ahahaha
I stopped reading here.
Go home and be deluded if you want, come back with a valid point if you actually want a discussion.
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Coil is 200 myths. That's 1-1.5 hours for a decent group farming it. The myth cap is being raised to 450. Getting 250 more tomes using ~10 minute WP runs like now is another 1.5 hours. That's 2.5-3 hours to clear coil and cap myths. Until we have a better idea of CT (which isn't progression) and myth yields from new dungeons it's silly to speculate beyond that.
Personally, I think an easy bandaid would be letting us reset coil freely but giving it a loot limit similar to CT so that we can farm it for items we want while still not exhausting the content too fast. That would also address RNG frustration (e.g., in my group in 3 months we've never seen tank body or feet drop from turn 1).
His argument boils down to "it took forever to get raid-ready and I LIKED THAT".
Why would I counter-argue that when I used it as a point in a previous statement? Those nostalgia goggles are pretty thick.
It's not a point for EQ having content. It's a point for EQ gating content. If you don't understand the difference between the two, you're completely right about us having nothing to discuss.
illusion of content =/= content
I find it odd so many people point out older games release when trying to defend a lack of content. New games should learn from the mistakes of older games, not repeat them.
Let's say 15% of the players are playing once a week and clearing Coil.
The other 85% are still trying to get their relics or haven't beaten the main story yet.
Can the game still be considered a failure? That's what I don't get. The game needs more endgame content, I agree, I'm tired of running AK/WP myself (haven't done coil yet), but I'd say it can be considered a failure when MOST of the population has ran out of things to do.
Just my opinion.