This. /10char
Depending on the accuracy requirements and certain key pieces not dropping that offer the needed accuracy this could cause a major turn off overall in Coil part 2. I'm sure most groups had certain items that never dropped for them, like in our case Dragoon head, Paladin shoes or Summoner book (killing Twintania since early November so there have been a couple of kills). It wasn't too bad though since you could get Myth items to close the gap temporarily which is not the case with the upcoming patch assuming you're aiming for full i110.
As much as I despise gear hand outs and tokens. I have to agree with people wanting tokens simply due to how SE is desigining the content.
If they are going to negate the stuff every 6 months. Then they better make sure people can get all the gear from it within those 6 months.
Garenteed drops work well on content that is regularly negated which is what 100% of XIV's content is. Random Drops extends the life of content and works good for content that last years where your work is paid off for a long period not a short one.
Overall though token gear will not fix the underlying problem of endgame in this, the issue is everything is throw away content
If they do a token system they should do it like old school primals were in 1.0 like others have said. You can get the weapon/armor drop or a token. Takes 10 tokens to get that gear. Just make each turn of coil be a different token so you cannot spam 1 floor to get everything. So in 10 runs 2.5 months if you do not get your armor you want you can just buy it
I think one big problem that there are just too few bosses and too much gear spread out over the bosses, thus creating the low drop rate many players face. My suggestion would be to put some gear exclusive to tokens from bosses that can be redeemed from an npc and spread out the remaining loot among the bosses. This would allow a higher chance of a loot dropping from a boss at the same time collecting tokens that guarantee some kind of loot as long as you killed that boss.
I have to agree with this. Typically MMOs spread the loot over around 12 or so bosses per raid so RNG isn't as bad, but we only get 4 in FFXIV, they all have 18 drop loot tables making it very hard to get that 1 item you have been trying for. I still have missing like 3 allegan tank pieces that I wanted because they never drooped in the whole time the game has been out.
While I'm not happy about it either (only 1 main equip piece a few acessories in all my runs)
I know why it was done. To extend the life of content. Its why RNG exists. Sucks, but its
the case. It really all depends on how its done.
When you extend life of content through RNG ong ear, but kill content before that through nerfs, it becomes insane though. As said, if you can't have the majority of people fully geared in 6month of dedicately doing the boss week after week, and you nerf everything and makes it useless after 6month, you are shooting yourself in the foot. Nice showing us full gearset that look cool if you have no chanve of ever having it all at once, at least before it is made irrelevant.
As others have said, nobody asks for having everything right at the start. But there needs to be some way to counteract bad luck, to ensure progression and completion of sets.
Not thrilled that Coil gear will be better because of rng. It's just gonna screw people over. People will be making parties that that is 1 ilevel higher than what soldiery can give then you can't join till you're lucky enough to win a Coil piece.