Everything in the game has slowly been reduced to be in service of the same pve encounter model in the recent expansions. It's bosses in a circular arena (or squared if the devs feel particularly daring). It's encounters where it's all about dodging rote memorization of patterns that will oneshot ko.
Eureka Orthos already showed a lot of signs pointing in this direction, in contrast to Palace and Heaven. I do believe this is not a good thing for the game for multiple reasons:
1) It removes content variety and homogenizes all pve across all types of contents, and deep dungeons have been one of the few pieces of content with very unique mechanics, making use of more traditional roguelite and FF rpg mechanics (petrify, slow, heavy etc) that I would find extremely damageable to see gone to the profit of what we already have everywhere else in dungeons, trials and raids.
2) This seems to reduce the difficulty of solo runs (according to solo aficionados), while in my experience it dramatically inflates the difficulty for full party runs of optional floors, which harms the content's accessibility at a more casual level (aka, not solo parties).
With the hope that the next deep dungeon proves not only creative sure, but also actually preserves its core values and doesn't fall for the rampant homogenization that's been taken hold in pve in this game.
Thank you.
Continue reading...
Eureka Orthos already showed a lot of signs pointing in this direction, in contrast to Palace and Heaven. I do believe this is not a good thing for the game for multiple reasons:
1) It removes content variety and homogenizes all pve across all types of contents, and deep dungeons have been one of the few pieces of content with very unique mechanics, making use of more traditional roguelite and FF rpg mechanics (petrify, slow, heavy etc) that I would find extremely damageable to see gone to the profit of what we already have everywhere else in dungeons, trials and raids.
2) This seems to reduce the difficulty of solo runs (according to solo aficionados), while in my experience it dramatically inflates the difficulty for full party runs of optional floors, which harms the content's accessibility at a more casual level (aka, not solo parties).
With the hope that the next deep dungeon proves not only creative sure, but also actually preserves its core values and doesn't fall for the rampant homogenization that's been taken hold in pve in this game.
Thank you.
Continue reading...