. However, once you have that knowledge, your success rate is much more consistent (especially when you're considering solo runs with less room for error). The higher reliance on scripted mechanics means that auto damage on the whole is much lower. So there's an initial learning curve but then it becomes much more comfortable. I'd expect that the next Deep Dungeon will follow this trend as well and be closer to EO than PotD/HoH in design.
My hope is that the next Deep Dungeon tries to innovate by looking at what current roguelite games are doing with the genre. I'd love to see a Hades style boon system where you have to develop a build as you progress through your run. OC's job system would actually be perfect for this, but I know that they would never break from the formula like that.
My expectation is that Nightmare Pegasus/Dodo/Orthos Craklaw end up 'accidentally' being on the bronze sack loot list and they crash the market incentives for running older Deep Dungeons completely, before tearfully apologizing in a follow-up live letter.
Not really. Eureka Orthos is horrible. Raha needs to clean his own basement, preferably with a nuke. The combination of HP sponge mobs and gotcha mechanics makes it painful.
Not at all excited. In fact I keep forgetting they are making one for DT.. Eureka Orthos wasn't even that amazing because it's same copy paste a few new mobs from the previous 2 deep dungeons.
If it's something new and interesting, then sure. If it's another reskin of Palace of the Dead, then not so much.
Bring back 6.0 Dragoon. I want my job back.
With no information, no. Realistically though, the only information I really want to hear is that I can pick any 10th floor and start there assuming I made it there at some point to begin with. The thing that has always undone this content type to me is that it requires too much time spent repeating things. Which yes, all mmo content is repeating things. But what I mean is I don't want to spend the hours and hours it takes to get 99/99 to then also have to spend hours doing the dumb baby floors to get to the good floors. And then die in there and have to reset the whole thing and repeat until I get my clear. It's not fun.
Thank you for confirming what I suspected.EO requires more prior knowledge of what the mobs do because they have specific tells linked with instant wipe mechanics. The boss fights also reflect this and feature more prominently. However, once you have that knowledge, your success rate is much more consistent (especially when you're considering solo runs with less room for error). The higher reliance on scripted mechanics means that auto damage on the whole is much lower. So there's an initial learning curve but then it becomes much more comfortable. I'd expect that the next Deep Dungeon will follow this trend as well and be closer to EO than PotD/HoH in design.
My hope is that the next Deep Dungeon tries to innovate by looking at what current roguelite games are doing with the genre. I'd love to see a Hades style boon system where you have to develop a build as you progress through your run. OC's job system would actually be perfect for this, but I know that they would never break from the formula like that.
My expectation is that Nightmare Pegasus/Dodo/Orthos Craklaw end up 'accidentally' being on the bronze sack loot list and they crash the market incentives for running older Deep Dungeons completely, before tearfully apologizing in a follow-up live letter.
EO is definitely a bad turn the mode has taken. I hope the coming one goes back to the roots (heavy copium).
I also wish they doubled down on the roguelike aspect of the mode of which it is so obviously inspired from.
Yeah they mentioned Variant and Criterion for this expansion but not when yet. Hopefully they dial Criterion back a bit. It was a lot of fun and I progged Alo Alo a bit with some friends but the difficulty level just made it die off far too quickly or had people not even wanting to try it. I also don't think they do it any favors having it in its own section in PF. If it were in High End content, then it's possible more people would join just out of curiosity.Si not only that but we're getting new level cap for Blue Mage and Beast Master next patch so that'll be fun.
Honestly I'm surprised we're getting a new deep dungeon so soon so this'll be a blast specially for all those people who like challenging themselves.
I think Variant and Criterion is on the docket as well so that'll be good.
Not really. So far none of the Dawntrail post-launch content has done anything to mechanically innovate on what came before it, so I have no reason to expect anything but a repeat of the previous deep dungeons with new graphics. At least the people who enjoy those will hopefully be happy, but I think I may just be burned out on deep dungeons in general at this point. The 10-floor chunks were already exhausting in PotD, and the trend towards making them more unforgiving only makes them continue to take longer the more cautious and methodical you have to be.
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