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  1. #1
    Player
    Waka564's Avatar
    Join Date
    Jul 2024
    Posts
    3
    Character
    Waka Light
    World
    Gilgamesh
    Main Class
    Viper Lv 100

    Deep Dungeon Feedback: Pomander of Raising

    Hi, first time poster. Couldn’t find a Deep Dungeon category so I hope here is ok. I wanted to share something I’ve desperately wanted for a while: for the Rez Pom to automatically be triggered in the event there are no players left alive without the need to “burn” one on a set where you don’t end up dying.

    Personally, I do my DD’s solo and have cleared all 3 at this point, but there is something super disheartening about losing a run while being fully stocked on raisings. It just feels wrong. I especially notice this in Orthos where a simple fat-finger is instant death on any floor. While I’m mostly concerned with solo, this would help parties in Orthos as well recover for certain potential “party 1 shot” situations that occur.

    Let’s say in a run you get 3 raises; I don’t see a reason why someone who potentially burns 3 rezes on early floorsets accidentally and clears to 100 is any less deserving of a clear than someone who burns 1 rez each for 71,81,91 sets and clears to 100. (If anything, the former to me personally is more impressive for not needing a raise in the high sets.)

    The current system is simply odd. Try to think to yourselves of every game you have played across any genre in your lives. When you die and there is an “extra life” system, it almost always happens automatically right? When you go down, the extra life is triggered, and you get back up and have 1 less till you earn more.

    This post might be a bit late as they announced at NA Fanfest that there are already “Deep Dungeons Changes” in the works, but I thought I’d still share my thoughts just in case.

    Thanks for reading!
    (0)

  2. #2
    Player
    Akonyl's Avatar
    Join Date
    Aug 2013
    Posts
    369
    Character
    Sygglona Ahldfarrwyn
    World
    Adamantoise
    Main Class
    Bard Lv 100
    I'm not a big deep dungeoner, and I haven't soloed any, so maybe my opinion means a little less. But I feel like doing it this way would be removing a clear and intentional part of the difficulty, which is the planning of resources. Obviously certain runs are gonna get better RNG than others, and sometimes you'll just be able to crack rezzes every floor because you're getting flooded with them, and one run might have taken less skill than another, but I feel like removing this would be removing an aspect of that skill. I don't really see popping a rez pomander and finding out you didn't actually need it to be any worse than popping another pomander and finding out it wasn't really necessary, but you did it just in case.

    I don't really agree with the point that it's like an extra life in other games, because in other games when you die you usually lose some amount of progress by being sent to the last checkpoint (which in DD's case would be something like the beginning of a set of floors), but in DD you pick up exactly where you left off. If I had to liken it to anything, I might point to a full-heal item that you see in a decent amount of games (because you get reset to full, but keep your current progress), where most of the time you do have to consciously use those items before dying, rather than them just triggering automatically when you do (though that does happen sometimes, like in LttP or Super Metroid).
    (1)

  3. #3
    Player
    Gullis's Avatar
    Join Date
    Nov 2021
    Posts
    491
    Character
    Gullis Hil
    World
    Twintania
    Main Class
    White Mage Lv 100
    I've only done EO solo, but I like the decision making myself. do you try to save all of them for the final 3 sets, or do you use them earlier on potentially harder sets.

    Yes it truly does suck when you die with 3 raising in your inventory, but that's the choice you have to make
    (2)

  4. #4
    Player
    Waka564's Avatar
    Join Date
    Jul 2024
    Posts
    3
    Character
    Waka Light
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Hi, thanks for replying.

    in other games when you die you usually lose some amount of progress by being sent to the last checkpoint
    I might point to a full-heal item that you see in a decent amount of games
    I hadn't considered that this actually is the case in a lot of games, true.

    I do totally understand that part of the skill to basically "decide you wont die" on early sets in order to be safer later. I guess what I want is for people to still be allowed to try the higher sets and have no safety net of rez, versus just having them booted out of a multi hour run.
    (0)
    Last edited by Waka564; 07-29-2024 at 04:40 PM.

  5. #5
    Player
    Waka564's Avatar
    Join Date
    Jul 2024
    Posts
    3
    Character
    Waka Light
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Gullis View Post
    I've only done EO solo, but I like the decision making myself. do you try to save all of them for the final 3 sets, or do you use them earlier on potentially harder sets.

    Yes it truly does suck when you die with 3 raising in your inventory, but that's the choice you have to make
    Thanks for replying.
    Maybe it does have to be this way, losing runs with extra lives in your pocket. Every other pom is always a "pro vs con" of using it after all. I guess Rasing would be the odd one out if it was always active. My annoyance at these types of losses probably got the best of me with this post xD
    (0)