I am submitting feedback based on several days of working through Pilgrim's Traverse. I am providing this early feedback to help shape the future direction of this content.
Firstly I'd like to touch upon the personal highlights of this new iteration.
- The overall aesthetic, design, and open-room feel are fantastic. This represents a substantial upgrade that successfully moves away from the square room feeling of prior Deep Dungeons.
- The subtle changes to the Pomander system are appreciated, along with the introduction of new transformations and abilities.
- The bosses now feel like proper mainline dungeon bosses, often incorporating environmental gimmicks. This is a welcome change and a substantial improvement, even if some of them are a little repetitive.
- The weekly rewards are a great addition and deserve to be added to more content.
- The queueable boss is a thoughtful feature and I'd love for all bosses to be queueable as a resource for solo player training
- Floors 1 through 30 are arguably the best of any Deep Dungeon. The pace is fast, the enemy encounters are not unduly lethal and groups of any composition can progress and explore. This third of the content perfectly delivers on the content for everyone promise, serving as an excellent introduction to the Deep Dungeon format.
Next I'd like to provide feedback on what I felt missed the mark. The development team stated that this content would be for everyone but my early experience is that this promise holds true for only the first third of the dungeon.
- Starting around Floor 31 and escalating severely in later brackets, the content suffers from a sudden and violent difficulty spike. The accessible design is immediately replaced by a highly punitive experience not unlike Eureka Orthos.
- Enemies begin utilizing untelegraphed point-blank AoEs and attacks with either no or extremely short cast times.
- Large, room-wide conal attacks are introduced that force erratic movement, often driving players directly into hidden traps or bombs that instantly reduce HP to critical levels or cause a fatality. I know a lot of this is standard Deep Dungeon fare, but it has never been fun.
- The exploratory, puggable nature of the early floors vanishes. High Aetherpool arms/armor do not mitigate the sudden burst damage, leading to an excessive amount of time spent resurrecting, waiting for Phoenix Down cooldowns, or sneaking to an Altar of Return.
While Pilgrim's Traverse provides a brilliant framework of new features, atmosphere, and mechanics, its overall structure feels contradictory. It delivers a third of a Deep Dungeon for everyone, followed by a swift and uncompromising return to the niche, high-difficulty environment that previous formats created.