Would you include "outdated" Savage-raids in it aswell? Because Coil-difficulty is (depending on the turn, obviously) closer to Savage than NM-versions of Alexander and Omega. Normal mode was the addition - not Savage.
Printable View
Simply dropping random people into content aimed for statics doesn't help people complete it though, otherwise we wouldn't have savage raids put into Raid Finder first. The point of the roulette would be to keep queue times low for content which is in the Duty Finder since day 1. Having content of vastly different difficulties combined in the same roulette isn't good for anyone.* A second raid roulette for Coils and savage raids could work though.
*Having people drop out at the sight of Coils is going to ruin it for those who wanted to do Coils, and ending up in Coils is going to ruin it for those who just wanted some easy tomes. There is no need to ruin the roulette for anyone if the devs are smart enough to keep Coils separate from story mode raids.
They did nerf T9 and T13 if I recall correctly (removed some adds from both fights) - but regardless of that you're right: T5, T9 and FCoB (maybe even Second Coil already) are gonna be an issue in DF because they're not designed with DF in mind, unlike the NM-raids of Alexander and Omega. Those can normally be figured out on-the-fly or dont require much previous knowledge, while Coil (and Savage Modes) are much more depending on the group knowing what mechanic is gonna happen next and how to deal with it. Or, in other words: Coil (...and Savage) is - for the most part - requiring a static, knowledge of the fight and, if the later is lacking, more than the given time (what is it on those raids again? 90 minutes?) to clear the content.
I know that T5, T9 and T13 for sure are fights that wont be doable with new, clueless people in DF. Why put them in a roulette then?
I have little doubt that groups can clear T1 and T4 in DF, we dont even need to talk about T3 - T2, maybe, using enrage... but after that I wouldnt really call it DF-material anymore. Just how AS1 is beatable in DF, but AS8 probably isnt.
As a mentor, I have taken many people through such fights in the past. Synced. It's not an impossible task. Again, the entire point of such a roulette would be to help get players through the various 8 man raids, including Coil.
There is, of course, the added benefit of such a decision exposing more players to difficult mechanics and - ideally - helping them handle tougher, more engaging encounters. That'd be great for the game's health overall.
There is 550 000 active characters world wide.
https://ffxivcensus.com/
I started playing in 2017 and it was really hard to stick around at early levels, super hard and boring i almost left the game entirely.
ARR and that second act is crushing the game population effectively, and lame quests like "go there kill these come back, go there and kill these" with that witch minifilia was the worst thing i ever experienced.
They should get rid of that story altogether and build a new one or get people started from HW and start making dubbing for HW.
If you start the game as a newbie this game is as bad as it has been called when it came out, no wonder 90% of the playerbase left even before starting for good, it remains bad and boring at early levels.
We all know that's not how many are active, and SE knows it too. It's PR. If they go advertising that game has 300,000 active subscribers(out of 10 million created accounts), it'll scare away potential buyers.
Are you queueing in a specific language that’s not English (or Japanese on no data center)
It's more than there's no relic grind, and past relic grinds tended to make players do a lot of older content for tomes/light/completion sake. The relic added tremendous pressure to do older content, which is why it was puzzling we didn't see the weapon at least start by now; without it its actually incredibly easy to ignore most game content once you get jobs at cap.