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  1. #21
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    My personal fave is when my group decides to slog through rooms of monsters just to get the silverchest only for it blow up and then they step into a mine. Or a luring trap.

    Good thing I always keep a safe distance. So if they all somehow died, I can at least revive them.

    But yeah, having chests have visual ques, no matter how minute, will be nice.
    (2)
    Last edited by myahele; 08-05-2016 at 05:42 AM.

  2. #22
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by RyuSaarva View Post
    stop playing it like other content, stop running like an idiot and pull enemies out of the rooms, stop opening chests during combat etc.
    Problem solved! I've noticed things go much worse when people run ahead and try to open a chest in a room and get agro while we are already fighting things in another room..then someone opens a chest and..something explodes or we get more baddies. Of course there's always Limit breaks and other things, if you have the items, to survive which is fun. Still..the rushing is what will get us killed in the end.
    (1)

  3. #23
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by RyuSaarva View Post
    it's the hardest dungeon in the game actually.
    A marshmallow is harder than sand.
    (1)

  4. #24
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    I like POTD as it is now. People are so used to "burn everything, speed run" strats in normal dungeons that it's funny when they try it here and get smacked for it. The rushing mentality is not healthy, kids.
    (7)

  5. #25
    Player
    WinterLuna's Avatar
    Join Date
    Dec 2013
    Location
    Doma
    Posts
    1,377
    Character
    Indira Light
    World
    Twintania
    Main Class
    Astrologian Lv 69
    Quote Originally Posted by MilesSaintboroguh View Post
    I like POTD as it is now. People are so used to "burn everything, speed run" strats in normal dungeons that it's funny when they try it here and get smacked for it. The rushing mentality is not healthy, kids.
    It's not even about wanting to speed run, at least for some people. It's the fact there's literally nothing to it other than opening the chest and wishing for the best. There's no strategy or thinking involved with the punishment. As I said, I'd be a lot happier if I actually had to do something other than opening a chest, and then if I failed, the chest would explode. This would make the dungeon longer.. but I'd be less annoyed with the silly RNG.
    (1)

  6. #26
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    I guess I'm one of the rare few that run it as it is rather than for the silver coffers alone.
    (4)

  7. #27
    Player
    WinterLuna's Avatar
    Join Date
    Dec 2013
    Location
    Doma
    Posts
    1,377
    Character
    Indira Light
    World
    Twintania
    Main Class
    Astrologian Lv 69
    I don't just run it for the silver coffers, but I know I'd have more fun if there was more to it than RNG.
    (1)

  8. #28
    Player
    Join Date
    Sep 2013
    Posts
    305
    Quote Originally Posted by Duelle View Post
    Challenge would require quick action or reflexes to deal with a situation. Random BS is just that.

    Visual cues to warn players of mimics (like dark souls does it with the chains) and traps would be nice because then it's up to reaction time rather than just being well one second and being dead the next.
    Yeah, I'm not even complaining about the "difficulty". This isn't hard. This is trolling. See a silver chest? Expect an upgrade? No. Have an explosion. On every floor. Or a mimic. On every floor. Let's do it while someone's fighting, and someone just stepped over a lure trap. The fake silver chests seem to have increased in frequency lately, but maybe it's just the RNG gods frowning upon me.
    (2)

  9. #29
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    id be fine with the frequency of exploding chests if the ones that didnt actually gave an upgrade, Since they dont always do that, an exploding chest just becomes more annoying than anything. and it seems like by the end its like 80% exploding chest 15 no upgrade 5 maybe an upgrade
    (1)

  10. #30
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    I'm not trying to be elitist when I say this, but I've never experienced a wipe in PotD and the content makes me very sleepy when I do it. It's not the relative lack of challenge because expert roulette doesn't do that to me. I think it's more the bland, boring copy/paste rooms and seeing them over and over and over.

    That said, even though I've never experienced a wipe, I don't like the traps. The main issue I have with them is that outside of having a pomander and not being oblivious to them (sadly, lots of players still step on them even when visible...), there's no action that can be taken by players to prevent tripping them as they're quite literally invisible. There's some player skill involved in surviving the worst of them (I intentionally avoided tagging multiple mobs when a DRG face pulled an entire room and then hit a lure trap so that when the rest of the party wiped I could finish my mob, avoid the mobs leashing, and revive the healer after the patrol went by), but I abhor the fact that tripping them is random.

    I would have very much preferred a system like you see in Skyrim where the traps are visible but blend into the environment well. Even so, there were many traps in Skyrim that you'd just hit anyway because you just didn't notice how well hidden they were. I feel like more diverse environments rather than empty box rooms could have lent well to this. Pressure plates, trip wires, bear traps like we see in Hullbreaker, a rune that activates if you cast magic near it, etc.

    I just wish the tripping of the traps were a more interactive experience than it currently is: stepping on them because they're literally invisible.
    (2)

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