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  1. #11
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    I like the secret rooms and bestiary ideas, Recon.

    Accursed hoard chests being replaced with secret room portals would be cool. Maybe the portals can have slightly different appearances as a hint of what lies beyond. Puzzle room, treasure room, boss room, etc.
    (1)

  2. #12
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    I would like a mix of both PotD and HoH
    bosses are good in potd but the enemies are kinda meh
    while in HoH the bosses are dull and the enemies are insane especially the mimics

    a little more rogue like stuff
    probably move away from pomanders for most buffs and do something like Risk of rain or isaac where you just get infinitely stacking items

    Logos idea is cool

    Id also like it if you die you can re enter the set of floors you died on just to make prog a little easier forfeit sacks,aether levels and achievement of course

    and yes PLEASE just let me buy the regen potions with Gil its not so bad with Potd by the time you get 99/99 and when you get to real floors you are rolling in them but HoH will suck you dry with regen potions and lesser potsherd rate

    I think this idea might have been better for PotD but instead of magicite or manticore could summon NPC/Trust to help clear floors or bosses and some could have certain effects
    like a Tank,Healer,A DPS/Debuffer
    lets say its like a dark souls style summon sign you see on the floor occasionally
    Quote Originally Posted by Recon1o6 View Post
    -dcing when solo does not make you lose
    probably will never happen because it will be abused
    (1)
    Last edited by Duskane; 01-21-2022 at 08:59 PM.

  3. #13
    Player
    Eriane_Elis's Avatar
    Join Date
    Apr 2018
    Posts
    583
    Character
    Eriane Elis
    World
    Exodus
    Main Class
    White Mage Lv 90
    Ugh those stupid Mimics... Mimics are super annoying! It's an RNG mechanic, not skill based. You could avoid having Mimics for the entire duration of your playthrough or you could always get them. It's not a good game design idea. It should at least be discernible. I agree, disconnecting is the worst part about PoTD and HoH. You could reach floor 179 and then poof, disconnected. Maybe your internet went out or the server had a hiccup. There goes like 4hrs of your time.

    Chests should be organized by 9 floors. A total of x Bronze, x Silver and x Gold chests are scattered throughought said floors. That way, no more RNG on whether you had a good run or bad. Whether you get something good out of it is an entirely different story.
    (0)

  4. #14
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,641
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Eriane_Elis View Post
    Ugh those stupid Mimics... Mimics are super annoying! It's an RNG mechanic, not skill based.
    Those two things aren't mutually exclusive if there is even a single factor of context.

    Is getting the mimic chance-based? Yes.
    Did you unnecessarily take that chance when at low HP? Well, then that's also a skill issue to some degree.
    (3)

  5. #15
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,878
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I want a tower climb based off of the Floating City of Nym.

    For starters, I'd like to borrow two ideas from Persona 3's Tartarus climb. First, you need a soundtrack that gradually intensifies as you get to higher floors. Second, you need a mob that shows up when players have spent too much time on a floor to chase them around, similar to P3's Grim Reaper. Nym has the perfect answer to that: the beloved Tonberry Stalker. Naturally, if he catches you, he stabs you and either kills you instantly or turns you into a tonberry, ending the run.

    Rather than having floors and rez points open up from killing mobs, you can utilize Wanderer's Palace's system of using lantern oil as a 'currency' to open doors and activate devices. Perhaps, rather than carrying around stacks of buff items, a few of these could be linked to devices that give you a party buff (i.e. do I use 5 lamp oil to activate a station to give everyone a damage up buff for five minutes, or do I activate a different station elsewhere on the map that allows us to safely respawn?) In keeping with the theme, you could have a debuff floor that is 'low light' where you can only see short distances ahead, until you activate the lights for the floor. Nothing would be more terrifying than to go searching for the light, only to see an ominous small lamp turn on just behind you, revealing a Tonberry Stalker. Frantic chase ensues.

    As an alternative to levelling up from scratch each run, they could opt for something similar to Lufia II's Ancient Cave's mechanic with temporary and permanent gear upgrades (i.e. have temporary in instance stat boosts that you get from drops and chests for the duration of the run, as well as the occasional permanent one that you get from special chests that can be used on subsequent runs as well).

    As a reward for going for a solo hardmode run, there should be a unique boss guarding the final floor that you don't encounter under other difficulty settings.
    (2)

  6. #16
    Player
    Tulzscha's Avatar
    Join Date
    May 2016
    Posts
    275
    Character
    Tulzscha Abbith
    World
    Jenova
    Main Class
    Reaper Lv 90
    Not losing when getting disconnected while solo would be nice, had to give up on trying for Necromancer because my internet is too unreliable.

    Less RNG. i'm not a huge fan of pomanders, I'd rather have some kind of progression system where you can learn or buy spells and not have to worry about finding what you need every time. Traps that aren't entirely random, there could be obvious traps blocking awesome items or ways to disable them via exploration or puzzle solving.

    More mechanics. They come up with all sorts of unique and interesting mechanics for raids, some could be used in a deep dungeon. There could be segments of walls that if you get too close will put a chain on you which debuffs you and requires moving far away to break which could lead you into a trap if not careful. Maybe a room with colored floor tiles and an indicator that tells you when a certain color or colors will explode. Lasers coming out of walls or bullet hell style hallways like in the Nier raid. There's a lot they could do.

    Also exploration mechanics - find keys or levers or glyphs or codes to help you progress or get more loot, solve puzzles, etc. I'd rather have a much smaller focus on clearing floors in time and more focus on figuring out how to clear them, though there could be specific floors where it's all about rushing too just not all the time.
    (2)
    Void Mage Job Concept: https://forum.square-enix.com/ffxiv/threads/469993-New-Job-Idea-Void-Mage-v.2

    Witch Doctor Job Concept: https://forum.square-enix.com/ffxiv/threads/445597-Job-Concept-Green-Mage

  7. #17
    Player
    Glaceon10's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    26
    Character
    Glace Velyn
    World
    Leviathan
    Main Class
    Scholar Lv 100
    I think they should just almost entirely axe the Aetherpool system, currently it makes it so that doing even party clears early-on is exceedingly difficult but party clears later (once everyone has high/near max Aetherpool) just feel way easier, it kinda causes Heaven-on-High in particular to feel really underwhelming because it makes only the very top floors any real threat - the Aetherpool grind is especially miserable and tedious in Palace of the Dead

    I'd like it a lot if there was a split Normal/Savage version with the former being solo-oriented and the latter being more party-oriented, somewhat like Palace of the Dead 1-100 vs. 101-200

    also hope that if we get more leveling floors then they're designed more like Palace of the Dead 1-50 rather than 51-60 or Heaven-on-High 21-30, spamming the same ten floors over and over again for leveling is just absolutely miserable
    (1)

  8. #18
    Player
    Nanne's Avatar
    Join Date
    Nov 2018
    Posts
    446
    Character
    Piush Stumbleine
    World
    Shiva
    Main Class
    Gladiator Lv 90
    As long as it has a challenging solo challenge I will like it
    (0)

  9. #19
    Player
    Eriane_Elis's Avatar
    Join Date
    Apr 2018
    Posts
    583
    Character
    Eriane Elis
    World
    Exodus
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Those two things aren't mutually exclusive if there is even a single factor of context.

    Is getting the mimic chance-based? Yes.
    Did you unnecessarily take that chance when at low HP? Well, then that's also a skill issue to some degree.
    No, because as a WHM you can't defeat a mimic without getting the debuff. You can't interrupt, you can only put things to sleep and mimics aren't affected by sleep or stun. Instead, WHM can heal more than before but at the cost of I think it was the water attack interrupt (was it an interrupt?). Interrupt is critically important in PotD particularly due to RNG moments. There is also the issue that you just defeated an entire monster treasure room and you get a mimic with no loot. Sometimes it's a mimic inside a mimic inside another mimic with no loot. Now that is awful luck!

    -----------------------------------------------------------------------

    I digress....

    I want to see less RNG overall where RNG is based on the layout of the floors. Maybe even, bigger floors! Perhaps a labyrinth type of environment? Make it more interesting than just "here's a room with maybe an enemy or a cast of enemies". Add traps that aren't just hidden away somewhere but things you can physically notice like a stepping stone or pressing the wrong wall switch etc... Make it more puzzle based fun.

    Dungeons like these are meant to be like big adventures with friends or on your own but yet they never take full advantage of it. Anime has more interesting dungeon mechanics in the isekai genre than mmo's actually do. We need checkpoints, shops, things to discover, puzzles and other creative things! Just doing the same PotD and HoH isn't going to be appealing. And for the love of all that is good, give us 4 save slots! I'm tired of juggling between 2!
    (0)
    Last edited by Eriane_Elis; 02-23-2022 at 02:26 PM.

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