Maybe I'm wrong but :
chests are random
mimics are random
pomanders are random (both the kind and the presence)
traps are random (both the kind and the presence)
Is traps placement random too? (I mean, can they be anywhere as in the middle of a room than close from the walls?) I'm still not sure about this question but looks to me the reply is Yes.
And luck is not involved?
Theres a significant amount of luck required in certain places.And luck is not involved?
Or, one example I like to use, my last focused HoH run, I got a whole 1 magicite and 2 petrify in 79 floors and time ended up beating me.
If it were PotD, with similar luck, it would have been a lost run long before that point.
Yes, the rng of pomanders, traps, exit portal placement is brutal. As is the requirement to start over from floor 1 every time, cause even if you do hit the bottom, if you didn't start at 1 you don't get the title :/ Some of us continue to try though, hope that we'll get that one flawless run...
However the necessity of sustaining potions and locking them behind potsherds is a really horrible flaw. A potion that is pretty much mandatory in large quantities for a solo clear is not a "reward" one should be forced to grind for. I mean bad enough we have to keep starting over at floor 1 every flippin time. As I keep trying to argue in the hopes someone who can change things actually reads this.
Don't nerf the deep dungeon. Just make the potions purchasable with gold already!!
I solo'd to about floor 130 and the traps aren't really an issue most of the time, you just can't run around much while fighting, or you have to fight in hallways where traps never spawn.
The only time traps can mess you up when you know what you are doing is if they go off right as you pull something. That can cause a wipe, but it rarely ever happens and it shouldn't ever happen if you are ranged. .
It will happen when it takes a minute to kill a mob, pats can force your movement into the next room.
You can also be unlucky and pass a mob you try to skip the moment he turns while you run into a trap.
Opening a treasure that explodes while running over a mine can kill you too.
A respawning mob while you run over a trap...there are many scenarios where even good people will die.
In hoh the big hall room, you can't even hug the wall effeciently.
And yeah, rooms exist with traps at the edge/wall.
Often intuition pomander and traps share spawn points too, so think twice if the sack is worth it.
And regarding sustain potions, I don't want to have so many different potions that do the same thing. We have potd, hoh and eureka potions now. They just fill the inventory...
there are no traps next to walls and the hallways between rooms have no traps, heaven on high has the bigrooms but I have always had either trap removal or the one items which shows all traps, so anybody should be able to beat the first 10 floors solo but I had so many people running around in the rooms even after they got told multiple times to not do it in clear parties (they also keep opening treasures during combat, makes me feel like they are trying to wipe the party on purpose but I just let them die alone after they spawn more enemies and don't agro them).
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