Quote Originally Posted by Jeeqbit View Post
I've been thinking about it while farming the new deep dungeon... deep dungeons are like dungeons done right:

- It's not "just a hallway" and the party often splits up.
- The enemies hurt and can actually kill you.
- You have to learn the casts and gimmicks by heart or they will probably kill you.
- There are patrols and RNG effects to shake things up.
- If you wipe, it's not really due to pure RNG saying "you lose this time" like in, say, treasure maps. It's due to skill such as an enemy (or enemies) wiping the party and failing to tackle it.
- Things like sleep, stun, silence are actually useful and effective when used regularly like in normal MMORPGs to control excess mobs, patrols or dangerous casts. Imagine that in any other content?
I completely agree with you on this! After farming floor 100 for what I wanted, I went back to some of the roulettes to get my tomes maxed out and... doing expert is painful. Even going back to the variant dungeon for the moogle tomes, discovered they added so many QoL in them that it shocked me. The biggest one that I didnt know about is that if you didnt like your group comp, you could change job, anybody could change job out of combat. I really wish they would allow this for any instance because it would really mix things up and give players more agency to do things the way they want to. It would allow us to take risks and make things more exciting.

I would like for them to take the variant and deep dungeon systems and make something new to replace the standard dungeons. Take the different routes that variant offers and then add in the dangers of deep dungeon with random patrols and different mobs in each area, totally random. I would also bring in the quantum system to allow you to have an easy fast run for some tomes or crank things up for alot more tomes.