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Can we have a savage final coil that has a separate lock out and slightly higher item level of items? For example if normal final coil drops 130 gear, make savage final coil drop 140 gear and on a separate lockout so it gives the hard core top players something to do.
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With the Final Coil coming, will there be addition gear bonus item upon completion outside of the weapon that yield a +5 to item level.
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Will there be some kind of grand reward for clearing the final turn of bahamut?
Possibly a mount or unique glamour piece and not just a special title.
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What is the design theme of the armor and weapons to be obtained in the Final Coil? For example, gear from Second Coil heavily used the color red and some purples.
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Savage Content
The Savage turns were a great idea and the content is as hard as promised. But the reward for completing such hard content is pretty lack luster. It doesn't give much of a drive for most of the endgame raiders to want to complete such difficult content and not be rewarded with loots.
1. Are there any plans to change the rewards for completing the Savage turns?
2. Will Savage Coil be separate from regular Coil? For some groups, getting everyone together can only happen once or twice a week, and during those 1 maybe 2 days they have no choice but to down the regular content for fear of not finishing it that week.
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While most people will disagree with me, I approve of the current coil looting systems. It creates an interesting dynamic where it rewards players who can play their class correctly with what has been given to them and punish those who cannot. Even though RNG does play a major factor into it, you have always provided a good combination of non coil gear to help fill in the holes of the missing coil gear pieces. I think this is a good method of testing players ability to coordinate gear in end game situations. Some players may have the impression that you NEED a certain piece of gear, but BiS isn't always necessary to complete the content as was shown by BG clearing SCoB so fast with low ilvl players.
Is there a planned arrangement for this in the next coil?
For example SCH gear is good to be purchased on the left side whereas the accessories are better as coil but it's not going to hurt to use the accessories and vice versa for the WHM. Similarly for other classes as well like BLM and SMN. Is this planned in advanced, and will this occur for future content?
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Will the final coil of bahamut be as error-sensitive as the SCoB . in the SCoB 1 mistake of 1 party member might often be the reason to wipe or you will barely be able to recover from and the way the mechanics worked a lot of responsibility ended up being thrown onto a singular person(kiting in T7, handling mechanics in T8) Which made the fight very complicated if you main a specific class you love because people expect you too. I know someone that quit playing bard because they expected him to kite every time and he hated it. This problem also meant the end for some good raid groups i know because they were sick of wiping on the lesser turns because someone just slipped up a single time which can always happen.
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Will a new battle theme unique to the Final Coil of Bahamut be introduced? The music for turns 1-4 and 6-8 is nice, but I've been hearing it since 2.0.
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WHen we enter the new coils would we be able to complete it with the current ilvl110 Armour and ilvl115 weapon? Or would we need to upgrade our gear significantly to make it to the last turn?
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Just a curious question, would the Second Coil of Bahamut have the same type of nerf like for instance paralysis became a debuff you can cleanse in t1-2 so then would t7 petrify become a debuff you can cleanse too as well as other things in other the turns?
Also has the armor design been going on like a series of army type gear such as 1st coil was like a foot soldier and now for 2nd coil it has become like a captain type of gear so would the next one be like a kingly type of outfit or some similarity towards that? Love to see some art about final coil and its surrounding area!
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One-hit kill mechanics
Can one-shot kill mechanics be alleviated in previous turns to allow clears for players currently unable to clear?
Turn 5 is still pretty punishing even with echo bonus, and it only takes one person to make a mistake and the group wipes.
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Since the Second Coil of Bahamut (Savage) was introduced for players' desires of challenge, is there any plan to item level cap it (and future Savage mode instances)?
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What will you named those Third Coil gears? Premium Allagan?
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The hard core player base who has beat The Second Coil of Bahamut Turn 4, has very little incentive to run Savage 2nd coil. Many players feel there isn't a big enough reward to spend time on savage coil. Some of us want to try out savage coil but it just takes a few people in your free company coil group to say no we don't want to try this to make it so you can't even attempt it.
In the future for Savage Final coil would it be possible to have separate lockouts from the normal Final coil and also have the zone drop items that are higher item level the normal final coil maybe 10 ilvls higher too give the hard core player base a bigger incentive to run savage coil? Have those items be recolored or dyeable as well to show you have beat some bosses in Savage Final coil.
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Will T9 be required to advance to Final Coil?
Can Savage Coil be its own lockout?
With the same gear, how does the difficulty of Final Coil compare to that of Savage Second Coil?
In 2.0/2.1, Coil gear was the same ilvl as myth gear. This changed in 2.2, as you could only get i110 from coil. With the introduction of Hunts and ST in 2.3, and now Nexus and new ST drops, that was no longer the case. Going forward, should we expect that you can get the best gear without needing to raid?
Are there plans for large-scale alliance progression raids? Not ST/CT where you walk in and get free loot.
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What ilvl will the drops from third coil be and what will the sets be called?
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Do we get to fight bahamut at the end?
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1. Will Alphinaud take direct actions to stop her sister?
2. Did we see the last of Nael deus Darnus?
3. Will the Final Coil be easier or more difficult than the third part of Crystal tower comming in patch 2.5?
4. Why is is to damned hard to find a decent group for Twintania?
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We know there will be a Patch 2.5 and onward before the expansion. What challenging battles will we face in these? What will keep our raiders interested?
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As I've seen and heard many discussions and many opinions, I do ask the follwoing question:
May you show us a statistic, that show us how big the playerbase is, that have beaten each turn of first and second coil.