Quote Originally Posted by yoshi71089 View Post
A million times this. I tried practicing Turn 4 last week, knowing we wouldn't beat it, and not having beaten Turn 1 that week. Then when I joined a T1 group later, found out I was preventing the group from going in.

Why would I be locked to a certain Turn I hadn't even beaten yet? This is a VERY odd design decision. It makes ZERO sense.
No, it's not and it DOES make perfect sense. This is actually the standard way to handle raid locks in most of the major MMORPGs out there. A raid does not exist as a series of independent instances. In most games it's usually one big instanced area where the players progressively make their way from lock to lock. So in order to reach boss number 4 you will have to clear all three bosses before (thus giving you the locks for those 4 bosses). The difference with the coil is that the coil is not one separate big space, but it's cut down into 5 wings (turns) that still build up on each other in a form of linear progression. You will still have to clear bosses 1-3 if you want to go against boss number 4. Just imagine a regular dungeon like AK and you join a party in progress that is stuck on the last boss. Now after beating the final boss, would you expect to be able to go back and find bosses 1 and 2 alive, just because you were not there when those bosses were killed? For sure not. And the same applies to a raid, just on a larger scale.