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  1. #1
    Player
    Miguel85NYC's Avatar
    Join Date
    Nov 2012
    Posts
    178
    Character
    Lord Raziel
    World
    Balmung
    Main Class
    Gladiator Lv 88

    Why Deep Dungeons a miss

    They're all exactly the same. If you've done one, you've done them all. And the rewards are pretty lame.

    I wish in the future they would add new objectives into deep dungeons.For example, maybe escort and n p c from point a to point b or figure out a puzzle with your team.. instead of just killing mom's open chest, killing mom's open chest killing mob's open chest.That is not fun
    (0)

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,747
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    This is really the issue with all content in general. If we get a new deep dungeon, it's just a visually reskinned Palace of the Dead. If we get a new exploration content, it's just a visually reskinned Ishgard Restoration. If we get a new field operation, it's just a visually reskinned Bozja - the fight mechanics are different, sure, but the only creativity is in the fight mechanics and visual design, not the overall mechanic design.

    To get really creative with a field operation for example it would have us dive underwater in a large sea, risk getting sucked into a whirlpool, have a quest to race a mermaid into a cave where we have to hit all the speed boosts and avoid the whirlpool in exchange for a mount, and introduce underwater fighting with 3-dimensional telegraphs. Then have some elite bosses to fight solo underwater as well. Then have some FATEs that involve using ship cannons to fight another ship (think the visual look of the latest alliance raid), and a section of the ocean that transports us to another dimension to fight a boss (if we go through the middle of the Bermuda Shades Triangle).

    But there is never a lot of mechanical creativity like that. There is only creativity amongst the music, visual appearance, and fight mechanics; everything else is mostly the same.

    However, the new deep dungeon is more fun than the others and there is a simple reason for it. The difficulty get progressively harder in the way that it absolutely should, rather than having some 1-shot enemies early on like EO. It allows you to queue for higher floors and incentivises everyone to do them via the challenge log, so that you don't need to dedicate 4+ hours to do a full run in Party Finder, which is not a normal amount of time to need in this casual game.

    Another amazing thing about this deep dungeon is that if you wipe to the final boss - which you probably will when you first encounter it - you can practice it solo by clicking "invoke final verse". I practiced it for ages, wiped instantly at first, then got good enough to solo the entire thing several times. I got through to the final boss with a group again and this time was able to do the mechanics without holding the party back, and would have even been able to solo it if they all died.

    That's so much better than EO, where there is a boss that you can't practice without actually getting up to it, so it's daunting to get up to it just to immediately wipe so you can't keep practicing it.

    There are some better concepts here at least that they can look to apply to other content in the game so we don't have to waste eachother's time practicing.
    (5)

  3. #3
    Player
    NegativeS's Avatar
    Join Date
    Jun 2021
    Location
    Azeroth
    Posts
    835
    Character
    Negative Space
    World
    Seraph
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Jeeqbit View Post
    To get really creative with a field operation for example it would have us dive underwater in a large sea, risk getting sucked into a whirlpool, have a quest to race a mermaid into a cave where we have to hit all the speed boosts and avoid the whirlpool in exchange for a mount, and introduce underwater fighting with 3-dimensional telegraphs. Then have some elite bosses to fight solo underwater as well. Then have some FATEs that involve using ship cannons to fight another ship (think the visual look of the latest alliance raid), and a section of the ocean that transports us to another dimension to fight a boss (if we go through the middle of the Bermuda Shades Triangle).


    Oohhhh no. No no no. If Cata-era WoW nerds couldn't handle Vash'jir, there's no way in hell modern FFXIV players could.

    Though I guess there's the crux of the issue.

    Most mdern FFXIV players don't actually want to play. They want a visual novel. The other 10% that pushes prog or metagames just gets the scraps that the interns put together in their spare time.
    (1)
    Last edited by NegativeS; Today at 08:21 AM.


    My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist

  4. #4
    Player
    Appleboops's Avatar
    Join Date
    Nov 2025
    Posts
    23
    Character
    Cherrie Blossoms
    World
    Diabolos
    Main Class
    White Mage Lv 100
    I do wish they would encorporate more into these deep dungeons because I do enjoy them and the difficulty progression in them makes the last floors an actual challenge. That said yes, it's pretty much the same old every time over now, but it doesn't need to be and that's what gets me honestly. They could be more create with this stuff...

    Encorporate more random-ness in terms of rewards/collectables within the deep dungeons. Right now there are only a handful of collectable items that you get strictly from the chests or by beating the bosses, they could make things more interesting such as having mini-boss rooms as a random spawn that may or may not appear on certain floors, each of which could award unique items of various kinds. They could encorporate craft-mats into the dungeons as well if so desired, hell they could put fishing ponds in there too.

    Another thing I feel they should've done was to improve the "descent" (or ascent) part of the deep dungeon. Right now it's just ... floor 1 .. go to 2 ... go to 3 ... blah blah .. 100. There is no divergence whatsoever in HOW you go from one floor to the next but there could be. An example is at the end of some floors, there is more than one possible ending node and depending on which one the team goes to determines the style, enemies, possible drops, etc of the next floor and maybe even the path entirely. Instead of making it a literal tower, make it a tree where you start at the base and move upward along a path tha ends on one branch of many.

    I don't know how realistic these or other ideas would be to add in but I see potential in this game mode, it's just not tapped fully. I really hope they try to branch out next time.
    (0)

  5. #5
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,510
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    I really enjoyed PT this go around, it had better loot, achievements and is considerably more accessible. It's the first deep dungeon I have actually cleared and cleared multiple times. The addition of the outside areas really helped the appearance and feel. Difficulty its right on target and for those who want to have it harder, they can do Q40 or a variation.
    (1)

  6. #6
    Player
    hydralus's Avatar
    Join Date
    Jun 2016
    Posts
    1,167
    Character
    Keiho Fukiku
    World
    Balmung
    Main Class
    Warrior Lv 50
    Quote Originally Posted by Miguel85NYC View Post
    They're all exactly the same. If you've done one, you've done them all. And the rewards are pretty lame.

    For example, maybe escort and n p c from point a to point b
    While that would be a good laugh over how annoyed it would make people (imagine failing a whole run because some mob one-shot your escort), I think it would be a poor addition. Puzzles? Eh... if they're anything like the stuff they put in the recent story quests, I'd rather skip those too. They're not challenging enough to be interesting and I'd much rather go play a game more suitable for puzzle solving than be forced through something a 3 year old could solve. If they upped the difficulty like putting in logic puzzles I might be down.
    (1)