Hey, for what it's worth, I utterly loathe both Bozja/Eureka AND PotD/HoH!
Hey, for what it's worth, I utterly loathe both Bozja/Eureka AND PotD/HoH!
Deep dungeons are one of my favorite battle contents in the game and I really hope we will get another one with the next expansion.
Improvment: More check points along the way or something to not mess up hours of work thanks to one single DC. Maybe if you run the higher floors, there is an item that drops that allows you to use it between the next bunch of 10 floors and thus giving you bascially one more chance. They could be very rare drops too.
So if for example you have on of those (and maybe you can only have one on you) and you defeated the boss at floor 120 you can then use it and if you fail or lose connection on a floor beyond that you can try it again. Of course they could make a limit by saying that you cant use it on the last 10-20 floors.
I mean for me HoH or PotD solo runs were quite challenging. Much more challenging than the normal content in Bozja which comes down to fate farming.
So I love it because I can do it solo without having other people running around me. Other than having to start at the lower floors again, there is no penality for dieing. It is challenging especially after the story floors. Its content living on its own by not having a relic completely forced on it.
Its also a great activity with a friend. No matter the level you will all start out the same and not be restricted by either story or level.
On top of that it gives some nice exp and you could get some nice loot too.
So for me its way less boring and mind numbening than Bozja or Eureka like content. I can do it all the time without fearing that low amount of participation will stop the ability to complete it. Its quite possible to even reach the highest floor solo or with another person. You wont be able to complete Bozja if people decide to not run it anymore.
Last edited by Alleo; 02-18-2021 at 11:16 PM.
I would prefer they just expand the existing deep dungeons. Having 3 different deep dungeons that are roughly the same but with a different skin is not really unique.
More / emphasized Rogue-lite could be fun, I wonder if they could take some of the best ideas from their Eurekas and go from there. Like if SE checks out Hades or Dead Cells, making something that has both in the moment wildness (challenge or cheese) and yet also a general sense that each time even with failure is success.
I think really, for all content I want to play, like that idea that even my failures are not a waste of my time. Especially if they're failures that were like "oh, that literally was a waste- thanks..". As an example some of the blue mage carnival was nifty and you had a few ways to do it, but there were a few that were like "IF YOU DONT HAVE THIS SPELL YOU WWWWWWWWIILLLLLL DIE". Yet they don't tell you that, so I would try those a few times and be like "super, cool- literally wasted my time, nothing to show for it".
The magic of a good rogue lite was it gave you the fun of variability with the promise it is also trying to respect your time, and also tend to be a bit more bite sized because of it. If my wife decided it's movie night and I was in the middle of a Hades run honestly I'd just run my character off into death and be like "cool, run done".
Which goes in line with Alleo's comment I think in terms of 'steps', just at least that concept you don't get "well, there goes the value of my time "poof" /wave".
I'd like if they could make a bonus or challenge log so you can make some 'main' progress that way, if you wanted (like your daily roulette bonus).
I feel a memento mori (FFIX) theme'd deep dungeon would be awesome, basically non-stop "our art team is full kite high and making dreams as art" experience lol.
New types of rooms could be nice too, like the grid is helpful for easy design obviously but maybe there will be more shapes (not just how they connect, but how the room itself is). Maybe again look at Hades / Dead Cells, might find rooms that are just rooms for rest or whatever. Perhaps every so often rather than a series of rooms you get an entire floor, like a zone basically. In some ways maybe they could bring Eureka like content and DD together (through DF/PF, solo, you progress DD, then at certain floors you unlock Eureka-scapes that utilize much of the content you've already been earning (you can enter them on demand, don't have to redo the whole DD to get into the 'scape'), some of the lite elements from the DD translating into the scape (so like if you unlocked x items or abilities from DD, like Dead Cells maybe, you can bring those in some way), also adding any "dungeons" like CLL can be instanced to prevent future issues like that). Much easier to progress if you're casual (especially if they put relic into the content), yet there are moments of more Eureka inspired design (unlocked scapes at certain floor, to ensure the floors don't get forgotten can include items in the floors that help you in the scapes). Just to be clear when I say bind some features together I don't mean dying in DD causes mettle loss or whatever lol, I mean you might think of Lost Actions as not being something they make for one content but they can share those neat concepts while also perhaps better bridging the gap between the casual people who want relic and not Eureka and the players who want Eureka and relic, etc, etc.
Last edited by Shougun; 02-19-2021 at 09:41 AM.
This.What i would like to see, is that we need to do more then just kill a specific amount monsters in order to unlock the next floor. Add some extra variations of it, like:
[...]
These are just examples for stuff they can add to the randomization of each floor. Inspiration for these added floor mechanics, came from other content like the "Nyzul Isle Investigation" from FFXI and the Castrum from the Bozjan Front.
As someone who's a reasonably serious deep dungeon runner (i.e., I've been in groups that take a stab at reaching the end floors, and have attempted solo runs), what I really wish is that we had more in the way of puzzles and such. I know it's not super easy to do that because eventually people (like me) will have seen all the possible puzzles and will already know solutions to them, yes. But things like having to find floor switches and hit them in a specific order, or to find a way to drain a flooded room containing the key, or whatnot... that'd be great.
And it's not like they can't do that even in XIV; the 1.0 version of the Thousand Maws of Toto-Rak was that way. There were three potential bosses you could fight, and you could make it to any one of them easily, but there were a limited number of photocells and a lot of different closed-off doorways. And if you wanted to try to hit up all three bosses for Extra Loot Goodness, you had to get and use those photocells in a very specific order, or you'd find yourself with no way to get to another photocell to get to the doorway you needed to open.
Failing to do the pattern right didn't stop you from getting to defeat a boss, but it would keep you from defeating all of them.
(Of course, if I remember right, Toto-Rak of that era also had a much more severe timer. So you needed to not only do the photocells in the right order to get all three bosses, but you had to burn through the various parts of the dungeon fast.)
I'd love to see more like that. Where failing to do the complicated thing doesn't fail the duty, but succeeding at doing the challenging/complicated thing brings Extra Riches or whatnot. It's why I like the prisoner mechanic in Castrum Lacus Litore; it's a return to that sort of encounter design.
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As others have said, I would like to see more Deep Dungeons, but I'd like to see them with a little more variety and action. Take them even further away from the content we get in the rest of the game. Vary up the floor effects and traps. Give us access to more abilities like we can get in Bozja. Randomize bosses even if just amongst a set pool so that it's not always the same every single run. Try to make the content a little more fun to solo on a variety of classes. Etc.
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