"require clearing deep dungeon" and "have nothing to do with deep dungeon" are mutually exclusive.I do agree with the OP, they brought nice QoL changes and the way the content can cater to a broader audience, but they didn't even try to change anything about the gameplay inside, or improve upon it, making the core of the content another reskin of palace. It's disappointing.
The thing you're completely missing for sure is that the optional quantum boss is all but part of deep dungeon. It just happens to require clearing that deep dungeon to access, but otherwise it's just yet another regular boss that has nothing to do with deep dungeons and rogue lites.
it's still the same gameplay loopPalace didn't "cushion" how far back they send you if your party wipes
Palace didn't allow you to prog the last boss in a separate instance
Palace didn't have Quantum difficulty that allows players to decide amongst themselves how difficult they want the boss to be with "offerings."
So yeah.. you're missing something here.
having slight differences doesn't make it different enough
If what happened with Occult Crescent is anything to go by, the devs probably have plans to crash the gold sack market for older Deep Dungeon drops, on the assumption that it will help pull free trial players into subscribing to current content. Increasing accessiblity to higher floors with additional start points will expedite this, especially if the new drop tables contain all the old stuff.
I think as far as actual innovations are concerned, I would have liked them to look at the roguelite genre in general and come up with ways to implement common gameplay elements with a Final Fantasy twist. The most obvious idea would be to create a randomized 'lost action system' which gets reset after every run, allowing players to put together new builds on every playthrough. That could have been tied to a job system, or could be based off of FFXIII's draw system.
Most of the listed changes seem to be about quality of life rather than about making the core gameplay loop more interesting. The problem is that they don't know how to iteratively innovate on an existing formula to keep it fresh.
I'm glad to know there are other people thinking something similar. I did not watch the LL & was simply going by what my friends relayed to me, and stuffs like OP. But the first thing that came to my mind was "Aren't we supposed to have these smooth experience to begin with anyway since PotD if they ever bother to revisit these older contents? Why are these even sold as 'new feature'?"
...it's almost as if every Deep Dungeon is the same.
^This right hereNot to disregard your feelings because you can be disappointed for any reason, but to come back on this specific line : when they said "new plans for Deep Dungeon", it meant that they were actually planning on doing a new one. They stopped after HoH and Orthos was also tentative, so it was a way of saying that the format will continue on.
For the rest, well, Deep Dungeon will still be Deep Dungeon. If it was a wildly different progression, where you bring your actual gear from outside, might as well just be a new piece of content. No matter what, Deep Dungeon will always be a set number of floor, procedurally generated, where you level up and improve a weapon you can take outside after some time. Then again, if a new piece of content akin to Deep Dungeon but with these changes appeals to you, it's always good to voice that you want something like that !
For what makes it different, it is the setting of course, but also the mechanics have been quite improved, especially how this content deals with wipes for progression towards Floor 100. I think Votives are also added on top of regular floor effects, but someone might correct me on that.
And what really sets this one apart I think is the floor 99 boss and its instance. The fact that it is a boss whose difficulty is adjusted by player input is very interesting to me, and if it works out it could be a great idea to expand to other pieces of content.
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