What changes/improvements would you make?
Any suggestions you would make to the Dev team.
If we are lucky, maybe they will implement some of them in later tiers of DD.
What changes/improvements would you make?
Any suggestions you would make to the Dev team.
If we are lucky, maybe they will implement some of them in later tiers of DD.
Get rid of timer for solo.
Less exploding silver chests please. A good 70-80% of them just exploded on us across all 50 floors.
It really needs objectives on floors that are not just combat. They pulled all the inspiration from Nyzul, but then they reduced it to what all content in XIV ends up being: straight up combat. That's what Diadem was: a zone full of possibilities from the devs, but it ended up just being an affair of killing mobs over and over for DoW/DoM classes. They've taken Nyzul Isle and turned it strictly into a combat affair. I'd just like the dev team to know that it's okay for DoW/DoM roles to have content where the objective isn't always strictly killing things. You can still have combat in the form of obstacles that get in the way of completing those objectives.
-Enviromental Interaction - Set up traps, activate doors, secret passages, shortcuts, use enviroment as a weapon.
-Job exclusive mechanics - Diferent jobs to have diferent ways to approach certain floors (A big fissure only a DRG can jump so he can pull down a lever and lower a bridge. Locked doors only NINs can open. Weaponry only MCH/BRD can use... All for extras/shortcuts).
-Less trash, more mechanics - Instead of endless pulls of trash enemies, add more mechanical intensive enemies, modify this depending on the number of players on the save file so it doesn`t become impossible for solo players.
-Diferent floors:
Laberynth Floor (what we have).
Passage Floor (straight line like steps of faith with enemies along it and enviromental mechanics to fullfil).
Dark Floor (No map, all black, only enemies are colored).
Time Attack Floor (Any of the above but with a timer, finish the floor within the time for extra rewards or a particular buff for the next level).
Mining/Harvesting Floors (extremely rare floors where players are allowed to gather rare resources, make it so no need for job changing, just add heavily defended one click nodes).
Hunting Floor (Timer and kill goal, fulfill it to get extra rewards at the end of the floor of a particular buff for the next level).
I'm glad they didn't bring lamps or use any puzzles.
I think additional objectives would help immensely. Maybe add in some puzzles, find a specific monster, maybe look for secret passages/rooms. Make pomanders more useful and in some cases, necessary (could tie into puzzles). As of now you can clear without them, as they really only act as stat boosts, or come in handy when traps are triggered. Overall, shift the focus away from sheer combat, and give us some additional options!
No one's going to mention the addition of more save slots?
More save slots please.
Friend/recruitment code for special items and things (use before paying first sub) RACN78W5 (updated) info on items here http://sqex.to/Cz9 code is entered via the mogstation.
• An extra save slot or two. I'm the kinda guy that doesn't like to stick with one class for very long and I'm sure I'm not the only one like that. The problem with that is in order for me to experiment, I'd have to eliminate all my progress on one slot in order to do so, especially if it was on my premade (I'd feel like a douchebag if I just up and erased all that work we did, even if they'd be cool with it, or ran with their own premades on the side). I wouldn't want 20 slots or anything, but just enough for some room to work with.
• More time, like from 60 minutes to 90 minutes. In nearly all my floor 11-20 runs we had about 30 minutes left and my 21-30 run we just barely beat out the timer. I can only imagine how long the harder ones would take, especially in a matched group. I can't even see me doing them solo in that amount of time.
• The ability to craft items useful for Deep Dungeon, or abilities that are modified while in deep dungeon. Something like untradeable reusable pomanders that have _5__ minute cooldowns that can be used in there. Or maybe alter an ability like Foresight to allow you to detect traps for its duration, but its cooldown is increased to 5 minutes, stuff like that.
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