FFXIV: My Thoughts on Deep Dungeons & Hope for Endwalker



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35 thoughts on “FFXIV: My Thoughts on Deep Dungeons & Hope for Endwalker”

  1. I would like to see class specific abilities or things that agument how you play as you go up. I've heard they did something similar to that with Torghast in WoW, although that content has a lot of problems over there, I think theres something to learn from how they did abilities

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  2. My issue with deep dungeons has always been how dreadfulfully boring it is in a matched party(more so in heaven on high) maybe scale mobs to the amount of players. Or make solo and party different. Maybe in party mode each player starts in a different room and everyone needs to reach the middle

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  3. Hmmm, how about attaching it to the Relic step via Eureka Elemental levels for the run [to replace Aetherpool], but getting particularly involved with it. For example; you start at Floor 1; once you clear a few floors, you're given more than one set of stairs, some giving better Elemental rewards, not only levelling you up for the run, but also getting a better cashout for your relic; others giving more Pomanders, Duty Actions, or DRS Essences; keep descending until you get to either an evac floor, or the boss of the set of floors [not necessarily 10]; and if you win, Elemental EXP is converted to Job and Relic XP; you lose, no Job XP, and a major cut to Relic XP. Mix that, with the options to branch paths, to deal with different pseudo-randomised groups; that should give it plenty of life. Oh, and make sure to add enough rewards OUTSIDE of Relic progress to make it worth it; and ya know, mix up the floor types; can't lie, the idea of a straight up corridor only labarynth is just the right idea of terrifying XD.

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  4. the "more" thing that you recommend sounds interesting at first, but I think it will be worse regarding the core philosophy of deep dungeon. Random events, random boss, etc will dictate the RNG level in this. Before watching Angelusdemonus or Allythia, I heard people always say that PoTD is RNG and you get the title by luck. But after seeing Allythia constantly clears with every job or Angelusdemonus cleared with warrior not 2, not 3, but 4 in a row, I conclude that PoTD is so skill-based deep dungeon (of course if you have some luck, it will be easier like Pom of Raising, etc.). And I like how it is right now. I learn better the mechanics of my jobs skills in this deep dungeon than attempting savage content, I know the line of sight, sound, etc. from mobs and how to dodge them (even though I'm still bad at it).

    So in my opinion, it would be better if they don't add "random" things in the deep dungeon so people will stop complaining that "The Necromancer" is just luck (check when Asmon asked about PoTD, almost all his chat say it's luck-based). When I watch Allythia's stream, Ally actually waits for the mobs to turn and find a way to dodge the mobs, I try to learn but I can't do it yet (I always got aggro or run out of time, T__T).

    So I think if they want to improve the deep dungeon aspect, they can try to add more skills to the jobs. Because everyone has access to the new skills, it's up to them if they can use it or not. So instead of normal rotation, you now will have more options to choose to optimise your run. PvP is like that, completely new icon, lol.

    Or they can add a feature to let you skip the floors. Let's say you need to climb to 100 floors to get the challenge floors 101~150, at start, they can give you an option to choose between 2 paths: Grindy path (first 100 floors) or Madness path (50 floors on hard) to get to 101~150. So now good players can climb difficult 50 floors to get to 101, and normie like me can choose the option of 100 floors. The option 2 (difficult 50 floors) is harder, mobs have more damage and hp and mechanics. And compare to 100 floors, obviously you have less drop (poms), but it will save your time if you are good at this game (I'm not so I rather grind my 100 floors to get all the poms I want, cause I can increase the chance to get pom of raising, ^__^).

    All and all, I hate the aspect of RNGesus in the deep dungeon, it should be skill-based and if you are good at the game, you get the title.

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  5. to make it easier/faster for the design team just change the magicite to only effect the current room or a random room on a floor. plus unusable in boss fights or at least odin cant be used in a boss fight but could still be the 1 that wipes a floor

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  6. Exploding coffers: Get rid of them
    Mimics: Keep them, but get rid of Accursed Pox or make it curable.
    Party Composition: Prioritize Healers/Tanks. All DPS groups are a crapshoot.

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  7. I think having a full party deep dungeon would be fun if the content was difficult enough to warrant having 8 players. Having a bunch of friends that all wanna play together and needing to split the group into two to go through the deep dungeons does suck sometimes.

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  8. FFXI Nyzul Isle Style Floor Objectives would be awesome. Kill a special NM on the floor, activate lamps to open passage, or only killing certain kinds of enemies unlocks passage to the next floor or grant bonuses outside of pomanders for the next floor.

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  9. Deep dungeon has been a solid nope for me since the get go. When it was first rumored, I had hopes for something akin to Salvage in FFXI, or at least Nyzul Isle Investigation. Palace of the Dead missed the mark completely and was quickly turned into the world’s most boring level grind tool by the player base. Honestly, I’d rather camp a spot and kill mobs over and over than run DD for exp (if that were a viable option). Now the community has found a way to make DD somewhat “interesting” by soloing it. When group content is relegated to solo play you know it is passed it’s prime. Props to the DD solo community. You all have more patience than I do, but both HoH and PotD will remain content I stead clear of.

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  10. What if the accessories you get for clearing gave you slight buffs. Like if the firecrest accessories gave a slight damage buff and the glass pumpkin accessories gave a slight defense buff. Then you could customize what you wanted. Full party clears would have an extra reward for them besides the first time achievement. Hardcore deep dungeoneers could still do no accessory runs or you could make the leaderboard require no accessories for top scores.

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  11. This may be an unpopular opinion, but why not do an auto-scaling deep dungeon that scales based on the number of players?

    The content feels like it could work to me and if the content is mostly enjoyed by solo players adding this would be a simple way to balance it for that while keeping groups fun.
    Also, I see many people wanting to do the content with more than 4 players, so this could address that as well.

    I'm sure that's harder to do than it sounds and may not be worth it but I think it could be an interesting option. Just an idea I had 🙂

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  12. Boss fight at Hoh is really irritating. Is easy don't get me wrong but it just taking too long to kill it via Solo. After running the dungeon floors close to 50min and 10min on the boss are really mentally draining. Feel really dumb where u know the mechanism and you just have to do 6-10++ times over and over again.

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  13. I'd love some more deep dungeon content alongside exploration content. Part of me feels like they'd need another encounter design team or two to do both justice though. I dunno, there are times where it feels like the development team is already being stretched a little thin, so I'd be reluctant to stretch it any further without getting them some more resources.

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  14. I've been thinking of ways the dev team could make future Deep Dungeons fun and I keep coming back to borrowing mechanics from Bozja.

    Like, maybe instead of Magicite you can obtain Lost Actions from a chest that the party has to split between each other to use. Or alternatively maybe the Deep Dungeon exists within a Bozja-esque area and you can bring Lost Actions to vary how you approach the rooms and floors. Maybe even obtaining special more powerful Lost Actions within the Deep dungeon for use in Bozja like areas. Hell, placing a Deep Dungeon within a Bozja system could possibly do wonders for replayability for end game side content.

    A lot of people have suggested Full Party Deep dungeons too, which would be interesting as well. Maybe you can have anywhere from 1 to 8 party members go into the Deep dungeon and the number of party members changes what abilities certain enemies and bosses have access to in addition to the usual scaling effects.

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  15. I dunno I really like Magecite for casual deep dungeon run's and leveling, which is how I feel most/many people use Deep Dungeons. When you are spamming floors over and over to level up alt jobs, they really help to speed up the process and allow you to bad/big maps. Magecite is one of the biggest reasons I prefer leveling jobs with HoH over PotD.

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  16. For me, the big thing is removing the "no wipe" condition. Any ISP or Server hiccup kills a solo attempt immediately. And for what?
    So someone doesn't retry 171-180 with slightly different RNG than the first time? Did they "earn it less" by not doing 1-170 an additional time? No, they still had to play well and do it solo on their own merits.
    It would be like if Ultimate required you to reclear the 4 Savages PER ATTEMPT. That doesn't change the difficulty of Ultimate, it changes the tedium of each attempt.

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  17. I think that they should just continue doing what works and has given them success. Obviously I'm talking about catgirls, more catgirls. Add catgirls to the deep dungeons and I'll never leave.

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  18. They should fix the fixed parties – allow to add or remove members from the save file. My fc mate went to eat 2 floors before the set end (lmao) and got kicked, the rest of us finished the floor set, and we couldn't continue because his save file was still on the previous set. He could have completed the set in solo with the empty inventory (or with matched party) and come back to us.
    The other case of this problem is when you have someone leaving the team mid-run. We could have just kicked him and continue in 3 ppl, but the run in dead because you need him.

    That's why the deep dungeons are unplayable with pf parties, the only solution is to have a static, or have a environment where leaving mid-run gets you into the blacklist.

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  19. I don't like Deep Dungeons. I find them to be terribly boring with the repetitiveness inherent to them. They get harder in the deeper (or higher depending on which one we're talking about) levels but to me, this isn't exactly engaging either, so to be honest, I didn't exactly miss their absence this expansion.

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  20. More objectives. "Just kill stuff" is not interesting. I have the same problem with treasure map dungeons. For example since avoiding enemies is just as important as killing them we could do transport objectives often used in beast tribe dailies.

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