Tell that the pug group I had who couldn't even tank swap.
Indeed, without the stepping stones (normal mode) needed to be truly ready for that difficulty level. Mind you, if there had been a story-mode/"normal" Coil that didn't have rewards or dropped ilvl80 gear I would have been happy doing that and left Heroic mode Coil to those that care about their e-peen over everything else.
The bonus is that they've really messed up the nomenclature of content and now have to make up words that mean "difficult". Really, having stuff called Story/Normal and Hard Mode/Heroic wouldn't have killed anyone. Concepts like Savage Coil are novel but having battle-specific achievements/easter eggs would have had the same effect. Then again, I feel the same way about how primal fights were handled.
The echo buff was more to nerf content without actually nerfing content (which is what Blizzard tends to do after a certain amount of time passes) rather than to simulate different raid difficulty levels.Quote:
Speaking of which, their raiding scheme is lagging behind the aforementioned WoW expansion and that was like six years ago. The whole echo buff thing feels like a cheap bandaid compared to just having different difficulties for the raids.
Me and my friend were discussing this and we came to exact same conclusion.
The massive loot tables with only one run per week make it very, VERY luck based in terms of gear progression, which is silly. Let people get two chances of loot per turn, and let them run it as much as they want. Problem solved. People progress to quickly? Who cares? At least this way we're not stuck with the "Cleared coil, NOW WHAT DO WE DO" syndrome that is preventing this from being an amazing game.
Agree with this.
Perhaps what they could do about "people progressing too quickly" is introduce an end game dungeon that is tuned to players with the maximum iLevel and BiS gear. And I mean a proper end game dungeon... not a Savage version of an existing dungeon. It would be extremely hard to clear, the kind of dungeon that even with the best gear in the game you'd only eke out a victory. The rewards could be vanity items like a special title, mount, vanity gear of final fantasy characters (e.g. Aeris/Cloud), furniture etc, basically anything except a gear upgrade. The goal after all is to give players who've reached BiS something to challenge, not lock BiS gear behind extreme content. The rewards could be a mix of guaranteed loot for everyone who cleared it (e.g. titles), and loot that the party can roll for.
They could introduce more of such dungeons over several patches. When they do decide to raise the BiS iLevel, they should raise the "level" of these end game dungeons such that the difficulty is maintained.
This way, over time, there will be a good spread of end game content for players to work towards BiS to attempt.
We need larger group sizes for raids and more of them. The thing with WoW content early on was that raiding took time to progress through. I'm not sure how it is right now but I imagine there are groups that smash through T6-9 in a single sitting and that is it. They are done that week. WoW early on yeah they didn't have anything til MC but just before their first expansion you have MC, BWL, ZG, and Naxx for the masochists. Throw into the mix the idea of varied group sizes and its a good deal. We need 24, 16, and 8 man raiding content and a variety of it. This gives content for small and large FCs to tackle and they can add in normal and savage difficulties.
The lack of more raid content is really rough on the raiders, I don't even get into it much on XIV but it seems like a lot of the raider types are being left twiddling their thumbs after coil because there is nothing to jump into afterwards. Start off the next expansion with a new 8 man, normal and savage and a 16 man. First big content patch, add in a Savage for the 16 man, the beginnings of a 24 man raid.
At least then once people finish off one raid and are locked out for the week there is some other raid they can go and start working at instead of just logging off til next week.
For as much as people hate on WoW (I do this now as well post-BC) in its hay-day it had a good bit of content to keep both casuals and hardcore raiders busy with stuff. BiS shouldn't always be from just one raid either. Your BiS neck might come from Raid#1 but your boots you have to trudge through Raid#2 to get.
The more players you involve in an instance the lower the difficulty SE is going to implement. This is why CT is the casual raid, more people = less difficult mechanics. They don't trust or expect more than 8 players to be able to work together cohesively enough to design an interesting raid around. Just the sad truth.
I would like to see a staggered unlock implemented to the current system. depending on the number of turns per coil, right now they have been sticking with 4 turns per coil tier (not including turn 3 from first coil, honestly who counts that?). So, after the first 2 weeks they make the first turn farmable, you can now run the turn as many times as you want but now you are drop locked, but the other 3 turns are still clear locked. After the next two week period is up the second turn is now drop locked and farmable. Do this up until roughly two months have passed until all four turns are farmable and I think you have a pretty balanced system while still giving people something to do such as helping other FC members through turns and keeping the community moving forward in terms of gear progression. If they keep the current system in place all they have to do is add 2 more turns and they now have a steady progression plan in place that will last until the next content patch without it feeling empty (for the people who have yet to see drops and are starting to wonder why they even bother) and will still have a ceiling to keep their subs from farming to completion and having nothing left to do.
As do I. Some of these fights have multiple one shot mechanisms. Take titan ex in its prime, no echo and low LV gear. One death the vast majority of the times meant wipe. If we're to have the same difficulty for 25 that would mean throwing continuously oneshots at 25 players and expecting not one of them to die for the whole fight. That's just crazy talk. In not a single game I've played with 25, 40 raids a single player didn't have so much influence in the whole fight. In these big fights you're supposed to handle easily one of two deaths.
If they implemented 24 man with the intended audience for raiders who do coil, I don't see what's the problem. As it is, many fc's have 3 or more static groups working on coil and having a 24 man with a separate lockout allows these groups to play together. This achieves 2 things
1) If you are unlucky with rng on 8 man, you have another shot in 24 man
2) Alleviates many of the problems players have not being to do content with their fc
The reason why CT is so easy is that it is clearly meant to be puggable (they only added a queue as alliance recently). I'm sure they could design hard content for 24 man if they wanted to.
^ What this guy said.
The difficulty of coil isn't problematic. They're all doable if you put in the time to learn and learn from your mistakes. In terms of gear, however, the whole lotto RNG mechanism in place is pretty ridiculous. I have some friends on my list who have only gotten 3 drops since SCOB was released. Others already have their primary class geared and are working on their second or third class now.
I feel really bad for the players who get screwed over by weekly lotto RNG.
I would prefer to have a weekly loot system per turn. That would give more incentive to re-run the turns to help out your friends, FC, or LS mates with the fight. It would also reduce the community divide the current end-game coil system creates in every server.
I was reading the new player harassment thread, and near the end people were bringing up the roles, their previous experience learning those roles, and it got me back to thinking about them. One of the things that makes end game raiding tedious yet orderly is the role system.
Sometimes I think it would be better (in future games) to base how classes work off what people expect them to do. Like when someone plays a heavy armored knight as a new player who never stepped into an MMORPG before, they probably think of their character as a heavy armored killing machine first and a shield to protect their allies second. The roles in MMORPGs always felt superfluous to me not in that they didn't serve an important purpose, but that it is a very narrow way to view a profession. Especially when the resulting end game systems inevitably funnel a player into a specific class via lockouts or long grinds. A multifaceted role may appear a contradiction in terms, but that's exactly what I think future MMORPGs need to keep themselves interesting. Something between the highly specialized roles of today and the jack-of-all trades.
Back on the subject of FFXIV, the multiple job system let a single player approach a single encounter from multiple angles. That was what made end game so potentially interesting to me as a veteran MMORPG player: The potential to have different party configurations to tackle end game bosses with different strategies. However, if we are going to be funneled into single roles via a classical lockout method, then the burden of that expectation falls upon a single job. How can they make a paladin flexible enough to be as interesting as the option to switch between a paladin, monk, and white mage?
Yea but that isn't a fair comparrison, ANYONE can que up for CT/ST. For an actual raid situation let's say your FC has 2-3 groups clearing 8-man content, if nothing else to a certain turn. SE then releases content that requires more people and you can now combine your first, second, and if required, third coil groups. You can assume everyone would be in the same voice chat with some sort of centralized leadership. These two scenarios are entirely different. I highly doubt they implemented an alliance system JUST for CT/ST. I'm sure they have bigger plans for it.
Definitely agree with the OP, Xatsh, Hippo and many others:
The lockout and focus on NOT being able to help out your Guildmates or Friends (outside of your small Static) is what's ruining this game.
@ dejavu: Great point about finishing content too fast (which is why Yoshi P is doing the lockout). But we have to ask this:
* The Dev Team brought this on themselves with the bigger decision to go straight Vertical Progression and Boring, Limited Stats on Gear (which leads to less gear).
Look at the effort and time wasted on making more "level 50 dungeons": Did we really need Pharoh Sirius, Stone Vigil (Hard), Copperbell Mines (Hard), etc.? It's all roughly in the same range where players don't even need them for EXP any more.
If Yoshi P and the Dev Team took that Development Time and spent it on making OTHER End Game Dungeons besides Coil, that had Side Grade Gear with Interesting Stats (e.g., Enmity+ Gear for Tanks, or "Enhances Bloodletter" or "Enhances [XYZ]" etc.), they could've *extended* the "breathing room" between patches, and make it more accessible.
There'd be more gear choices, more rewards to go after, and more areas to explore. Choosing to go do Kings, or Sky, or Dynamis, or BCNMs, or Sea, etc., that were all relevant and interesting is far more compelling than having *1* Dungeon w/ a Weekly Lockout (Coil) and NOT being able to help your FC / LS / Friends out week after week.
The Lost City of Ampador is beautiful, lovely music, and has Diabolos as a Boss. If they added more challenges, some side paths, upped the difficulty, it *could've* been an End Game Dungeon to get some [Other Gear / Drops] if we had more interesting horizontal progression. Instead, it's wasted on useless gear (that gear it currently drops could be moved to countless other dungeons).
The other thing is they could've spread out and made a more interesting set of Gear / Rewards, similar to needing Abjurations when they were relevant to upgrade CURSED Gear, or needing some Rare Material (only from Dungeons) that then needs some Crafters to help craft. Or Rare Materia (Counterattack, Double Attack, HP Absorb, etc.).
I really hope they change things around and improve things for 3.0. For the betterment of FF XIV and a healthy *community* of players.
I agree to a point, but there is no reason why they can't design a large scale raid that is difficult. WoW has done it with Naxx, yeah only the super hard core got to see it but they need something they can strive towards and work at as well. Give them some challenging content they can bring a significant portion of their team to that will occupy them after clearing the short quick raids like BCoB. The pubbies can work through it later when it is more accessible to them either through filling spots with another FC group, PF, or Echo.
The amount of challenging content in the game is very slim at the moment. Even as a casual I find very little to be challenging outside a few encounters. I might only have time for a few dungeons a night or a bit of a raid on the weekend but I would like to have some challenging gameplay in those so it at least keeps me awake.
And we certainly need more content that is challenging and rewarding for FCs to try and tackle as a group. Hopefully SE wakes up, I find the game somewhat fun but as someone who doesn't have a static or a lot of time the content is mostly all zerg aside from a few bits and pieces.
A lot of the difficulty from early WoW raids amount to nothing more than simply numbers. When it came down to it, there weren't really a lot of mechanics. It was, Tank needs to have X amount of HP and X amount of mitigation. Healers need to be able to heal X amount. DPS needs to be able to do X amount of DPS. And any WoW mechanics were moot when you've got DeadlyBossMods practically playing the game for you anyway.
TLDR; Naxx wasn't hard.
So much truth. We wasted a lot of development time on the new dungeons almost every patch and they only serve to help cap Soldiery (which is already given out as a reward elsewhere). All they had to do was make these dungeons tuned to i80-i90 and give out i100-i110 rewards. These dungeons filled an already oversaturated space by being i55-i70 and giving out i60-i80 rewards that has been trumped by i90 mythology gear which has already been available from Day 1.
The next mistake was eliminating the availability of Darklight from tomestone rewards. It really left me scratching my head. So, you want new players to grind out 30-45 minute dungeons for a sliver of a chance to get a green i60-i80 drop? Those same casual players who are falling behind in the first place because they don't have the time or mental energy to play for enough hours every week? You want to take Darklight away from them? And then keep i70 crafted gear prohibitively expensive by turning their ingredients into GC seal items?
In any case, there are plenty of ideas implemented in FFXI that have had years of field testing and could be implemented with improvements into FFXIV. Considering how much the game has already stolen, it should just finish the job.
Imo, the whole game has some really breaking design problems.
1. Party sizes are to small, it should be 6, 12, and 18, not 4, 8, 24. 4 8 and 24 doesn't scale appropriately.
With 6 you would have 1 tank, 1 healer, 1 support healer, and 3 dedicated dps. Then going into a raid like BCB you would have 12, and end up with 2 tanks, 2 healers, 2 support/dps/healer and 6 dps.
That scales up proportionately making balance between 6 man content, 12 man content, and 18 man content (E.G.) Crystal Tower etc easier to balance.
It also solves a problem we haven't encountered yet, new classes. When new classes come out, The current classes will get left out of content because there just isn't enough room in parties to make all the classes relevant.
E.g. if there are 8 classes, and 8 man raid party, it's physicall imposisble to take one of each classs when a new class comes out, someones getting sat. Because new classes will be FOTM and everyone will mad dash to roll them. What is OP will get taken to raids and what's UP will get the shaft.
Secondly, the way lockouts work (making it impossible for us to run content on other jobs we have leveled without leveling a second character), you end up with this pattern.
Subscribes -> Get's Max Level -> Clears All Content -> Unsubscribes.
New Content Comes out,
ReSubscribes for 1 month and clears all content in that month
Unsubscribes for 3+ months till new content comes out
Subscrive for 1 month and clear all content
Rense and repeat.
E.g. square is loosing sub months, tons of them.
You know what? I like the raid structure of this game.
It lets me play moderately, keep a closegroup of friends ingame (the raidparty after hours and hours of t7, t8, t9 trials gets close and funny), and I can clear all the content in few hours after we get used to it, letting me live a normal/busy life withouth feeling left out, in fact, my gears/drops are all endgames even tho' I log no more than 4-5 hours per week.
SQUEX did a good job imho, because it's respectful of the gamer's playtime, while keeping such content hard to achieve for everyone, but not time consuming.
It has probably already been stated, but i didn't read all twelve pages.
But the biggest challenge I am seeing is just getting into the content in the first place. Weekly lockouts are one thing… but they are locking some people out entirely. People with a static can't help their friends who don't have a full static. And PUG groups are almost impossible to get anything done with. That's if you can even FIND 8 of the right players at the same time who aren't in groups who can do the content.
People don't have just an exact 7 friends to do things with all the time. There NEEDS to be a better way to rotate people into this content.
Guys, lol. DeadlyBossMods was a compilation of Mods made specifically for each raid. It started all the way back with Onyxia.
I really think the devs need to read through this thread and take some suggestions, since it seems like almost everyone agrees changes need to happen.
I would share my experience last night in detail, but I am so tired from having to deal with pugs, wiping in t6 all night, in addition to everyone having the crappiest lag (fix this too while you're at it please), that I feel brain dead. Meanwhile, I knew two or three people that I have full confidence in that could have replaced the pugs and would have allowed my group to one shot it, aside from issues that still would have came up from lag. But they already had their clear.
Read what I said. DBM was a compilation. That is how it started, and continued after that as simply DBM. There was another compilation of Mods before DBM as well, I don't remember the name though. The entire point of this is that these types of mods were around since WoW was in Beta. I honestly don't know what you're trying to argue, lol.
Yes let's go and change a system that isn't broken because of a 15 page thread that a handful of people are posting in.Quote:
since it seems like almost everyone agrees changes need to happen.
So basically they don't want to play with you, but let's blame the game instead.Quote:
But they already had their clear.
nope just the ones complaining that they cant either get carried or carry others, people say they want to play with friends, the issue stands that SE and players like my self, dont want to carry other players, when does it end, if lock outs are removed, the underskilled players will flood requests to better players to put them through the content, this shouldnt happen. SE wants players to go through the same struggle as others, it makes you a better player, and no, 'helping' doesnt, people will ignore most of what occurs.
I think for a person that has a really solid raid group and lacks free time, the model works great. For the good players with decent amounts of free time, or good time management, it's a rather terrible design.
I cap on soldiery, and finish my SCoB runs on Tuesday (sometimes Wednesday if I'm feeling lazy). This leaves me with 6 straight days of utterly nothing to do endgame-wise. Having to wait nearly an entire week to have something to do, while only having 1-2 days of endgame, is the reason I unsubbed last time.
There simply aren't enough endgame fights to keep successful raiders occupied throughout the week. WoW solved this by consisting raid tiers of 10-12 bosses to clear weekly. FFXIV only has 4. These 4 bosses can be cleared in one smooth night of raiding. We don't need T10-T13 in 2.4, we need T10-T20. Don't put 4 really hard bosses per tier. Put 10 semi-challenging bosses per tier.
This would give even mediocre players a sense of accomplishment when they are able to defeat the first few bosses of a tier. You'd be astonished by the number of people still stuck on T5, that haven't even seen T6 yet. This isn't because those players are bad. It's because SE chose to make fights rather challenging without a dedicated group, while only releasing 4 per tier. This is the reason only 13% of the playerbase is on T9 currently.
SE's current raid formula gates the average player from even seeing most of the endgame raid content. This causes a rather large split within the community. You have the people that clear the raids easily every week. Then you have the people that can't even step into the raids at all. As an FC leader and a former Static leader, I can tell you that this is a huge issue. There simply aren't enough experienced raiders to go around. SE is doing nothing to ease the average player into progression, either. You either have to pick someone up who is WAY below you in progression, or leave your Static and join one that's close to where you are. It sucks even worse for players that are stuck behind the content, but want to progress into the current endgame. They have a snowball's chance in hell of finding a group that'll pick them up and teach them the fights.
Really do agree that the amount of bosses is really small, I am used to 10 plus bosses that occur in wow per tier, 4 bosses I still cant get used to, some of the issues that stem from gating is that, player expectation, we would have more experienced players if they are realistic of their skill set and seek other equivalent skilled players and do the content with, at the mo, this whole thread reeks of having better players taking in lower skilled ones and dont realise the ramification from it.
Another note is, whats strange is the whole notion of static, WOW guilds dont run with exact 10 or 25, that have more then that and rotation a roster in and out.
I'd like to say we actually need a *real* turn 6 through turn 9. As in, "Binding Coil of Bahamut: Turn 6, Turn 7, Turn 8, and Turn 9". Why they decided it was a better idea to make a second name and then start at turns 1-4 again is very odd. It leads me to believe that they want to add more to it later on. They say it'll end but maybe they'll give it a Mirage Tower addition (FFI).
Or to hella troll people who've been calling it T6-9 so that new Coil is also called T6-9, hahahaha. I'd have a good laugh personally.
Because they have pre-made statics that never had a tank spot open?
That doesn't mean they don't want to play the game with me, it means they are obligated to run with their static over playing with me because there is a lock out. Duh.
I'm not sure how you think replacing three people in a party constitutes being carried but the next time you have to rep three people in your static and start an hour late just to have the pugs constantly die to a mechanic as simple as blighted bouqet, please let me know how much patience you are left with.
Guess I should clarify since I've seemed to upset people over my vague statement. I think the devs need to look into some of the suggestions on this thread because I think some of them have valid points.
The one I would agree with most being that it seems to make more sense is letting players run coil multiple times during the week, and locking out the option to roll on loot after either x amount of wins or winning a roll.
This would allow the players with statics to progress as far as they want with their statics, as well as fill in for statics that are not full or help players that are trying to learn the fight after getting their roll.
There is a difference between trying to run with your static to get s$!t done and teaching other players mechanics that they are struggling with. I don't mind either, but I don't like mixing the two, simply because of poor attitudes and people that assume others want a carry because they've never won the fight or are struggling with mechanics. Maybe if this were a possibility, there would be far less people "wanting a carry" because they don't have to constantly join learning parties full of people that rq after one wipe so they can't get sufficient practice, in addition to having the freedom to clear stuff when you want to and help others when you want.
The system as a whole is fine but I think the biggest issue is amount of content and raid size. Other games in the mmo genre such as wow offer 12-14 bosses per raid tier (1 big zone or 3 smaller raids with 4-6 bosses) with 4 difficulty levels. Each difficulty level gets harder and drops higher ilvl items lets people progress their way to the hardest level. On top of that they offer different raid sizes 10 man 25 man, flex scales to the number of people you bring 10-25.
In FFXIV we basically get 4 bosses to last us 6-7 months. Having savage coil is a step in the right direction for multiple difficulties however it needs to have a separate lockout and offer slightly higher ilvl items like maybe 5 ilvl higher and throw in the bonus of letting you dye the gear so you can show off that yes you beat savage coil. With a separate lockout and chance at getting some higher ilvl items you know a lot of people would be trying it instead of not even attempting it.
I think its safe to say they are having some serious issue dealing with the difficulty curve when it comes to end game. It's like they had a curve set up through the leveling experience and then dropped the ball when it came to raiding after just a few patches. The only way SCoB makes any sense is if they maintained the original difficulty of FCoB, because Rafflasia is close to being on par with Twintania pre-echo nerf. Also, I don't really care about their statistics saying only 10-15% of the populace "should be able to complete our raid content." This is 2014. Every MMORPG gamer whose been around for a while has done some hardcore raiding at some point. There is a logistics problem with getting raiders into the raids because of the fixed 8 person limit on groups not fitting the available raiding population. On top of which, people don't play at the same times and neither do they play the necessary class combinations.
Aka, one of the problems with raiding is that the requirements are so tight its hard to get people in to practice in the first place.
If they had ditched DD as a role and went with controller as the role instead, they could have accepted some level of chaos in matching up people for the raids because as long as you fill a certain number of people of each roll, the excess would just handle damage. Get 4 tanks, 2 healers, 2 controllers? Great, have the extra 2 tanks and controller focus on dpsing the boss. Have 2 tanks, 3 healers, and 3 controllers? Same thing except have the excess healer and controllers do damage.