You're classifying wrong op, coil and Ex primals are for the Mainstream 30%. It's savage coil that's for the Hardcore 10%
You're classifying wrong op, coil and Ex primals are for the Mainstream 30%. It's savage coil that's for the Hardcore 10%
With the amount of time commitment needed for coil I don't think it's aimed for a 40%, savage coil was created for a special part of the <10% that wanted more, a really small part that doesn't care much about rewards and more about challenges, call it high-end hardcore or the real hardcore (since most of the 10% just blow through guides to get there).
Savage Coil, per Yoshida, was designed as an experiment if people would want harder content - The problem, however, is it shares lockout with the current progression content (Coil 2) so more are less inclined to even play around with it.With the amount of time commitment needed for coil I don't think it's aimed for a 40%, savage coil was created for a special part of the <10% that wanted more, a really small part that doesn't care much about rewards and more about challenges, call it high-end hardcore or the real hardcore (since most of the 10% just blow through guides to get there).
If someone doesn't have the time or commitment needed for coil then that means they fall into the 60%, casual playerbase. This isn't really about what one person or the other defines as being mainstream or not. It's what SE divides them into. Coil was not put in there to cater to 10% of the playerbase. Savage coil was however.With the amount of time commitment needed for coil I don't think it's aimed for a 40%, savage coil was created for a special part of the <10% that wanted more, a really small part that doesn't care much about rewards and more about challenges, call it high-end hardcore or the real hardcore (since most of the 10% just blow through guides to get there).
The lockout is not an issue, since the lockout only occurs once you complete the dungeon.
I don't know where you're getting these numbers from, but this is patently incorrect.If someone doesn't have the time or commitment needed for coil then that means they fall into the 60%, casual playerbase. This isn't really about what one person or the other defines as being mainstream or not. It's what SE divides them into. Coil was not put in there to cater to 10% of the playerbase. Savage coil was however.
For example, using WoW as an example, less than 5% of the playerbase will ever complete normal raids (forget about Heroic Mode - that's for the 1%ers, which is what Savage Mode is the equivalent of). It is completely inarguable that the Coil is intended for the hardcore 10% (maybe not even 10%, more like 5% really) of the playerbase. You can make-believe that it's intended for the mainstream 30% but you're just making stuff up from thin air at that point (as well as ignoring reality).
The truth is simply that there isn't much in the way of content for the "mainstream" 30%, and basically nothing in the way of worthwhile "mainstream" content.
K first of all, those magic numbers I'm making up are right there in the first post, I'm just reusing them.The lockout is not an issue, since the lockout only occurs once you complete the dungeon.
I don't know where you're getting these numbers from, but this is patently incorrect.
For example, using WoW as an example, less than 5% of the playerbase will ever complete normal raids (forget about Heroic Mode - that's for the 1%ers, which is what Savage Mode is the equivalent of). It is completely inarguable that the Coil is intended for the hardcore 10% (maybe not even 10%, more like 5% really) of the playerbase. You can make-believe that it's intended for the mainstream 30% but you're just making stuff up from thin air at that point (as well as ignoring reality).
The truth is simply that there isn't much in the way of content for the "mainstream" 30%, and basically nothing in the way of worthwhile "mainstream" content.
Second, coil and ex primals are done on a regular basis by those SE dubs "mainstream". Is the mainstream the majority? No, but neither is it the minority. Your little comparison to wow would have been accurate many years ago. Nowadays that's changed completely. Coil is hard but, its not so hard it locks out everyone but the hardcore.
Players with time regularly attempt and make decent progress in it. Doesn't even matter if they complete it 100% or not, only that the attempt is being made and that progress is happening. This is something the casual base isn't really capable of as much for one reason or another, and something the hardcore base will have already completed months ago. Hence, the "mainstream" base is born.
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