I forgot the Inviting Orb got introduced recently. Anyway, Inviting Orb doesn’t do the whole dungeon in PMD:DX.
Inviting Orbs increase your chances of recruiting Pokemon on the floor you’re currently on.
It’s still a HC Exclusive at the moment though, but I’m curious if it will be put into other dungeons as well since it would be a good consumable item for certain dungeon runs. Just hopefully it’s not put in Friendship Forest. They desperately need to revamp that. Also, we really need to get the RR Increase of Inviting Orb for the Wiki…
In the games though, you could also use Wonder Mail codes to unlock these Pokémon within these dungeons, so it was more accessible even without other player’s cooperation. However, I do understand that PMU is supposed to be a MMO, so there should be a level of unity to bring people together. These are good points to make within the thread that I linked to before, so feel free to put those thoughts there as well!
I guess it’s not described that well in the original post. How I imagine Vivid Scent to work is that it makes the ID Pokémon rare spawns through the floors it would appear in. It wouldn’t just be “use and the Pokémon appear”. That would be a bit much.
However, there could also be another use where Vivid Scent brings in a Pokémon only exclusive to the scent. Instead of bringing in ID or SR Pokémon, it could have a chance to bring in Pokémon not native to the dungeon itself. It would be interesting, but it would be a lot more work than just having the chance of a SR or ID Pokémon.
That’s exactly the point of these items and why I say they would be mid-game to end-game. They’re supposed to be used with knowledge of the game so you know when and where to use it. It’s also supposed to have a risk because they are only usable for one dungeon run, so you have to consider your options carefully. It’s similar to PP Up/PP Max in the canonical games, where you have to consider “which moves should I power up?” or like the Ginseng in PMD1/2 where you have to consider “which… moves should I power up?”
… I didn’t mean to use items that powered up moves twice, but it explains my point. There’s a lot of things that are risky when doing runs of PMU, but players have managed to find ways to limit the risk. I think it would be nice to have a small boost with these type of runs where you are much more prepared for what’s to come.
True, these items may be a bit overpowered for normal play, so they could be put in HC. However, I still feel that PMU’s way too “Held/Party Item” reliant sometimes. It would be nice to have a bit of variety that isn’t “hold this item to train” or “hold this item to negate weather” or “hold this item to nullify traps”. Which I guess is a PMD thing as well, but it would be nice to have more MMO-type items that have lasting effects for a period of time in PMU.