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  1. #1
    Player Noumenon's Avatar
    Join Date
    Aug 2023
    Posts
    217
    Character
    Noumenon Noumenon
    World
    Cactuar
    Main Class
    White Mage Lv 90

    The problem with Eureka Orthos

    Eureka Orthos, while being basically a carbon copy of HoH (which in turn is a carbon copy of PotD), still has enough differences from PotD and HoH to talk about that reveal why deep dungeon was a successful concept back in HW (that sadly has not seen innovation). Anyone who soloed both types would understand.

    With talk of SE making a new deep dungeon that will supposedly innovate much more than what we've seen so far, I hope that SE remembers what make the original deep dungeons fun for hardcore players (people who clear it), and these differences between PotD+HoH and Orthos reveal much.

    The biggest departures of Orthos from PotD/HoH are that:

    (1) Monster and boss mechanics are way more dangerous
    (2) Monster autos are much lower

    However, there is a slight consensus that Orthos is less fun than HoH, and far less challenging. That seems unintuitive: who cares about autos? Yet this makes all the difference.

    While I liked that (1) made bosses much less of a snoozefest and made monsters more dynamic, (2) actually hurt the identity of deep dungeon in Eureka Orthos. That's because a huge draw of PotD/HoH for clearers is the necessity to carefully manage pomanders and manage RNG. With Orthos, that is practically non-existent unless you were playing on Astrologian. That's because on any DPS job, if you successfully execute the mechanics for the monsters and the bosses, you can clear very reliably and easily:

    Time constraints and incoming damage are not an issue on DPS and tanks in Orthos, since they can kill any monster very quickly while not receiving much damage from the monsters at all. Formerly, DPS killed monsters quickly in PotD and HoH but are much squishier and necessitated kiting and optimal usage of pomanders of steel, along with a good knowledge of the outgoing damage from every mob in the higher floors. This required clearers to be strategic in situations that demand a choice from the players. For example, if you saw a treasure room full of Flood Dragons and Chimeras, what do you do? Do you try to pick off the proximity mobs (Chimeras) who don't deal a lot of damage since they are constantly casting, and try to sneak pass the sight mobs (Flood Dragons) when they aren't looking? To do that will require you to expend some time killing Chimeras who have much higher HP than other mobs in that set. Or do you want to use Rage to kill the treasure room to expedite the process? But what if you only had 1 rage left, or what if you have 16 mins left in the set? Or if you aren't getting any Steel drops, do you want to risk opening gold chests and get a Mimic, or should you just move on and pick off the archaeosaurs? Do you want to use Serenity on this floor with a Gloom and Amnesia debuff or use Rage through it, or simply power through it? What if it was flighted or altered? These are the many decisions players need to make in PotD and HoH. Due to how rare gold chests are beyond 180 and how dangerous everything in 81-99 is in HoH, it's fair to say that optimal pomander usage is essential to get a clear if you're solo.

    That isn't the case at all in Eureka Orthos. As long as you can do the mechanics associated with every mob, you can kill them without worrying about Steel. Floor debuffs largely have no bite other than No Items, because mobs don't auto you hard enough for Gloom to be noticeable. You can pretty much randomly use pomanders and get a clear in Orthos as long as you can do the mechanics. Autos not mattering in Orthos seem like a small issue, but the way it interacts with the rest of the system reveals why those hard-hitting autos made PotD/HoH a different kind of skill check. It forces DPS players to understand every mob and their outgoing damage and therefore have to make snap decisions on which mobs to pull and which not to, depending on the floor layout, the patrols, the floor debuffs, and the current pomanders held. This blends a strategic layer to the gameplay: to plan out your pomander usages while adjusting on the fly to unexpected situations tactically while going through the floors. In Orthos, the only thing required is the tactics: resolve mob mechanics and it's a free win.

    Part of what makes deep dungeon enjoyable is that it's a departure from how most other combat encounters in FF14 work. It requires the player to think strategically about multiple interwoven systems: pomanders, traps, floor layout, DD mechanics (such as patrols, mimic rates), and of course the actual combat. Orthos reduces that to just performing the combat mechanics correctly. It's a huge shame.

    Edit:

    What should be kept from Orthos, and the good things that Orthos did:

    (1) Bosses that have actual bite, and do actual mechanics that are arguably about as difficult as the easier duels in Bozja. This is good.
    (2) Mob mechanics are dangerous and many one-shot you. I don't like that a lot of it boils down to memorizing a bestiary, but some of these mechanics make the moment-to-moment gameplay far more dynamic. Some people hate it, but I particularly enjoyed the mechanics of Orthos Fitter and Orthos Sasquatch. They do a huge pointblank AoE with an extremely late telegraph that will one shot you even when out of combat. While in PotD and HoH some mobs also were a nuisance when out of combat, these actually demanded proper respect. More mobs should be like these two, but not necessarily simple one-shots. For example, a mob that slowly walks around the floor and eats other monsters and getting a huge damage buff, meaning that you may want to find it ASAP or stay out of its way. Or a mob that starts homing in on you whenever you attack another enemy and explodes if it gets to you. Also, while I like mechanics actually being dangerous for once, having everything from 71 and up basically be one-shots is a bit too much; I'd rather have more difficult mechanics with possible recovery states.
    (12)
    Last edited by Noumenon; 09-19-2023 at 02:54 AM.

  2. #2
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,271
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I'm also not a fan of how the difficulty of Orthos basically stagnates right out of the gate, the first 30 floors are way too tanky and take too long to do, thus resulting in queuing into orthos to level dying off very quickly as you're better off going to Zadnor for alt jobs than playing actual Endwalker content.
    (12)

  3. #3
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    682
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Let's be real. The real reason that PotD is praised so much is because of how much of a hurdle Behemoth was at 180 floors deep losing hours upon hours of progression. The drive and thrill to overcome such a legendary hurdle is what drove hardcore players to it. Making not only some incredible stream content to watch but also the fact that the Necromancer title was more rewarding for a period than any individual variation of the Legend title. This "fun" design though was actually a massive game design oversight. PotD wasn't balanced to be cleared Solo and took many trial and error attempts as well as various indirect game adjustments before it was finally cleared. PotD 200 solo was the pinnacle of hardcore achievements. Something HoH and EO both made way more accessible from the very start of their release. No deep dungeon will ever live up to the legacy that PotD gave the community. The hardcore players were driven to challenge because it was arguably bad game design, which made the reward more desirable to chase. PotD 200 Necromancer was like the One Piece and being the King of Pirates but for hardcore players.

    Quote Originally Posted by Oizen View Post
    I'm also not a fan of how the difficulty of Orthos basically stagnates right out of the gate, the first 30 floors are way too tanky and take too long to do, thus resulting in queuing into orthos to level dying off very quickly as you're better off going to Zadnor for alt jobs than playing actual Endwalker content.
    For specifically EO, this is my personal issues with it. The first 30 floors are way to dull, full of instant wipes, and take almost the full instance timer to clear. Every time I run 1 - 30 I often wipe due to falling asleep of absolute boredom. Low floors just don't give me the level of focus I need like high floors do. I just want to spreedrun back to my high floors but EO doesn't allow it.
    (6)
    Last edited by Bonoki; 09-19-2023 at 03:31 AM.
    99.99% chance probably a Titanman alt

  4. #4
    Player
    Moebious's Avatar
    Join Date
    May 2022
    Posts
    51
    Character
    Moebius Avelion
    World
    Louisoix
    Main Class
    Warrior Lv 90
    The first 40 floors are abysmally paced. On subsequent playthroughs.

    They really need to give it some HoH style speed pace for the 1-40 floors. They can keep the monsters' 1 hit mechanics, and even keep the bosses hp as is, but please either make Aether arm strength scale far stronger or change the hp values of monsters between 1-40.

    EO feels like a letdown in some weird ways, doesn't have the same deep dungeon niche attached to it like HoH or PotD does. PotD still being peak Deep Dungeon.
    (5)

  5. #5
    Player
    Elissar's Avatar
    Join Date
    May 2020
    Location
    Ul'dah
    Posts
    502
    Character
    Ellisar Loravalur
    World
    Behemoth
    Main Class
    Black Mage Lv 90
    As solo player i like HoH more, the latest 10-20 floors are challenging
    PotD is interesting too but it's to much bloated (200 floors)
    i still did not explore EO enough.
    (2)
    hope is the first step on the road to disappointment

  6. #6
    Player Noumenon's Avatar
    Join Date
    Aug 2023
    Posts
    217
    Character
    Noumenon Noumenon
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Bonoki View Post
    This "fun" design though was actually a massive game design oversight
    It is indeed an oversight, but sometimes the most fun comes from players overcoming these unintended challenges. That's because whereas you are railroaded in doing everything in a specific way or wipe the group in modern Savage and Ultimates, in PotD and HoH there are many ways to tackle the same problem, and no two situations have the same optimal solution. It is probably precisely because of that oversight that make them fun, because the developers are not forcing you to do things a specific way. Unfortunately in Orthos, it looks like they're trying to wrest some control back from players which is why it's a downgrade.

    Quote Originally Posted by Bonoki View Post
    Let's be real. The real reason that PotD is praised so much is because of how much of a hurdle Behemoth was at 180 floors deep losing hours upon hours of progression.
    I completely disagree. PotD and HoH are fun because of the necessity of thinking strategically and adjusting your strategy on the fly as I've explained in the OP. Most hardcore DDers actually don't like having to grind early, snoozefest floors, so I'm not sure why you think it's praised because it forces you to lose 8 hours of progression if you make a mistake.
    (6)
    Last edited by Noumenon; 09-19-2023 at 03:29 AM.

  7. #7
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    682
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Noumenon View Post
    I completely disagree. PotD and HoH are fun because of the necessity of thinking strategically and adjusting your strategy on the fly as I've explained in the OP. Most hardcore DDers actually don't like having to grind early, snoozefest floors, so I'm not sure why you think it's praised because it forces you to lose 8 hours of progression if you make a mistake.
    Nobody likes grinding early snoozefest floors. Not just hardcore players. PotD was praised for multiple reasons. Being the first deep dungeon of course which created new interesting content. But it was also praised for real genuine hardcore solo content that was actually fun and globally more impressive than clearly Ultimates, at it's infancy. HoH tried to carry the torch but failed to deliver and EO didn't even try to carry the torch. Even hardcore DDers have zero interest in EO because there is no real challenge to chase on top of boring unspeedrun-able floors. Obviously the difficulty isn't the only thing that carried PotD but I think it's disingenuous to not say it played a tremendous part in it's legacy. Even to this day, Necromancer is still the most sought after of the three. Maybe it's because it has 100 more floors to fight through or maybe it's just better designed? That answer is personally subjective and always will be.

    (Also more rewarding sack drops with a mount drop that people actually want as well as other good rewards like Fire Crest/Pumpkin Glass earrings)
    (1)
    99.99% chance probably a Titanman alt

  8. #8
    Player
    RokkuEkkusu's Avatar
    Join Date
    Mar 2017
    Posts
    730
    Character
    Mikeru Takeuchi
    World
    Excalibur
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Oizen View Post
    I'm also not a fan of how the difficulty of Orthos basically stagnates right out of the gate, the first 30 floors are way too tanky and take too long to do, thus resulting in queuing into orthos to level dying off very quickly as you're better off going to Zadnor for alt jobs than playing actual Endwalker content.
    That explains why my Orthos queues take long and I see a quite of bit of people in the Bozja/Zadnor regions lately. [At least the reward structure for Bozja/Zadnor has become rather reasonable for the average player than in the past].
    (0)
    My Current Characters:
    Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
    Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
    Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/

    "Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn

  9. 09-19-2023 06:56 PM

  10. #9
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,879
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    PotD and HoH were pretty good stuff back when I ran them. Haven’t really touched the new one yet, but I agree with a lot of OP’s points.

    What kept me interested in PotD was the arcades game feel to it…like Gauntlet. It was absolutely not a guarantee to get through the dungeon on any given run (my skill is mid at best, don’t judge me!). This was fun. I liked having to pull carefully and take down a few monsters and minimize auto attack damage to get through it.

    It auto attack damage is basically gone, then you can just steamroll pulls…which I think would feel very…meh. I mean, variant dungeon is already pretty boring because once you’ve done it maybe two or three times, you’ve seen everything it has to offer.

    Deep dungeons can be very same-y, but the skin of your teeth/arcade game feel of it made it work.

    Ultimately though, because there isn’t any horizontal progression or Diablo-style loot the appeal/push to do them does kinda burn out fast.
    (0)

  11. #10
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    839
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    As most people have said, you have to spend way too long to get to the interesting stuff. It's all mindless and unrewarding grind until the good floors.
    (1)

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