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  1. #41
    Player
    Nerisu's Avatar
    Join Date
    May 2015
    Posts
    193
    Character
    Lennard Cruce
    World
    Typhon
    Main Class
    Red Mage Lv 100
    Pomanders that allows us to summon critters that can help us inside the dungeon for a set amount of time.
    (4)

  2. #42
    Player
    BunnyChain's Avatar
    Join Date
    Aug 2013
    Location
    Lavender Beds (✿◠‿◠)
    Posts
    689
    Character
    Rena Cebe
    World
    Moogle
    Main Class
    Conjurer Lv 1
    I think it should scale or have a variable time limit for different party compositions.
    E.g. going through as healer and tank is much slower than going with tank and 2 dps.
    I imagine going with 4 dps, like SMN, would make it as easy as doing FATEs.
    (0)

  3. #43
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    It honestly depends how they plan to do later floors. Think their plan was to go to 200 total. So if 1-50 was lvs 1-60, the question is, will we repeat that leveling process or will they expand on the aether gear?

    I would expand on the aether gear, maybe even something to the extent of aether abilities, aether traits, aether companions.


    Aether Abilities/traits, could be used on top of aether weapons/armor to keep you at lv 60 without repeating the process.

    This time around you enter the dungeon, mobs start at lv 55 but you start with lv 1 abilities and have to kill mobs to gather the aether to invest into abiltiies/traits to unlock them up to lv 60

    Aether Companion, with the easter eggs of fallen allies from certain stories being found within the dungeon, they could introduce a mechanic in which we use aether to call for their help to have groups of 2-8 with 4 players and 4 NPCs allowing them to increase the difficulty of content because they could have healer npcs, tank npcs, dd npcs etc etc and not have to concern themselves to much with trying to make it accessible to solo on all roles.

    Expand on aether weapon/gear, instead of just adding 10-20 levels to have to find within dungeons, give players the option to customize their main effect from the aether weapon/gear.

    For example talk to NPC, set aether weapon to Ninja, pick trait "Enfire" adds an additional attack to your attacks. for gear could be "Evasive Counter" everytime you evade an attack you counter the enemy for critical damage.

    Each set of jobs could have 3-5 to choose from for weapon/armor, to make it more fun you could have each job only start with 2 with the other 3 being found within floors 51-100.

    On top of that, new trap floors could be introduced that disable the special effects of weapon/gear to add more to trap floors.

    If I think of more I"ll add it here, but this is just off top of head.
    (2)

  4. #44
    Player
    aesteval's Avatar
    Join Date
    Jun 2015
    Posts
    956
    Character
    Tae Sylphanas
    World
    Ultros
    Main Class
    Dancer Lv 90
    Since the dungeon progress is meant to be reset to grind gear stacks it would nice to see more possible bosses for each set of floors and have a random boss to encounter each time you come to a boss floor instead of fighting the same boss each time.
    (0)

  5. #45
    Player
    Kio's Avatar
    Join Date
    Mar 2011
    Posts
    864
    Character
    Kio Solais
    World
    Hyperion
    Main Class
    Culinarian Lv 90
    *More save slots so people can work on multiple jobs.
    *I feel the final boss should have a treasure chest of some kind. I know you get a load of tome stones at the end but something about it still feels anticlimactic without a box to open.
    *Would be cool if there was an pomander item that extended the amount of time granted on a floor set.
    (4)
    Last edited by Kio; 07-21-2016 at 09:24 PM.

  6. #46
    Player
    Xelanar's Avatar
    Join Date
    Dec 2015
    Posts
    287
    Character
    Xelanar Fhey
    World
    Shiva
    Main Class
    Dancer Lv 90
    1. Give players with already high weapon and armor enhancements something to look forward to when doing floors 1-40. As it is now, you just have to grind those floors in order to get the CHANCE of an upgrade in floors 41-49. This is not fun, and it is also encouraging players with highly upgraded gear to abandon their groups on floor 49, if they got no upgrade, so they can try again from 41 upwards, instead of having to return to floor 1. Because the 30 minute lockout is still a time saver, if it skipps floors 1-40.

    2. To discourage leaving groups early, make the final boss drop an upgrade, or make upgrades buyable with potsherds at a 1/1 ratio. Or allow for leaving duty after a boss is dead, WITHOUT saving your progress.

    3. Include vanity items, housing stuff or glamour gear you can buy with [random currency name]. [random currency name] can drop from monsters or be inside any chest. This makes low-level floors feel less of a waste of time, or something you have to do, in order to get to the floors you actually want to be on.

    4. We already have plenty of possibilities to play our classes. Dungeons, raids, daily quests ect. We DON'T need an additional one, so make a Deep Dungeon playthrough different from what we ALREADY were doing elsewhere in the game. Give classes a twist, focus Deep Dungeon gameplay more on pomanders, specially transformations! Am I the only one who finds them fun, even if they only have ONE ability to use? I believe them to be more fun than playing Deep Dungeon with my class or job, because they are something new. Give them additional abilities, or add new transforms with longer durations. Give us something that is REALLY new and fresh. We DON'T need any more combat arenas, no matter HOW they look!

    5. Rooms and floors need to be more interesting and diverse than "random room with enemies", "random room with more enemies", "random room with enemies and chest". Less trash enemies per floor - actually no. Get rid of trash enemies ENTIRELY, and focus on enemies and an enviroment that is challenging. Poisonous pits to jump over. Mazes where you take damage, if they take you too long to go through. SINGLE enemies you can be afraid of, because they are difficult to defeat. And by difficult I do not only mean "has more hitpoints and hits harder", but instead has actual mechanics to look out for. Line of sight effects, or the addition of hazzards like dropping spike balls in Halatali. I know, this is not as easily generated randomly, but to be honest? This is what I BELIEVE many people thought Deep Dungeon would be about. Or am I the only one disappointed, because it turned out to be more of what we already have in abundance?

    6. Less boring pomanders, more interesting ones! The idea of pomanders is great! I get really really excited about transforming into other beings, or polymorphing enemies into chickens, and frogs. And I like being able to see traps too! Oh and then there are those... "you take less damage". "You deal more damage". "You cure a very nasty effect you MIGHT get from an Mimic". "There are less enemies on the next floor"(why even have them there in the first place, then?). Some pomanders have cool and creative or usefull effects. Those are nice! And some others are just plainly boring. Effective, but boring. Remove those, or add those effects to something awesome, even if it is nothing more than a visual effect. Lightning twisting around my character's hands, or something along those lines. Anything that makes me WANT to use that item RIGHT now!

    7. Moooore challenge! I know, I know. The first floors are merely an introduction to the concept, but still: floors 1-50 are too easy to go through as a group, and it becomes tedious if you do it multiple times in a row.



    I think, developers were too afraid to create something new, and therefore went with the usual combat formula? Instead they should focus more on what actually makes Deep dungeon special: pomanders, traps and loot in general. Why not forget about classes and jobs entirely or at least for the most part? Just go in there, find cool pomander-based spells, transformations and buffs or debuffs, beware the traps, put that huge enemy to sleep for 5 minutes(and you BETTER be gone, when he wakes up, or else...). I really encourage developers to be brave, and try out something different, because as Deep Dungeon is right now - it's such a nice and really good idea, that I think developers were too scared to make use of =/. There is potential, definitely.
    (7)
    Last edited by Xelanar; 07-21-2016 at 10:59 PM.

  7. #47
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Xelanar View Post
    1. Give players with already high weapon and armor enhancements something to look forward to when doing floors 1-40. As it is now, you just have to grind those floors in order to get the CHANCE of an upgrade in floors 41-49. This is not fun, and it is also encouraging players with highly upgraded gear to abandon their groups on floor 49, if they got no upgrade, so they can try again from 41 upwards, instead of having to return to floor 1. Because the 30 minute lockout is still a time saver, if it skipps floors 1-40.
    Oh. Oh.

    That explains why three players left suddenly right before the final boss and screwed over my progress in the process. >_>
    (4)

  8. #48
    Player
    MistyMew's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,474
    Character
    Misty Mew
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by DE-Roxas View Post
    +1 Weapon or Armor after every Boss. People will spam 1-10 but who cares?
    They gonna do floor 50 anyways for the mount.
    yes please seeing 6 silver chests with 0 upgrades when you do qualify for an upgrade is very frustrating and needless.

    It makes the content become stale and not interesting too fast and drool drips from the corners of my mouth from boredom.....rng is one thing ...but this is just beyond silly. that line of thinking should be abolished.

    1 guaranteed upgrade/boss at the very least..yes.
    (6)


    MORE HIGH HEELS + INSTANCED HOUSING! !

  9. #49
    Player
    ColorOfSakura's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    391
    Character
    Aerik Tirel
    World
    Mateus
    Main Class
    White Mage Lv 100
    I think PoTD is a great stepping stone for new style content. It's nowhere near as awful as Diadem was, but it is still definitely a combat grindfest. At least the procedural generation of floors and the Pomander items make it more interesting. I do think objectives and more things to do that aren't just "kill all the enemies" would really help flesh this content out. And if you want to focus on combat, then make stuff much more mechanically intensive.

    And I absolutely agree with more incentive to let players keep running it. Right now my Aetherpool weapon and arm are both at +20 and therefore running anything prior to Floor 40 is completely useless to me. I don't mind doing it, but that's a couple hours of investment to attempt to even get the actual reward and then I still have to deal with RNG. That's a bad system that artificially inflates playtime for people. Don't do that.
    (2)
    Last edited by ColorOfSakura; 07-21-2016 at 11:52 PM.

  10. #50
    Player
    Fourbestintoner's Avatar
    Join Date
    Sep 2015
    Posts
    758
    Character
    Melodiane Valerian
    World
    Masamune
    Main Class
    Black Mage Lv 42
    Fog of Phantom.
    (1)

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