I would like for soloing purpose, when I dc inside, not instant count as fail (dc when not fighting enemies)....
I would like for soloing purpose, when I dc inside, not instant count as fail (dc when not fighting enemies)....
An item with random effect could be nice. With good effects, bad effects and misc effect.
Only one effect on the list can apply
Good Effect :
- All party gain atk +30% and damage taken -40%
- Expérience point double for the current floor
- Change all the party into a random monster
- Every monster in the current floor change into monster lvl 1.
Bad Effect :
- One monster is changed into a manticore (It can kill a player with a single shot)
- Traps are boost to Floor Traps for the current floor (if someone take a trap, every player in the floor will take the effect).
- All monster gain atk +30% and damage taken -40% on the current floor
- Apply paralysis on all party for the currect floor
Misc Effect :
- All traps are changed in chest and all chest are changed in trap
- Teleport the party on the previous floor, or on the next floor
- Open a gate that summon a monster every 10 seconds. (the gate can be kill to stop the monster's summoning.
The flavour of the month with the development team - rng. A mechanic typical in Asian mmo's as a substitute for actual calculated abilities and rewards.
Never viewed this game as moving in that direction, yet here we are.
"You not get upgrade - unlucky!" "Me got upgrade, me lucky!" - a typical ftp eastern import scenario. But needs urgently removing from this game.
It didn't start with PotD, these instances just continue down the sad road of the ftp rng experience.
For something promoted as a great feature - this is severely lacking in some areas.
1. The ui of the dungeon and character screen looks like it was done by the first day apprentice - get this reworked into a quality layout. One you can scale in size.
1. Get rid of the blasted rng - it is a ruination of effort v reward and contradicts completely with structured progress.
3. Get this in the Duty Finder so we can have proper groups in the later levels - It's not good enough just to have pre-made parties, people log in at different times. All that's happening at present is group arrives in dungeon - sees three healers - people wipe it. Re-queue, same again, and again.
4. And for goodness sake, change this having to run through from lvl 1 over and over. What is this? What is it meant to promote with the player?
Interest? - no, flies out the window after the first run.
Motivation? - see 'interest' above.
As it stands this is a boring, poor quality content drudge through 'different each time' - yet somehow not that different at all - dull runs of increasing depression.
I know there are further levels on the way, but you have to get the foundations right before you build on them.
Rework before anything further is added. In some areas unfortunately, it's back to the drawing board.
Adding more rng levels, viewed via a clunky ui, and grouping via another case of randomness - is not the way to go with this.
Last edited by Teraluna; 07-24-2016 at 12:44 AM.
What? This is a dungeon type based on rougelike games. The "upgrades" only matter inside of this dungeon, and are randomized to encourage players to replay the same levels more than once. Sure it's used in FTP models, but you're way off base if you think that's where they got the idea.The flavour of the month with the development team - rng. A mechanic typical in Asian mmo's as a substitute for actual calculated abilities and rewards.
Never viewed this game as moving in that direction, yet here we are.
"You not get upgrade - unlucky!" "Me got upgrade, me lucky!" - typical ftp eastern import scenario
I agree with the ideas of the level design stuff like the bombs blowing up walls or little minigames, but I'm actually all for solo or any role decision. It opens more players to actually play the mode, helps que times, and tests your ability for improvisation during certain situations. If you just had a normal group composition, the dungeon would be (once again), a simple pull+burn+continue dungeon. In fact the mode is already redundant at this point. Kill enemies, get to the next floor, kill some more, next floor. The group composition will just be adding more of the same that we already experienced. Everything else I'm cool with but two things:
The 4 man floor switch thing. whats the point in being able to solo if thats a thing?
Unavoidable attacks. Solo would also still not be a thing (or any less for that matter). Your asking for a normal group composition 4 man innovative dungeon, I'm all for it but Deep Dungeon shouldn't be limited to such things. It'd basically would drag it down to a even more "Eh" status.
Note: I like the mode, and I'd like to see more modes as ballsy as this.
There's upgrades actually go towards getting your 235 weapon. You need 30 in each in order to get it. So, it does have an effect outside of the dungeon.What? This is a dungeon type based on rougelike games. The "upgrades" only matter inside of this dungeon, and are randomized to encourage players to replay the same levels more than once. Sure it's used in FTP models, but you're way off base if you think that's where they got the idea.
Because of issues with level 50 people dropping or killing the party...
At level 49 have an option to op out but keep Aetherpool upgrades.
I personally am doing it for lore/eso and other items. right now. Lore would always make it worth it to me. However some just want the weapon. and inturn don't want to grind 1-40 again and again.. So an op out would be good for them.
Commendations.
If I play dps I only give it out to other dps.
If I play tank I only give it out to healers.
If I play healer I only give it out to tank.
Only if they should be getting a commendation.
There are always exceptions to the rules!
I never said they got the idea - it's that this mechanism is here at all. I couldn't care less what it's based on, it's complete drivel.What? This is a dungeon type based on rougelike games. The "upgrades" only matter inside of this dungeon, and are randomized to encourage players to replay the same levels more than once. Sure it's used in FTP models, but you're way off base if you think that's where they got the idea.
It's not fun, it's an extremely poor mechanism for blatantly slowing progress for some and not others. How can this be good for people who find themselves having to run it over and over and getting very little?
Does it motivate them? No
It does the complete opposite.
That's the bottom line of rng - and why it needs removing from PotD.
I would really like a variety of objectives to unlock the passage to the next floor. Something like finding hidden switches or activating lamps (what?). Killing monsters over and over and over for 50 floors is really repetitive, let alone the rumored eventual 200. We already have to do this in regular dungeons.
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