Quote Originally Posted by Lambdafish View Post
That's my point, I'm asking for variation and an alternative to trash for the purposes of being able to fully utilize your toolkit. I found PotD to be an awful experience as BLM simply because I couldn't use my toolkit, because it was nothing but trash.
But now that's my point.

You're not supposed to learn your rotation in a Deep Dungeon; it's challenge content in which you're supposed to know your rotation already, and you're supposed to know when you don't need to use your whole action set. Despite its effectiveness as leveling content, it's not learning content. There are dummies elsewhere for exploring rotations, and then real dungeons for putting those rotations into practice.

While I agree that changes could be made to make Deep Dungeons more interesting, having mechanically interesting or even just harder hitting random miniboss type enemies would not be practical unless a challenge runner had some means of bypassing them -- a hidden key that opens a path avoiding that room, a teleporter with special conditions, etc; but in adding that bypass, the leveling population would have a means of avoiding it as well. And once the leveling population has a means of avoiding something, they will, and then why did we even add it in the first place?

Better would be to add non-combat challenges to some of the floors, in the vein of puzzles that could be accomplished regardless of whether one is solo or in a party.