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Can you please consider a token exchange system (meaning every run yields a certain amount of tokens which are then used to purchase pieces of your choice) for gear in Final Coil and future raids as opposed to a completely RNG based drop system?
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Would it be possible to introduce a token system to give players more accessibility to acquire their Coil gears rather than simply rely on a poor RNG system. I have friends on my list who haven't seen or gotten their respective item(s) since SCOB was first released to this day. I feel really bad for them because the other members in their party are already gearing their secondary classes while they're still stuck trying to gear their primaries.
Obviously if you add such a system, could you make it so that each Turn gives a specific token? Turn 10, for example, would give Turn 10 tokens. Turn 11, on the other hand, would give Turn 11 token. The same can be done for remaining Turns 12 and 13. These tokens would be derived similar to how weekly Tomestones are currently handled where the chest and leg pieces currently cost the most. In this sense, the token costs could be the following:
Accessories: 3 Tokens
Helmet, Gloves, Boots: 6 Tokens
Chest and Legs: 10 Tokens
Weapons: 12 Tokens
The costs would be to alleviate issues of overgearing too fast and players becoming bored within weeks. Moreover, players will still have to continue making an effort to progress through each Turn to acquire the specific tokens they need. By designing a token system in such a manner, players will also not be able to abuse the token system and just farm Turn 10 for the same tokens only.
Another suggestion is what others on this forum have suggested. Can we have a weekly loot lockout similar to CT and ST?
Just food for thought :)
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On the subject of minions/mounts, Can we have a Coil themed mount or minion? I'd love my own personal ADS (either able to ride, or as a minion)
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Will the item level dropped from The Final Coil be the highest obtainable before the expansion?
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Are there plans to increase the responsiveness of Heals? Currently, there is a significant delay on spells like Lustrate and Benediction. Increasing the responsiveness of these timings would make the classes feel much more impactful.
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Are there plans for mechanics that require more healing checks? A good example would be the Turn 2/4 Soft Enrage, or similarly to Mega-Flare where mitigation is absolutely required? What other sort of gimmicks can we expect in the new Turns?
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How about you change the lockout rules? You could give the groups who clear all the turns for the week a second run. or Allow Savage mode to be it's own second set.
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In the Final Coil of Bahamut, can we expect to see another gauntlet fight like the elevator in the Binding Coil of Bahamut: Turn 4?
Also, before thread is derailed further; OP did state no discussion, only questions.
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Will gear from the final coil share an item lv with the upcoming purchasable gear or will it follow the 2.3 trend where items (originally) dropped from coil will be needed to upgrade to match Final coil Item level?
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In the Second Coil of Bahamut, most Turn 7 strategies place a heavy emphasis on one person's task (kiter), which is made harder by phase pushes. Will the Final Coil introduce similar fights where a lot of responsibility is heaped on one person, with the others carrying much less of a burden?