Also, I don't think I've seen a single person in this thread say they didn't want a new deep dungeon to begin with. So where he pulled that from is a mystery to me.
It was way back either when HoH or PotD was added. There were ppl on here claiming SE was wasting resources on Deep Dungeons instead of doing what ever other thing they personally wanted.
If you've personally been asking for more Deep Dungeons, then you're requesting to see more of a very specific content format. There are little mechanical variations between all of them, but there are set core design elements that make it a Deep Dungeon in the first place. You are very unlikely to see the next release suddenly turn out to be a PvP mini-game or a Crafting mini-game.
I want to see a Nymian themed Deep Dungeon with limited light fueled by oil lamps and giant Tonberries chasing you around. You can make thematic changes like that. But it's still just going to be a Deep Dungeon at the end of the day, and the target audience is still going to be the same. If you weren't excited by PotD or HoH, then you weren't going to be the target audience for EO either. I'm really not sure what your expectations could have been.
The problem is not the deep dungeons itself, it's the fact they didn't fix the way they work while both PotD and HoH are both dead content, because of the way they work. The "only two save" is one of the reason to that. Finding someone eager to do a DD AND have free slot available is a nightmare. and since the stages with interesting content can't be queued it's a pain to just get in. There is also the "if you don't have a premade team of friends, you'll have to commit yourself for a whole afternoon" problem (the deeper I got in EO is 83, and boy it took us nearly 4 hours to get there, I just wanted to quit because it was a pain, but since it was not only my run, I stayed). The content by itself is not the problem. It's the limitation introduced to get into it that are. It's designed without taking in account the players (peer pressure, not having a team of friends, ...). Fix those access problems, and it would still be a content I don't like, but I wouldn't mind doing for the things I actually want.
Last edited by CNitsah; 07-15-2023 at 09:33 PM.
The issue I had with it was how unforgiving it was and how elitist people in the runs were to mess ups. I hadn't done a deep dungeon since Stormblood. So when I did it, I did fine, but one of my teammates wiped the group. And I felt like I was playing Wow with how toxic they reacted to this person. It was new, but god forbid you be new to it. So, in a lot of ways, that mentality killed it for me. I decided to just give up and not run it anymore.
I don't think it's Orthos per se or all floors. You find parties pretty fast in POTD 50+. HoH 21-30. However, you can power level in POTD and HoH, perhaps the position of Orthos is wrong/weird right now and we may see more activity in 7.0.
For people farming accursed hoards EO isn't worth it either. If the dread beast drops counted towards the 10k/20k achievement EO would probably be the best place to farm. As it is Potd is still best for yield vs time.
I'm going to burst some bubbles here, but if you TP to mor dhona there's a fellow near the aetheryte you can talk to who will whisk you right there. No need for any flying/walking.
Honestly, I think the main reason Eureka Orthos is so dead is just that it's out of the way.
With Palace of the Dead and Heaven on High, the entrance is a few feet from the nearest aetheryte. You can zone in and queue in about 2-3 seconds, plus whatever the loading time was to teleport to the aetheryte. Contrast that with Eureka Orthos, where you have to teleport to Mor Dhona, fly over to Syrcus Tower, click-enter the Syrcus Tower map, which causes another loading screen, and then walk for about 5-6 seconds before you can talk to the NPC to enter the Deep Dungeon itself.
Trusts also clearly cut into it as a resource for EXP Grinding, since they're available on demand and are effectively effortless content, whereas Deep Dungeons require some degree of situational awareness even in matched parties.
My point being that they should be a bit more convenient to enter, since their Path of Least Resistance alternative is too.
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