Will coils 1-5 and 6-10 be locked out separately or combined? I.e., is it possible to complete turn 6 before starting 1-5 and not be locked out of the latter?
Will coils 1-5 and 6-10 be locked out separately or combined? I.e., is it possible to complete turn 6 before starting 1-5 and not be locked out of the latter?
With the addition of Turns 6-10, does that mean that turns 1-5 difficulty will be toned down somewhat? Personally I'm hoping Twintania won't be.
Is there a chance or plans to make future coil turns for bigger groups than x8? Ie. x24 FC groups?
Will coil still remain the highest dungeons/area that is available in 2.2 or will you be working on something else in the near future.
Are you sure that the drop rate in the BCoB is exactly the same for every class?
I have been clearing turns 1-4 since november, I only got maiming, aiming and striking, nothing more. I don't think this is just "bad luck".
Is there any chance that you'll leave coil 1-5 the way it is? As in not add an echo buff or make it easier? Not everyone enjoys dumbed down content.
Will you give a sense to the Binding Coil of Bahamut turn 3?
Are you going to ease up on the restriction of the number of Coil Runs a person can do for Turn 1-3. As of now Turn 2 is difficult to get into since the Enrage method is used. Tanks are having trouble finding healers since most groups that do Turn 2 uses 3 healers limiting the amount of healers available for other groups.
Whit the new turn 6-10 can we expect and additional 1-2h of gameplay each week or the nerf to turn 1-5 will balance things out? Im kinda used to clear everything on monday and then quit until the reset you know ;P
Wait why do you need 3 healers? I am confused lol 2 healers is more then enough to keep everyone up.
With Crystal Tower being regression/inferior in terms of rewards and difficulty compared to The Binding Coil of Bahamut, and taking into account previous statements where Crystal Tower and The Binding Coil of Bahamut would alternate in content releases, are we to expect constant 6+ months wait to get any meaningful progression?
Will there be actual mobs and puzzles to solve this time around instead of straight line to the boss? Something like Turn 3 but with a boss and loot would be intriguing.
Will you be implementing a token system for multiple class loot? A large portion of the player base is frustrated by the RNG of the current system (see Allagan weapons).
With regards to difficulty, will Turn 6 (and onwards) escalate in difficulty from Turn 5 or will the difficulty be on par with Turn 1 barring a high iLvl requirement to meet gear checks?
Can we expect PLD/WAR WHM/SCH BLM/SMN to ever have different gear drops from dungeons rather than always being paired up?
Will we casters being free from the very drastic nerf of being only DPS class sharing geartype with another class?
Will there be any reason to bring a BLM over a summoner at all in coil t6-10 (making AoE, burst damage and our beautiful CC matter anything at all)
Will the itemization in Coil Turn 6 and above be more interesting? I really miss stuff like set bonuses, weapon procs, and the like.
Will myth gear stats be changed so that Allagan gear becomes best in slot?
Will Casuals be left behind with the release of Coil Turn 6~10.
Already the divide is large. Will it get larger with new ilvls released with Turn 6 ~ 10? What I mean to say, will FF14 go the messing route of WoW and divide the community into many stratospheres?
Large jumps in ilvl equipment might be great for the raider community but not for the majority of others. Will ilvl experience large jumps like WoW?
Is it 8 players Raid or 24 ?
Will end game recipes be introduced in the next iteration of the Binding Coil to make crafters seem more unique and desirable?
Will the story developments be more common in the next incarnation of the Binding Coil? While there was a good introduction and a solid ending to Coil Turn 5, everything in between possessed little influence to the story.
Will there be any other turns like Turn 3? If so, will there actually be rewards within it?
Given that I can only post 1000 characters per message i'll send each idea in a message :D
1) It is not a question, but rather it is a suggestion, I would (me and a lot of people playing) appreciate it if you would kindly CHANGE the drop rate, because I have been doing coil since late october from 1-4 and MOST of the time it would be a dragoon/monk drop, it took me over 6 weeks to finally see a drop of caster gear, and an increase of an item drop instead of two, three would seem okay-ish but never dragoon/monk as those three items :D
2) It isnt a "must" but coil resets every monday, or for the sake of math it resets every 168 hours, so why not do this, once you get locked out of coil instead of waiting 168 hours why not wait half the time (84 hours) and do it like with your second fc team or pug it but its just for fun, you get no loot and the amount of myth you get could be reduced to 50% or even 75% but you can still do it because coil is really fun to do :D .
3) Finally, do not NERF coils 1-5 no matter what because why should you? coil is hard because its an end game content it should'nt be nerfed ,, additions are welcome, like more twists and random stuff on the current content but do not make it easier because then you'd be in the same place as WoW ,, every time they nerfed a huge raid or anything, they'd just lose old customers, you'd gain new customers but with each nerf you'd see that in a long run more and more would quit because the game got easier.
One of the reasons I play FFXIV is because it has the difficulty that most MMO's lack :D
other than that, thats all I want to say :D
thank you,
Chicky;):o
Are the new Turns of the Coil a continuation to Turn 5, or are they independent from the original Coil (such as exploring a different entrance to the Coil, etc)?
I want to expand on this
1: WIll COIL cater to the hardcore group? Cause CT felt like it was for casuals, and the players who have been around since beta, and other newers players who put hours each day into this game, ave nothing left. I'm hoping turn 6-10 will require you to beat t5 (also no nerf to turn 5 please).
2: If T6 does not require you to beat T5, Will T5 unlock anything?
1)
Will the new coil have a better loot system or not ?
tokens would be best but may be SE don't want to allow people to get what they need the most.
2) Will the new coil be accessible for every servers or LEGACY servers will need to wait the next patch 2.3 to access the new content ?
Will there be adjustments made to Coil 1-Turn 5 to compensate for the players who are unable to progress further in Twintania?
Can we expect the final Turn in Binding Coil of Bahamut in this patch to be as difficult as the last patch, ie. Yoshi-P's prediction that only 100 players will be able to complete T5 before the next patch 2.1 was available?
Can we expect any of the mechanics of these new Turns be be as limiting as ADS? I mean forcing groups to go with a certain class because they can properly deal with the mechanics (silencing High Voltage made Paladins and Bard feel like a requirement for coil while all other jobs felt like filler)
Will there be an additional treasure chest that drops in any of the Turns, 1-?, that will drop a crafting item that can be turned into furnishings for FC houses?
Will The Binding Coil's future levels drop more materials for housing, and will this bring on any new recipes?
Is loot this time around going to have a higher ilvl than what the new up-to-date Tome gear will be? I honestly did not like the approach of Myth gear being on-par with everything in Coil. It honestly made most coil loot seem unexciting to get. Also, can we expect to see gear set bonuses soon? I want to start seeing more diversity in gear and stat allocation! (Currently itemization seems boring at this time. Need more stats!)
I'm confused myself that you find it funny that people go for 3 healers and not 2 like you. People's preference basically, no need to rub your "hardcore experience" on others on how great you can run Turn 2 Enrage with just 2 healers.
Do you plan to add higher ilvl equipment for the new content?
Now that the Letter from the Producer LIVE Part XII has ended, we'll be closing this thread. Thanks everyone for submitting questions!