Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 42
  1. #11
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,334
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    I want them to break the formula if they're doing another one. No more Aetherpool levels, no more pomanders. Make it a proper 'roguelite' experience, with 'this stays for the rest of your run' buffs and debuffs affecting you. Make the enemies have unique modifiers to work around, like 'enemies explode on death, which damages you and nearby enemies for 20% of your current HP', which would allow a healer or tank to pull bigger and use that to their advantage (since you can heal/invuln/CD, and enemies cannot). Serenity Pomanders cleansing floor debuffs, could be reused to 'remove a debuff' from your run, so if you get a bad roll on a debuff that's hard to deal with as your class, then you have a way to get around it, but you have to choose wisely because Serenity's don't grow on trees

    Basically, look at Torghast from WOW. It was a damn good idea, but they locked legendaries behind doing it twice a week, which made it into Chore-ghast. Leave this new DD as a seperate, side thing that is skippable if we don't want to do it, and it'd be much more positively received.

    Also, endless mode
    (14)

  2. #12
    Player
    Khryseis_Astra's Avatar
    Join Date
    Dec 2019
    Posts
    1,442
    Character
    Khryseis Astra
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Saraide View Post
    I am not a fan of the current deep dungeon formula. I would like to see radical changes to it that would transform the DD system into a roguelike setup with randomized abilities, lost actions, passive buffs and so on for solo and group play alike. Ideally existing job and lost actions would be integrated in a way that would have people figuring out rotations as they go and acquire more of them. The aetherpool system I would like to cut entirely. Instead of regular mobs I would like to see a more boss rush focused approach.
    I really like that idea! Sounds like it would be fun to play!

    I’d also like to see at least 3 save files, and the option to start from multiple floors once you’ve cleared them. Like as long as you’ve cleared that set of ten floors, you can start from the last set. Got to 60? You can start at 50 next time instead of 30. IMO this is the biggest reason it’s hard to find groups to run the older ones with. One mistake and you have to start back at the bottom again; it’s too much of a time commitment for random groups and not everyone wants to solo it.
    (3)

  3. #13
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    I'm good on Deep Dungeons, thanks.
    Criterion on the other hand...
    (0)

  4. #14
    Player
    Mecia's Avatar
    Join Date
    Jul 2020
    Posts
    359
    Character
    O'ssu Mecia
    World
    Twintania
    Main Class
    Black Mage Lv 100
    Eureka/Bozja type actions and buffs. Something new over the HoH formula in general.

    Introduce twice come ruin over one shots, dying to ''you have to see it to know'' mechanics adds to the tedium.
    (3)
    Last edited by Mecia; 10-19-2023 at 02:00 AM.

  5. #15
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    797
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    The current deep dungeons have an identical formula with no fundamental changes in their functionality, and it seems like a copy-paste with a different skin or recolor.

    Even in Eureka Orthos, several areas, including those with crystals, were taken from the Palace of the Dead, but they just changed the color of the crystals.

    Without innovation to bring a breath of fresh air, the deep dungeons don't have a bright future.
    (1)

  6. #16
    Player
    AnnRam's Avatar
    Join Date
    Jan 2021
    Posts
    773
    Character
    Mint Goh
    World
    Balmung
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Saraide View Post
    I am not a fan of the current deep dungeon formula. I would like to see radical changes to it that would transform the DD system into a roguelike setup with randomized abilities, lost actions, passive buffs and so on for solo and group play alike. Ideally existing job and lost actions would be integrated in a way that would have people figuring out rotations as they go and acquire more of them. The aetherpool system I would like to cut entirely. Instead of regular mobs I would like to see a more boss rush focused approach.
    That would give tremendous anxiety to the current player base who barely can take normal content without making a blog on twitter.
    (0)

  7. #17
    Player
    Shikiseki's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,268
    Character
    Akio Shikimazu
    World
    Odin
    Main Class
    Summoner Lv 100
    I like the suggested ideas to give a more randomized approach to the deep dungeon system to be more roguelike.
    They could give give all jobs a pvp-style specialized skillset with many additional learned abilities you can slot in like BLU.

    Although I doubt they will put any effort into new stuff, given they just copy/paste ideas like criterion and call it a success... - same core with different paint seems to be the name of the game now

    Aesthetically a tropical themed deep dungeon where you start at shallow beachy areas and work your way down to deep-sea-esque floors with outlandish creatures would fit the new expansion imo while giving a sense of really delving into the depths of the ocean to find treasure
    (1)

  8. #18
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    A multi-floored scaling challenge that begins around normal dungeon level and eventually reaches ultimate levels of difficulty, properly scalable to a single player or four. With commensurate rewards. Procedurally generated floors are perfectly fine, but the protocols for generating them could do with a bit of tweaking to prevent you from getting "dead floors," i.e. those you simply cannot complete with the class you are using.
    (1)
    Last edited by Absimiliard; 10-19-2023 at 03:39 AM.

  9. #19
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Deep Dungeon primary purpose is generally to level up other jobs,

    I used it to level up RDM when it came out so I could play Stormblood with the new job.

    The format for that is perfect... the first Deep Dungeon though had a really good story to go along with it.

    Maybe though... they could use some more flair to them. There are things that have been removed in ARR dungeons that I wish weren't because they were kinda cool. Like the Cannon fire in the boss fight in Stone Vigil, or Aether Voidlamps in the Hauke Manor.

    The advantage to something like a Deep Dungeon that regular dungeons don't have, is that the formula can have curve balls thrown at you like that and they will never get old because it's entirely random what you would get. So unlike the Static Dungeons that could get formulaic... Deep Dungeons won't.
    (0)

  10. #20
    Player
    Jennah's Avatar
    Join Date
    Jun 2017
    Posts
    734
    Character
    Jennah Arhtima
    World
    Ultros
    Main Class
    Ninja Lv 90
    Considering I'd forgotten EW's Deep Dungeon exists, and haven't thought about it since a few days after its release ... either something radically different, or for SE to invest their resources in something else.
    (6)

Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast