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  1. #11
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Another thought I wanted to add, if the silver chests are going to stay as rare as they are, then the chance for them to fail (when your level is high enough) should be gone. They should either be rare and always successful or more common with RNG.
    (0)

  2. #12
    Player
    samurailargo's Avatar
    Join Date
    Jan 2014
    Location
    New Gridania
    Posts
    60
    Character
    Hildagarde Fabool
    World
    Siren
    Main Class
    Dark Knight Lv 80
    Id like to see more incentives, a weapon, a couple minions, a mount, and materia is alright, we can grind everything else for the same things. Its really close to being in the right spot. It is fun to run, id give it that but not much to run it more than a few times.

    Id like to see much more...
    1. Unlocking the next floor, have it locked behind an more actual objectives rather then kill a certain amount of mobs
    2. Armor Incentives. Even copy and paste dungeon gear to be able to be purchased by tokens for glamour or for the stats for leveling. Or even obtainable through boss fights.
    (0)

  3. #13
    Player
    Nyghtmarerobu's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    521
    Character
    Liaysa Sineos
    World
    Exodus
    Main Class
    Samurai Lv 90
    Firstly, PotD is pretty fun as content, but it is also pretty bare bones. It needs some definite TLC, but thats why this thread exsists, lets talk about some additions.
    1. Puzzles
      - Just like the title says, Puzzle Floors! Some of you may know of Final Fantasy 11's Nyzul Isle, which this content reminds me of. One of its many fun and annoying concepts was the puzzle floors. They consisted of lamps, and there were different ways to deal with them. they would consist of 1-4 clickable lamps, and you either had to find the right one to click, or maybe click them in a certain order to progress the floor.

    2. Different Ways to Progress
      - As I ended the puzzles section with, we should have different ways to progress floors, and give players the choice if they want to stay or go for various reasons. Its nice to have a certain number of enemies be the key, but we could also make the exit locked by certain monster picked at random on the floor, or maybe even make us clear the floor to completion, or explore rooms to find the key. More ways to progress keeps it fresh and can add difficulty and depth to the content.

    3. More Traps!!
      - More Traps!! We've already got a nice assortment of traps, but we can take it a step farther with more traps. What about Mini-boss trap with hp like a hunts, and maybe some minor mechanics. More status effects! Paralyzing traps can be really annoying coupled with various encounters if you misstep. 1-way trap doors could be a nice touch as well, where a player or the party gets stuck in a room with spawning enemies and has to clear them all, or a party member on the outside has to click a lever or button device to let the party member/s out.

    4. Intresting Bosses
      - This is the part where I felt this content really lacked. I've done my fair share of content in this game, and experienced just about everything there is, but the "Bosses" we were given are barely bosses. I realise they are based on the current floor progression and level of characters, but they barely have any mechanics that are even remotely scary. Floor 50's boss was a nice change of pace, as it was unique, but that was all it really had going for it. The mechanics were very easy and the fight was overall lackluster. This is my biggest complaint and would like to see these fights memorable, instead of "Oh look its babies first hydra".

    5. More Pomanders!
      - More pomander please! We already have quite a few different ones, but there are some that I REALLY wish we had. Single member or party wide full esuna, clearing all status effects. Single member or party wide Re-raise effect in case of random wipes. Changing traps pomander. This could make all the traps on a floor do beneficial effects or spawn chests, and this one could work well with the sight pomander so you could actually run around a floor hitting traps for buffs and chests. Just a few suggestions.

    6. Bigger Floors
      Bigger floors means less time to dilly dally around. This is important because now the clock is against you. Do you make the choice of clearing a floor looking for chests, or do you try to find the exit and progress through quickly? This makes various pomanders much more useful and purposeful like sight, so you can see chests, and affluence and fortune to boost the drop chances could mean you could clear a floor out for potential chests and loot.

    These are some suggestions I have to try to make this more fun for all, and much more interesting. If you like any of my suggestions, give me a like so maybe we can get some community rep support to pass these ideas to the devs.
    (4)
    Last edited by Nyghtmarerobu; 07-31-2016 at 12:10 AM.

  4. #14
    Player
    DarthVella's Avatar
    Join Date
    Dec 2015
    Posts
    77
    Character
    S'zendaril Tia
    World
    Excalibur
    Main Class
    Scholar Lv 96
    1. More boss variety
      Not just different boss models and attacks, but more ways that they need to be beaten. Like bosses, unable to be attacked directly, that summon waves of minions. Or floors you have to navigate before the boss can. Think outside the box.
    2. Specialised rooms
      Such as locked treasure rooms; status-cleansing temples; rooms that allow you to buff/debuff for a price; or rooms that seal you inside until you kill the mobs inside. Of course, always with a risk for every reward.
    3. Crafting/Gathering
      Not that PotD needs to allow crafters/gatherers inside! Hell no. But currently only Alchemists and Culinarians can make items that have an effect inside the dungeon, with potions/ethers/debuff cleansers and food. I'll admit to not knowing what, exactly, other classes could make that's relevant...
    4. Custom difficulty/reward settings
      Such as making enemies ungodly hard in exchange for better rewards/chance to upgrade aetherpool stats; or the reverse. Or just more difficult for the hell of it.

    On a side note, I love the idea of PotD because it'd be the perfect testing ground for different dungeon setups/mechanics.
    (3)
    Last edited by DarthVella; 08-01-2016 at 11:55 AM. Reason: Text limit

  5. #15
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Alaltus View Post
    Possible candidates: Tonberry, Mind Flayer, Lich, Jumbo Hecteye?, Ferdiad?, Allagan Spider Robot? Stilvas? Midgard Serpert?
    Tonberry is unlikely given how far away we are form Nym. Ferdiad is offed after Mhach (and I'm sure that Voidsent don't get revivals for this place), This seems to have nothing to do with Allag and to be far away from any ruins and Midgard Serpent is Midgarsomnr who is already in the game.

    I would like to see something like Persona's reaper in PoTD though.
    (0)

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