I'm pretty sure it's literally just a lore thing; we'll still progress through 10 "floors" at a time, we'll just be told we're going N/S/E/W rather than up/down.i'm cautiously intrigued by the "let's make it horizontal" instead of vertical. I thought they mentioned having no floors, but maybe it was a translation issue. If it's just making it horizontal instead of vertical then what's the point? What does it exactly mean? I was hoping this would shake up a little the formula and the bog standard layout...
I look just like the roes next door... if you happen to live next door to an amusement park.
So it looks like the devs read the feedback since they acknowledged that there was too many oneshots in Orthos at low level (low aetherpool I guess), so that they address this is great, but they seem to have also confirmed that they will continue to happen at higher floors.
I'm disappointed that it's the best that they can do to challenge/threaten players. And where is even going to be the gameplay at low floors since the only thing Orthos had was "oneshots"?
Are we still in a binary "oneshot mechanics or nothing"?
Im cautiously optimistic after the live letter. There are some unclear thing however and other stuff i would like to talk about:
- The chandellier thingie (random effect for next floor) i think is a great new addition that will bring a lot of fun. A proper rougelike mechanic, how about that?
- Weekly challenge log included the 'luminous oil' and a notion that it can be exchanged for rewards. People in deep dungeon discords were quick to jump in joy with the notion that "Sustaining potion situation has been addressed, they actually listened to feedback!". However then we saw the screenshot with aetherpool glass fragments on the chest drop part, meaning that those are the new potsherds. So will the potions be again a problem? What is the oil used for?
- Juniper incense mechanic seems interesting at first glance, but on 2nd look it seems sorta meh. 1 magicite level floor wipe, 1 big max hp boost (which isnt very strong nor interesting, max hp will only be very useful with a lot of time between mobs for regen to do its thing), third one looked like instant open for the exit and clearing of debuffs? Idk it isnt the pixie chaos i hoped for.
- Being able to queue matched for whole thing is very good on paper, but in practise i believe it will spark a lot of controversy and animosity towards the content, because the queueus just wont pop. People will choose the most optimal checkpoint for matched, leaving other points empty. It does create a decent solution for bailers on party runs, means that you will be able to convert your save slot to matched and just fill up again, despite it taking a lot of time.
- Checkpoints are probably the best innovations of all the announced things, with tiny sacrifice on the prestigue of the solo achievement, since it will make practise more accessible. That matters little tbh, gain outweighs it.
- Phoenix Dawn change seems amazing, however i see some risks. I would hate it if they put either of my potions on cooldown for the mentioned 360s. Imagine you ress somebody with it and they die instantly and now you got your sustaining potion on cooldown for 360s. Basicly you're punished for ressing someone. I hope its otherwise.
I think the matched parties working all the way up only comes with benefits comparatively to the current system where there is also a floor series that gets spammed for leveling. Perhaps the problem is that there is no extra xp rewards and incentives to actually do a full run? Imagine if going for the full run was able to give like +50% of xp per hour spent comparatively to spamming a series (arbitrary number)? People could still choose, but you bet people would tend to go for the full run, thus making all floors pop in theory.
Secretly had a crush on Mao
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