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  1. #5
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,323
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by NOODS View Post
    To begin:
    As of right now there has been a lot of discussion and/or complaints I've seen about the lack of content/lack of repeatable content. Ex: Dungeons, Raids, Trials, etc.

    PvP could be fun but right now there is not a lot of love going into making the genre as a whole enjoyable (God please give us RW roulette)

    My Proposal:
    The introduction of an instance similar to Deep Dungeons but leaning more heavily into an action oriented roguelike. Right now you might be thinking "Aren't Deep Dungeons roguelikes?" and you aren't wrong about that but in all honesty, PotD, HoH, and EO are (in my opinion) really boring and puts me to sleep. Does that mean they're bad? Not necessarily, people enjoy it regardless of my opinion. But I find the fact that most of the mode involves avoiding enemies and pulling mobs one at a time in higher floors to be unengaging.
    • Instead of Pomanders, I think equippable actions (like in Bozja) would give individual power rather than sharing a bag of them, most of which will end up never getting touched till the higher floors
    • Character augments that you can pick up and stack on your character. Example: Augments that increase player speed, damage, health, defense, crit rate, crit damage, OGCD stacks, and decrease OGCD/GCD timers, etc.
    • More diverse and experimental bosses and perhaps even bosses that appear within floors like normal enemies.

    In addition to these: adding loot chests every few floors that can give you exclusive items as well as potsherds as extra incentive to play. Maybe achievements for reaching certain floors and the like. (And hopefully not a bunch of corridors for a map)

    My hope is that this form of content will function so both casuals who want to experiment and hardcore players who want to optimize can both equally enjoy, both solo and in a party, that stays engaging long term. Along with that, should it have a good base, SE could simply add content to it rather than creating brand new content that is nearly copy-pasted as well as experimenting with new ideas.
    I have been thinking about roguelites and having had similar thoughts recently, and came to the same conclusions regarding deep dungeons. My main problem with those is as you described, and they also don't involve the main combat system enough, in part due to role agnosticism, but also as you say, how you play them and how mobs die under a couple of hits, and how you actually spend 90% of your time running and dodging instead of actually having fun playing your job and using the specific strengths of its toolkit. I do however appreciate that they can especially at higher levels involve actual crowd control and play on buffs and debuffs, at least in potd/hoh because orthos just follows the modern design.

    They are also quite frankly, quite dull over time due to their rooms that have been reduced to lego blocks of too small of a size in my opinion. They look like endless caves with not much else. There is probably something to do there, but it's hard to tell how. Some roguelites do it quite well however so food for thought.

    Edit: on the matter of rewards and what people would actually be chasing here, I do feel it could be a pristine opportunity for the devs to add alternative and COMPETITIVE sets of gear to tome gear, because while raiders have all the choice they want from different sources of gear, casual absolutely do not and I feel that to be frustrating just remembering the couple of tiers I couldn't raid.
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    Last edited by Valence; 09-24-2024 at 06:10 PM.