Another decent suggestion.
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The loot lockout wouldn't work for coil because it's not a DF instance like CT.
A group can easily carry one or two people through 1-4 and get them geared up easily
As it is current endgame, I do not wish to see unskilled players getting carried by friends/buying runs to get the best gear
When I see people asking for the loot lockout for coil, I assume this is exactly what they want to happen.
And for people who are saying coil is challenging due to RNG, lol. You are guaranteed 2 drops, each turn (except 3), for 8 people. That's a hell of a lot better than most games with similarly long lockouts, looting the boss, and seeing nothing but some gold. Sure DRG and MNK stuff drops a lot more often, but it's still guaranteed to be there. As a healer I've only gotten 2 pieces due to bad luck, and its nbd, since I know i have 2 chests per turn to try my luck again and none of them will just be empty.
On the otherhand, I think loot lockout is a silly idea in the first place, since very few people will want to DF CT after they get the piece they need for the week, but it at least makes more sense than doing that system to an instance that is pre-made group only
The idea of having the lockout be per-class is pretty neat.
bla bla bla , it'll works , if u join fc it's not for nothing , df tool is just crap , frankly , i d love be able to have at least a SINGLE loot per week in BCOB than nothing .
Also turn 1 > 4 are easy if u have the required gear so ....
Why they just make loot on the old way , no lockout and a single loot for 8 per turn ? .
On these days , only luckers have loots ( that's mean no superskilled persons and avalaible).
ye these time it's hard to find ppl for coil , but it's only due to the lockouts .
Personally I'd rather only run something once a week for a chance to get something rather than running it 10+ times a week for a chance to get a drop, plus something for everyone else in my static group. I'm sure others disagree but it's bad enough having to run dungeons however many times per week to cap myth and the last thing I wanna do is run CT numerous times as well.
I would run CT everyday if I could get a drop everyday, but if I'm bashing my head against the wall just for one item, especially one that could just as easily be replaced in Coil the following week, I'd rather go do something else with my time.
I was hoping to use CT as a means to gear up my alt classes by being able to get the opportunity to roll on something everytime I went in, but as others have pointed out in other threads, SEs decisions do not favor gearing up alt classes and instead force you into gearing up only one class at a time until you finally get all the BiS gear.
Most of us that are wanting the lockouts dealt with are people that have FC's filled with longtime friends with RL commitments and not-in-multiples-of-8. I personally just want something done so I can include everybody in group content that is fun and challenging but the hard lockout doesn't allow that. At the very least, with CT when that random person with the weird schedule logs on we can run it for them and get them their drop as a group. Coil, they are SOL.
A per-class coil lockout would be a huge improvement. It would add a benefit to having multiple jobs and allow us to play with the people we want to play with.
[QUOTE=Zaresin;1630725] snip
I am not being negative, I am stating a fact. Fact you can choose to pug it. Fact you can choose to start a static and schedule runs. Fact effort goes a long way into accomplishing something. Fact making friends will improve your gaming experience. I dont care if your casual or hardcore if you dont extend a hand in friendship or be social than how do you expect to accomplish any group oriented content? Duty finder is just terrible its like playing the lottery, that is why some (not all) stay away from duty finder. If things need to be easy to get than the stats on that gear should be lower than the gear that is in the hardest content in the game. Risk vs reward, if something easy than the reward shouldnt be as great but if something is hard the reward should be fitting of it.
If Yoshi wants to gate content than make the content gated by putting in real challenges not gear locks, but if he gated content is based on challenge than 1 side would complain they cant do it. So which would you like, personally I would like to see gated content that challenges you, something that you can actually earn thru hard work. Anyone can do the content in the game some content will take more effort than others, but its up to the player to decide if they want to do it or are up for the challenge.
The one thing casuals and hardcore agree on is the loot lock of 1 week for ct. The lock out shows he dosent have any viable content till either 2.2 or beyond. They continue to also under estimated the player base or if thats not the case the content is too easy.
To the OP and whoever agrees
No
Keep CT system in CT I do not care to run something if I'm locked out on gear
Considering Coil's gear is higher quality and will largely supersede pieces of Tower gear, and also gives a significant contribution towards my Myth cap which also gives *guaranteed* gear, *and* doesn't care if I take off-drops for alts, **and** lets me pick and choose my group to ensure success if that's all I'm after..
Also, we have no guarantee that Tower won't RNG you out of that one piece you're after 2, 3, 5, 10, 20 times in a row.
I think the coil lock out system is fine as it is. Sometime you get lucky and get 3 drops in 1 week, other times you get nothing.
I'm not sure you're seeing my point then, nothing is difficult to obtain. You can zerg almost anything in this game in a few days.
Just because it's the 'best content in-game' doesn't mean it should all resort to an RNG system, there's no specific reward for skill, more-so for luck.
If I see someone with a lot of allagan gear, do I assume they're really skilled, or really lucky?
I don't think you read my post.
I'm not discussing having difficulties finding people to play with.
I want to be able to run with them, and I cannot because i'm locked out. "Shio can you help with Turn 4?" "No! I'm stuck in Turn 5".
I had quite a lot of friends, a lot of them I could help with in The Binding Coil, a gear lock out system for The Binding Coil and NOT the crystal tower would be the best option.
Ah, you're right - I don't usually see points that are completely nonsensical, no.
I'm afraid we'll have to just agree to disagree.
Would rather have more bosses in Coil. More bosses = more loot as well. 4 bosses (counting turn 4 too) is kinda pathetic for 6? months of raiding in the highest raid dungeon.
I agree there should be more bosses. The reason why the lockout system works a lot better in other mmos because they usually have like 14 bosses and 3 separate raids to do per 6 month raid tier. Giving the players a lot more to get done in 1 week. The biggest issue with the lockout system now in 14 is lack of content, people blaze through 4 bosses too fast get done in 1 day.