Hello there!
I have just got the PT title, so i feel like its good time to share my thoughts.
Bit of background for perspective, i have cleared all 4 deep dungeons solo now, but i stayed longest in PotD where i do a lot of scoring (chaos leaderboards for my exploits). So its safe to say i came into PT with a lot of experience.
First impressions:
The dungeon is visually stunning. Floor sets have many nice details, arent overly depressing or monotonous. Early floors are begginer friendly, allowing to setup runs easily.
Votives are a very cool idea and are fun, but i'll talk about them more below.
I'll tackle the floor sets and mob design first.
Stones 1-50 i would say are very pleasant and raise the difficulty bar very linearly, predictably and in overall decent way.
I can think of 2 notable gameplay things in this section - 1 very clever and well designed mob and a few mobs that are problematic.
The best mob of this section is Traverse Troubador (the turtle). Heavy vuln that eats your steel and makes auto attacks a threat, while being very slow and avoidable is great enemy design, and i mean it.
There are, however, mobs that i dont like at all, for example Forgiven Petulance - tentacle lady, this mob takes forever to finish its casts and laggs behind when you want to gather mobs to aoe them down, often to the point of deaggroing, even without sprint.
Stones 51-60 is in my opinion one of the more fun sets, where mobs start to have more interesting abilities, especially Saichainia and Gigant with their CC skills. This set is also part of the 41-80 layout, which is insanely huge on the sheer distance you're exploring. Rooms and corridors are just soo long, making that by itself a challenge for scoring.
Stones 61-70 are notable for 1 thing - Forgiven Doubt (chameleon). The best mob in this whole dungeon. Their invisibility forces you thread very carefully through the rooms and count how many mobs have spawned, have there been any patrols originating in the room. Not really threatening mob by itself, but punishes carelessness. 10/10.
Rest of the mobs however are non noteworthy, basicly back to EO crap.
Stones 71-80 offer the last positive highlight - Foregiven Unbelief (croc). Seemingly 'harmless' at first, but they go into 'enrage' mode when low hp, spamming 'double auto attacks' as we call it, and becoming an actuall threat if conditions are right (aoe pull, strong debuffs)
Sadly, thats where the positives in mob design end. After croc, the dungeon becomes very onedimensional in terms of the difficulty: Dodging hidden telegraph aoes, which basicly mean LoS. 81-98 feels very undertuned in terms of mob damage and hp. Add to that overtuned droprate of incenses in the last 2 sets, and you're stomping the mobs.
By comparison, PotD offers several difficulty problems: high auto damage/ double auto attack, crowd control skills, DoTs, time consuming mobs
I'll tackle Bosses, items and votives in comments
Continue reading...
I have just got the PT title, so i feel like its good time to share my thoughts.
Bit of background for perspective, i have cleared all 4 deep dungeons solo now, but i stayed longest in PotD where i do a lot of scoring (chaos leaderboards for my exploits). So its safe to say i came into PT with a lot of experience.
First impressions:
The dungeon is visually stunning. Floor sets have many nice details, arent overly depressing or monotonous. Early floors are begginer friendly, allowing to setup runs easily.
Votives are a very cool idea and are fun, but i'll talk about them more below.
I'll tackle the floor sets and mob design first.
Stones 1-50 i would say are very pleasant and raise the difficulty bar very linearly, predictably and in overall decent way.
I can think of 2 notable gameplay things in this section - 1 very clever and well designed mob and a few mobs that are problematic.
The best mob of this section is Traverse Troubador (the turtle). Heavy vuln that eats your steel and makes auto attacks a threat, while being very slow and avoidable is great enemy design, and i mean it.
There are, however, mobs that i dont like at all, for example Forgiven Petulance - tentacle lady, this mob takes forever to finish its casts and laggs behind when you want to gather mobs to aoe them down, often to the point of deaggroing, even without sprint.
Stones 51-60 is in my opinion one of the more fun sets, where mobs start to have more interesting abilities, especially Saichainia and Gigant with their CC skills. This set is also part of the 41-80 layout, which is insanely huge on the sheer distance you're exploring. Rooms and corridors are just soo long, making that by itself a challenge for scoring.
Stones 61-70 are notable for 1 thing - Forgiven Doubt (chameleon). The best mob in this whole dungeon. Their invisibility forces you thread very carefully through the rooms and count how many mobs have spawned, have there been any patrols originating in the room. Not really threatening mob by itself, but punishes carelessness. 10/10.
Rest of the mobs however are non noteworthy, basicly back to EO crap.
Stones 71-80 offer the last positive highlight - Foregiven Unbelief (croc). Seemingly 'harmless' at first, but they go into 'enrage' mode when low hp, spamming 'double auto attacks' as we call it, and becoming an actuall threat if conditions are right (aoe pull, strong debuffs)
Sadly, thats where the positives in mob design end. After croc, the dungeon becomes very onedimensional in terms of the difficulty: Dodging hidden telegraph aoes, which basicly mean LoS. 81-98 feels very undertuned in terms of mob damage and hp. Add to that overtuned droprate of incenses in the last 2 sets, and you're stomping the mobs.
By comparison, PotD offers several difficulty problems: high auto damage/ double auto attack, crowd control skills, DoTs, time consuming mobs
I'll tackle Bosses, items and votives in comments
Continue reading...