Exactly. Also for less skilled people who require the gear to bring them to a level to beat new content. Being able to grind for i110 might even get some people closer to beating the first Coil, or Titan EX.
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Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community
I mean they'll nerf Second Coil and it'll probably be easier than current Twin
Gear is not the reason people fail at these encounters. People fail on these consistently without even being close to killing them at max Echo with i100. The way to beat these encounters is simply to get better or wait until they nerf it to oblivion.
I was re-thinking the whole issue based on several factors. Another user posted this article in a related thread: http://gamerescape.com/2014/07/16/ff...with-the-hunt/ with a lot of responses in this thread.
Warning - Personal opinion incoming: I think now the hunting system is a game breaking content. The action of giving these monsters more HP, make more players to get there and get their kill, which means more seals for everybody, which means getting the "top" (not bis though) gear more quickly. Today I ventured myself in a trial roulette and the war was decked in full ilvl 110 sold. As I stated before, I don't mind that, there's no merit on it, but it burns the content. The rest of the content lose their purpose:
- Why would you do dungeons/trials if you can cap myth/sold with hunting?
- Why would you care about money if you can get a shit ton of craft mats with said myths?
- Why would you care to raid or do alternative content for gear if you have unlimited access to sands/oils of time? while raiders are locked out with 2 of each/week and chained to the RNG god?
- Why would SOME PEOPLE crowd the RAIDs if they have access to raid content already in a wild/free environment?
So, in the end, the end-game content gets devalued, openly inviting the devs to nerf it. I think the devs seriously understimated the grinding capabilities of the gaming community, which in a happy world, would make them to get the sands/oils at a lower rate instead of the current situation. This leads the whole thing to my next concern:
Even though this is a "catch up" patch, the 2.3 just went live and people are burning the the progression curve with this system. I invite SE to analize the ilvl 110 obtain ratio after patch and make their own conclusions. It's not good for business. People will not have anything to do when they're full decked out with ilvl 110 gear. We have 2 months and a half before the next patch! This is crazy! I know there's a limit for sold, I know there's a limit for UAT (2/week with ST and SCOB), but there're no limits for something that the end-game or the other developed content has. Why is that?
Several solutions were already stated, like adding a weekly lockout to sands/oils or seals themselves. The system in theory is nice, I like it, but the rewards are game breaking if not controlled somehow.
Raiders can participate in the hunt as well so they're not limited in any way with regards to sands/oils...
And there's plenty of people that ignore the hunt because of all the drama associated with it.
Some of us continue to do DR to get our myth/sold in a leisurely pace without drama.
I agree however that the hunting system as implemented is broken, but it is also exactly what people on these forums have begged for:
Open world grindable content, not locked into FATE's, that is actually worth something and without any kind of lockouts.
Maybe now SE will learn to not listen to minorities just because they happen to be the most vocal.
I agree but one could safely assume(not anymore) that Square Enix would at the very least put some kind of lock out to the items that allow you the access some of the best gear in the game. Putting a lockout on this type of content while not being the "Fix-it-all" solution would help to alleviate quite a few problems with the Hunt as it currently stands.
Not sure who you're refering to because in my opinion, the most vocal are by far the casuals and they are not the minorities. Yet casuals seems to think that the hardcore are more vocal.
I don't understand teh OP or the million threads like this.
OP has a static coil group of 8 people or more clearing T6+
Other people get 110 gear
OP has a static coil group of 8 people or more clearing T6+
In my opinion, the system itself is not that bad. I like open world content and I was one of the players that asked for a "mark system" similar than the FFXII mark system. The obvious problem I see here is the rewards associated with it. I'm a raid player, I love end-game content and that's why I'm paying for this game. I also love hunting, having 4 dedicated LS about that and tracking these marks down is somewhat enjoyable. But I came to the realization that this IS mindless and the rewards are WAAAAY to big...
Well, just to throw my $.02 in to the mix, I didn't raid much before 2.2. I had trouble finding a static of people that could all play at the same time. The people in my FC are all real cool, great players, and we all like raiding but our times didn't match up well. That caused us to only really be able to get into the first turns of coil every Saturday for about a month and a half before 2.2 came out.
We were all i90 in myth by then, so aside from the BiS properties of maybe exchanging some pieces here and there, there was no super huge value of the loot when we began raiding. We all wanted to raid because of the challenge of the fights, and learning how to deal with new situations that vanilla and 2.1 didn't have us in.
We still managed to clear T1-4 in that month and a half before 2.2 came out and first coil turns were given the echo buff. After 2.2, we all collectively decided to go our separate ways as far as our raid static went. We all stayed in the same FC, because we had become good friends and we could always do other content together, but 1 day a week just wasn't enough for any of us. We all had intentions of progressing SCoB, but were aware enough to know that it probably wasn't going to happen together.
So me and 1 other person from my FC (our times matched up great) found a new raid static with other people whose times matched better with ours. We went through about 1 1/2 months of mixing and matching 1 or 2 people here and there until we finally had 8 people that showed up on the same days at the same times every week, and didn't have to replace anymore. Now we are on T9 learning Nael, and hope to have that turn down in the coming weeks.
Point of the story....
With all of the different people I have raided with over the last 2-3 months, EVERY time we beat a coil boss for the first time it sounded like a party in mumble. Everyone would be hooting and hollering with genuine happiness over the accomplishment.
And those emotions ALWAYS happened before we ever opened a treasure coffer...
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