I'm not for or against it, but I wouldn't mind. PotD's main difficulty is just stat fluff enemies, which I don't really consider worthwhile difficulty.
Actually the reason he gave is exactly why SE designed it the way they did. The difficulty comes from the psychology of the idea that if you screw up, you have to trawl through all that again. It instills fear of dying, and despair if you do die. That is by design so I don't see SE changing it anytime soon. As for Alexander Savage, while I advocate for throwing you back to A1N if you die at A12S if it means you guys will stop with these checkpoint threads, it is designed differently in that the difficulty comes from the amount of stuff flying around, the content is much more difficult and that is what creates the fear of dying.
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.
I disagree. Floors 51-100 are a complete cakewalk once you have enough Aetherpool points, making it more of a chore than instilling any sense of fear. Getting to floor 170 only to be dropped back to 101 still retains the challenging aspect, but removes the boring grind back to floor 101 from 51. Granted, I suspect the actually reason they require it is to keep people queuing.I'm afraid I have to respectfully disagree.
One of the things which makes this content challenging is the fact that if you do die, you need to start from at least floor 51 again.
Without that fear of death and starting over from 51, people will be less careful and the thrill / adrenaline rush will disappear.
The rewards for getting past 150, and to 200, are supposed to be challenging to get.
I believe it is fine the way it is for this reason. I sincerely hope they do not nerf content which was just recently released.
Except, it does't. At least not for me. There is no challenge throughout 51-100, so my dying on say, floor 140 just makes me groan because now I have to slug through fifty floors before I can actually reach the challenging portion again. It's the equivalent of calling the Umbrite step challenging because you have to spam ARF for optimal lore farming. No matter what they do, you're still spamming ARF a hundred times, which is boring.Actually the reason he gave is exactly why SE designed it the way they did. The difficulty comes from the psychology of the idea that if you screw up, you have to trawl through all that again. It instills fear of dying, and despair if you do die. That is by design so I don't see SE changing it anytime soon. As for Alexander Savage, while I advocate for throwing you back to A1N if you die at A12S if it means you guys will stop with these checkpoint threads, it is designed differently in that the difficulty comes from the amount of stuff flying around, the content is much more difficult and that is what creates the fear of dying.
Last edited by Bourne_Endeavor; 11-13-2016 at 12:41 AM.
The penalty of going back to 51 is intended to make dying / wiping a seriously undesirable thing, sorta like a lesser version of Sword Art Online. It makes groups fight harder and work harder to get to the top, its intended to be the "savage" mode of the Deep Dungeon system.
I wouldn't say the content is more difficult at all. The problem comes when you reach higher floors and adds got more HP and there's more of them to kill at the same time. It can become boring hitiing a few adds in one floor for over 15 minutes. And then just to die cause of a trap then to re start from scratch. It can become tiring and dull. Plus the reward on floor 200 , as it has been mentioned before, it's mediocre.
With regards to the part you quoted, I was referring to how Alexander Savage operates and why it is different to POTD. I can understand something may have got lost in translation which is why I am clarifying here.I wouldn't say the content is more difficult at all. The problem comes when you reach higher floors and adds got more HP and there's more of them to kill at the same time. It can become boring hitiing a few adds in one floor for over 15 minutes. And then just to die cause of a trap then to re start from scratch. It can become tiring and dull. Plus the reward on floor 200 , as it has been mentioned before, it's mediocre.
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.
Making 51-100 mandatory is helpful in stocking up poms for the actual fight from 101-200. But even with that said, it is possible to raise the check point to 101, increase spawn rate of silver chest and reduce the drop rate of potsheds from 101-150. At the end of the day, I still think 51-100 is just fluff content to serve as a time gate so people doesn't burn the content as fast as they would otherwise.
ya, phoenix downs are replaced with potsherds, they have about 30-40% droprate per bronze chest
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