Ive been having a lot of fun with it. It being easier has been a boon for getting my friends into Deep dungeons.

Ive been having a lot of fun with it. It being easier has been a boon for getting my friends into Deep dungeons.
having cleared it all now, I will say they really got carried away with cones and line aoes, and felt like every enemy in the last two sets were just "lul go behind"
was fun still. but I never felt I met any "oh shit" enemies, that I would rather just not fight
Last edited by Gullis; 10-18-2025 at 11:07 PM.
on which floor do the ohko attacks start?
without fun jobs none of the content is fun!
jobs should have their full rotations on lvl 60 or 70! for a better low lvl experience.
for satisfying glam builduing we need 5 basic glamplates + 2 more for each class / job
pls give us a proper glam collection like every other mmo has.
pls upgrade the gear from normal raid and also alliance-raid by 10 ilvl each.
pls add old glowy ex trial weapons for new jobs!
and for gods sake pls give as the ability to preview any hairstyle on our own character!
without fun jobs none of the content is fun!
jobs should have their full rotations on lvl 60 or 70! for a better low lvl experience.
for satisfying glam builduing we need 5 basic glamplates + 2 more for each class / job
pls give us a proper glam collection like every other mmo has.
pls upgrade the gear from normal raid and also alliance-raid by 10 ilvl each.
pls add old glowy ex trial weapons for new jobs!
and for gods sake pls give as the ability to preview any hairstyle on our own character!
I've only been up to F60 since I don't have enough levels for my arms, so far, it's still much lower than armor for some reason. Also, I like the maps as the grassy field, desert, and underwater mansion rooms that are more open than caves or dark dungeon rooms is good. Then I'm planning to stop at F71 so I can just focus on the Challenge Log, which is a great addition along with the multiple checkpoints and matched parties options.
Finally, I like how some of the new bosses are adorable, like the rainbow shrub, plant omega, and the giant golden cacti bosses.
Another suggestion is could they just delete a save file if your party has wiped? Like there's no way to recover the file so why leave it there to be deleted manually?




Secretly had a crush on Mao
Pretty visuals, accessibility through the roof. Some fun ideas.
But ultimately extremely undertuned in endgame, combined with shallowness of the difficulty type (basicly only "dodge the hidden aoe lmao").
This drasticly diminishes replayability value, aside from some odd eggs like scholar, the dungeon plays almost the same on every job/role.
For comparison Palace of the Dead presents several problems to overcome (problems in good sense):
High damage / double auto skills
Damage over time skills
Area denial
enrage mechanics
time consuming mechanics (high hp, slow, paralasys)
Crowd control
And lastly, the shared one - dangerous aoes.
Add to it that potd mobs often combine several of those: Sasquach is both area denial and high damage, Claw is high damage, cc pull-in and a time risk due to slow. There are also some distinctly easier options to 'farm' but you never have enough of them to progress without tackling one of those obstacles above. (ofc im talking deep potd)
PT endgame basicly only has the last one, add insane incense drop rate, making it a very underchallenging experience for solo player.
Also such huge focus on aoe isnt really casual/party friendly either. Someone pulls a mob behind you? Someone steps on luring? Recipe for disaster
If instead the dungeon was blanced damage/hp/mechanics towards a standard comp light party, it would be the best of both worlds - solo players would find the challenge they are looking for, and parties can clear without 100-0 situations and feel good about it.
Last edited by ThurinTurambar; 10-20-2025 at 04:21 AM.
Problem is not job design, but mob design. Id argue that tanks and healers have their strong suits basicly invalidated by one shotting aoes. Which means the only thing that matters is how high is your dmg output. Thats why mobs with irregularly high damage, double autos and dots matter. Same reason why mobs with higher hp pools / slowing mechanisms are important. There is no better way to scare a tank than a mob that plummets your dmg output if you fail its mechanic.The one shots are just another side effect of poor role balance and the game being completely overloaded with defense, healing and recovery tools. Tanks are overpowered and can do 70% the damage of a DPS while having 10x the survivability. Healer kits are overloaded and virtually incapable of running out of resources. DPS are littered with even more superfluous healing and mit tools because they removed every other form of utility but we still need to put up a flimsy front pretending this is an RPG. Not even to mention the infinite rezzes which they made even worse with phoenix downs. If there were no one shots it would play exactly like any other snoozefest dungeon in this game with zero chance of failure.
Here is proof of my ideas: https://youtu.be/PPKXHZcgg_Q
I shouldnt be able to do this on mch, but with Pt design i am
Last edited by ThurinTurambar; 10-20-2025 at 05:54 AM.
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