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  1. #11
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kret View Post
    My fc was really busy grinding out the other new content, atma, levi-ex, hildibrand, crafting, etc but our static finally stepped into t6 last night. It's a super fun fight. We were about 40% was our best but for only 2-3 hours I think we can get it this weekend, can't wait to see 7-9
    Yeah, just stepped into T6 for the first time last night myself. It's pretty hectic keeping up with everything. It requires a lot of individual awareness. Made it to the beginning of the 3rd phase a couple times but the more time we put into it people started getting less focused and it got more sloppy.

    We know how to handle Phases 1 and 2 fairly well, just need to clean things up and progress.
    (0)

  2. #12
    Player
    juniglee's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    804
    Character
    Delenia Forcentis
    World
    Tonberry
    Main Class
    Marauder Lv 70
    I'd like to pop in and say I agree with the OP.

    T6 is a really fun, although it could be a somewhat frustrating fight as well. I'm still only up to 75% of T7, but I will say that focus, concentration, and communication are even more so important in The Second Coil of Bahamut, compared to the first one. A lot of my group's wipes were largely because of tunnel vision, or lack of communication.

    Quote Originally Posted by Sarlazzar View Post
    Coil is great, challenging fight, good drops. 1 thing that make me feel bad about coil is the entry system. I understand SE want to lock ppl out so they keep ppl on subscription to play this game, but wouldn't the old CT system work better? where you can get maximum 1 drop per week, but can enter as many times as you wish, so people can help each other out, or enjoy the fight more then once a week >.>. To me, the lockout just causes troubles in FC with 1 group that can clear it, and another that can't
    I had a discussion with a friend once about this issue. Just to counter argue, I don't think it will help with the longevity of Coil.

    Coil has always been about its RNG drops and lock outs. If everyone was allowed to run it multiple times for a guaranteed piece of gear every week, everyone would have their main class geared out in 12 - 13 weeks. The first Coil lasted for 6 months before the introduction of 2.2, so having such a system invalidates Coil for the 3 months after people have geared their main classes, outside of people who actually want to run it because they find it fun. I'd argue the reason why they don't want to allow Coil to be ran multiple times, is to keep the challenge fresh. My group just downed T6 for the second time last night, and it was still as challenging and tough as it was on the first clear - I'll assume that on the next reset, it will still be messy and challenging, even if we do kill it in the end.

    If we consider that everyone were able to get a piece of loot every week, and you had 8 members, that's up to 32 guaranteed pieces of loot every week. In the current system, you will only get 8 a week, and there will be some redundant pieces of gear nobody will be able to use (I'm looking at you melee DPS gear - just had a 2nd Monk headset drop last night in T6, despite us only having one Monk and he already has it).

    Ultimately I don't think SE wants people to gear too fast. The only reason CT worked like it does is because it drops i80 gear when it was introduced, in order to ease people into attempting the first Coil, which drops i90. While they didn't want people gearing up in a week, so they had to implement a lockout on CT gear as such.

    Quote Originally Posted by Orophin View Post
    Yeah, just stepped into T6 for the first time last night myself. It's pretty hectic keeping up with everything. It requires a lot of individual awareness. Made it to the beginning of the 3rd phase a couple times but the more time we put into it people started getting less focused and it got more sloppy.

    We know how to handle Phases 1 and 2 fairly well, just need to clean things up and progress.
    If anything, I'd like to advice your group to pace yourself, and take it one step at a time. My group was trying to force progression at one point, and instead of actually performing better, we'd all end up playing worse and getting frustrated at each other. I'm not making that same mistake again, so if I see signs of people struggling to perform, I'm quite ready to call it quits for the day, and come back again the next day with a clear and fresh mind.
    (0)
    Last edited by juniglee; 04-09-2014 at 09:07 AM.

  3. #13
    Player
    Grotesque's Avatar
    Join Date
    Mar 2011
    Posts
    1,125
    Character
    Alan Turing
    World
    Shiva
    Main Class
    Conjurer Lv 60
    I also appreciate what SE has done with Coil 6+ as well as the iLvl availability. I like that the new Coils rely more on skill than on pure gear checks. Even with full 110 you can easily fck up Rafflesia and Melusine if you don't handle mechanics right.
    (2)

  4. #14
    Player
    Ninix's Avatar
    Join Date
    Aug 2013
    Posts
    381
    Character
    Talim Amariyo
    World
    Balmung
    Main Class
    Arcanist Lv 60
    I agree, I've enjoyed the first two fights so far from what I've seen. They're challenging and quite punishing but the mechanics themselves are pretty fun.

    One thing that amuses me is the idea of the same people used to farming T2 enrage every week for the past few months trying to complete anything in the Second Coil. Somehow I don't think it's gonna go over too well.
    (1)

  5. #15
    Player
    Grotesque's Avatar
    Join Date
    Mar 2011
    Posts
    1,125
    Character
    Alan Turing
    World
    Shiva
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Ninix View Post
    I agree, I've enjoyed the first two fights so far from what I've seen. They're challenging and quite punishing but the mechanics themselves are pretty fun.

    One thing that amuses me is the idea of the same people used to farming T2 enrage every week for the past few months trying to complete anything in the Second Coil. Somehow I don't think it's gonna go over too well.
    Such ppl will still struggle with T4 and T5 even with echo buff. Bad players stay bad players if they don't learn regardless how much buff they get.
    (2)

  6. #16
    Player
    Empressia's Avatar
    Join Date
    Oct 2013
    Posts
    595
    Character
    Carnage Incarnate
    World
    Tonberry
    Main Class
    Lancer Lv 50
    2nd coil is all about situational awareness nothing more
    (0)

  7. #17
    Player
    Empty-handed's Avatar
    Join Date
    Dec 2013
    Posts
    297
    Character
    Empty Handed
    World
    Ragnarok
    Main Class
    Leatherworker Lv 60
    i find t6 to be boring boring fight. im not sure how you guys find it fun :/. its like they took the most boring concept of t5 (conflag/fireball) and made it into a whole new turn (turn6). nothing interesting happens till the last phase (other than blight). which by now people just skip the mechanics and burn through it.

    t7 will start as fun. but till you get the coordination going in the team. its pretty much 1mistake = wipe. and it becomes something like Titan EX. very unforgiving. very frustrating. a single team member mistake could cause a raid wipe.

    however, its still better than t6 borefist
    (1)

  8. #18
    Player
    ticdup's Avatar
    Join Date
    Nov 2013
    Posts
    56
    Character
    Ticdup Unffunff
    World
    Excalibur
    Main Class
    Arcanist Lv 50
    At this point, looking back on the new coil turns (at least 6 through 8) my feelings are mixed. T7 feels like the only well designed encounter between 6-8, especially when you look at longevity (this crap has to last us 6 months).


    Turn6, even in all i90 we were able to ignore any mechanic past 40% and just burn the boss down. I still don't even know how those mechanics are supposed to work between the slimes and the slugs. This turn will be even more of a complete joke once people are geared up even more. It already is on loot piñata status. The sub 40% mechanics should have been more pronounced for i90 so that ignoring the mechanics and just burning the boss should not have been viable.

    Turn7, I like it. Too much dps and you push phases in weird directions or cause chaos by having too many things going on at once. It becomes wise to manage the timing of mechanics (with more and more dps will require constant group tuning of when to push). That combined with a large section of mistakes being autowipes gives this turn fun-longevity in my opinion.

    Turn8 currently is the worst designed turn in my opinion. Allagan field and timing towers is a good mechanic, but there are three major problems with this turn that make this turn already easier than t7 for progression groups (and should be in the top10 of a "Do not do" list in raid design).
    It is a veritable striking dummy (so if you have the means to do so, going 3 monks and a bard is ideal). Combined with the fact that in essentially i90 gear if you push dps enough you can skip tower phases, god knows what will happen when you are fully geared.
    At the top of the list of poor design choices, though, is brainjack. It is trivial to bypass the mechanic by just placing a person near the center of the boss. It should have been designed to obligate a tank swap: It is embarrassing that this turn can be single tanked, let alone have the ability to never need to tank swap if you do bring in 2 tanks.
    Ballistic missile is also too easily countered. Stacking trivialized any of the challenge involved and it devolves into a very simple algorithm to solve it. Simply altering the mechanics so that if the yellow markers overlap causes instant death would make ballistic missile a lot more fun by requiring more than 3 people to be accountable for passing the mechanic check.
    (0)
    Last edited by ticdup; 04-18-2014 at 04:04 AM.

  9. #19
    Player
    SarcasmMisser's Avatar
    Join Date
    Oct 2013
    Posts
    1,128
    Character
    Captnyan Meowpants
    World
    Tonberry
    Main Class
    Thaumaturge Lv 70
    I sorta agree with turn 8 but want to add a few things.

    I think it was intended to be either 1 or 2 tanked from launch, I don't think it was a mistake SE would know that the DPS check would be insane with 2.1 level gear. The tradeoff is that mechanics become more difficult to execute and the DPS have to do some things they wouldn't normally do. The thing that will trivialize it is not 5 dps but when it is easily done with 4 DPS, as mechanically it's an incredibly flat fight with proper composition. Having a tradeoff for uncommon compositions is fine, people were doing it with Twintania and it is still a well designed fight.

    I think it is intended to be a job check fight and this game did really need one. Regardless of your composition DPS need to know their job to do it, and not do garbage DPS and I hope this filters out a lot of the DPS out there that don't take their role seriously enough. I see DPS with full i90 do barely half of their output potential in turn 1, they really need this to slap them across the face for that sort of performance. I don't particularly enjoy the fight, t7 is still my favourite and t9 so far is fun too.

    Also boss mechanics being undermined is something that always happens with gear, it's why the early progression is so fun because you are doing the fight with what it is tuned to. I think it shouldn't be a concern that people will gear stomp this down the road, what matters is what's possible with launch-level gear. My only complaint therefore is phase 3 of turn 6, because it is possible to ignore mechanics even with i90 and I think they clearly dropped the ball in tuning that phase.
    (1)

  10. #20
    Player
    Xellos2099's Avatar
    Join Date
    Oct 2011
    Posts
    487
    Character
    Flame Colonel
    World
    Excalibur
    Main Class
    Bard Lv 70
    I freaking hate Rafflesia, some time the chain will just REFUSE TO BREAK even when 2 people run in opposite direction fort a few seconds.
    (2)

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