Well to be fair i had more fun farming gear with a clusterfuck of other people in Diadem than today in palace. Palace is by far the most boring content they have released so far. :/
I remember a few days ago, a friend did remind me of PotD release today and he was quite exited, while i just told him to better not be sooo exited, because usually Square tends to release boring content with zero interactions and whatnot and well...



The way I see Deep Dungeon its way too basic. All it comes down to is kill mobs next floor at that's it. Maybe it will get better after floor 50 but currently it hasn't impressed me. It's the type of content I will do once because I wouldn't be able to farm this piece of content where its just kill mobs. Just my opinion anyway. After I see what they have produced makes me wonder why it didn't release with 3.3. There isn't that much to warrant the time frame it came out in.


The dungeon looks more like a midway of newbie pple and returners who want to integrate themselves back into the game.
As a returner, Ive often wished i could just wipe off some of my levels on certain classes without starting a whole new character.
Before i took my break i was all 50s which was the capp at the time, and now its rather hard to start AT 50 when you forgot most things.
Of course, as progress goes further, it will most likely get harder in the deep dungeon knowing SE.
I think some of us forget that not all content the game gives out is and will be intended for high lv endgame 100%
FFXIV Since Sep. 2010: Selbina/Ridill/Excalibur (Mergers)
Currently moved to Leviathan
I remember the Alpha days when even breathing lagged you



Content for new or returning players does not have to be almost mindless, though. This is supposed to be new for everyone, including end game players. They didn't have to make it difficult, there's just nothing remotely exciting about it.


atm probably. But somehow im a bit skeptical still.
back in XI nyzul/salvage, you go one way, something spawns, you go the other way, something else spawns,
you reach xx in xx min. something spawns. You reach xx without/with some xx item, something spawns.
At this point in time, it seems that not many have experimented on those types of mechanics, rather i see threads that even want more easy going timers.
Them having already build nyzul/salvage, i wouldnt be too quick to discount it as unexciting, because those dungeons back in XI were pretty mediocre if done the no brainer method. And it kinda looks like thats how deep dungeon is being run atm. The 'lalala im watching TV on teh side' run.
Last edited by Deceptistar; 07-20-2016 at 10:40 AM.
FFXIV Since Sep. 2010: Selbina/Ridill/Excalibur (Mergers)
Currently moved to Leviathan
I remember the Alpha days when even breathing lagged you
It is the first 50 floors out of a planned 200, it will probably get harder with more mechanics and depth as more floors get added. What is at fault is 100% on you and your expectations which were wrong. SE explained in great detail what this content would be like and yet you still went in expecting it to be something else. The next set of floors they release will be the real indicator of what direction they are going with this overall.
Last edited by Snugglebutt; 07-20-2016 at 07:39 PM.


I m just a bit disappointed, that the difficulty doesnt scale with the amount of players.
As a 4-man group, its pretty easy to reach the 50th floor. But trying this solo, it will become more and more like palace of dark souls.
- Queen of Heal 2022 -
I think I met my match in terms of bluntness.... and I agree with you to tall SnugglebuttYou posted a comment about how it never matched your expectations and how that contributed to your disappointment. If you take offense to someone pointing you are responsible and at fault for your incorrect expectations despite SE being very clear about what to expect then you should not have brought that subject up.

I can see how people could be disappointed in the content. It has its thrills, though thinking about it and the scope of the game they can only make it so difficult. I think they took small steps but can expand from there...
I was expecting puzzles as well but in the end I feel that after running it so many times people will either memorize the answers or look them up. Since there could only be so many you can implement, and with the rate people spam the content, it would becoming less of a fun challenge and more of a hassle for those who don't take their time and want to get in and out (which seems to be a majority of the player base). Not saying it's a bad idea, I'm just saying anything you put in is essentially limited by something. There's always going to be a bottleneck to the process.
The monsters themselves aren't horrible so far but I do notice if you treat it like a dungeon, and try to pull all the rooms. Unless you're prepared you're going to have a bad time. We did one where the mob gave us silence for 20 seconds or so but then more spawned. We got hit and some died to dual manticores being fought with other mobs. Going in seeing HP / MP increase, or abilities unavailable was nice to see.
For me, it showed how much the defensive play style of this game is lacking. I was taking poison off of people but after a bit I figured, why bother? The no auto regen being disabled made me toss in a cure every now and then if we didn't have a tank. We got no abilities, but someone used an item and it was gone. Being blind didn't hinder us at all. Debuffs, and the need for esuna hasn't been so dire to use yet.
The bosses have potential but they are dying fast. We did one last night and he ran into the center to cast fear on the party, you knew what to do..well..some. Some got hit with it, but the guy was at 1% so..didn't matter.
It could be a wonderful way to introduce end-game mechanics from these bosses to make it hard. You can make the bosses random, but even then after so long you will know exactly what to expect. It all eventually goes into memorization, or someone telling you. I'd like to see Ex primals or their moves come into play. People still die from landslides, dive bombs are hated, or a Levi / Ramuh based one.
I like it so far..I can see where they could make it more difficult but also I see how things like Slow / Blind / Poison are very weak in the scope of the game.
Last edited by Leigaon; 07-20-2016 at 10:29 PM.
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