13 T9 kills no axe
also 13 kills an no fending ring and heavy allagan coat
13 T9 kills no axe
also 13 kills an no fending ring and heavy allagan coat
Last edited by Crimson-Falcon; 10-01-2014 at 02:55 PM.
They really messed up the token system with ARR.
How it should have worked:
Gear drops from every dungeon from properly itemized chests. Chests could drop actual gear, just gil or some crafting item. Every person that didn't get a piece of gear from a chest would get a token instead. Said tokens could be traded in for pieces of gear that drop from the chests those particular tokens sourced from. This would have made opening chests an actual exciting event as you might get lucky. And of course if the RNG screws you over, you at least can still eventually buy some gear with your accumulated tokens. Of course this system would be applied to Coil as well.
The current system is dumb and a big source of most of the games problems. People don't run dungeons for gear, they run them for guaranteed currency and of course players are going to take the path of least resistance here. So what you get is people abandoning and ignoring all but the most efficient parts of the game. It's sad how much the current tomestone system has marginalized game content to be ATM token machines. They've tried to fix the issue with silly systems like the daily roulettes which wouldn't even be necessary if they had a proper loot and token system in the game. Not to mention the weekly caps and such that serve no purpose now that the game has enough content to keep most people busy doing something.
I really hope they change the system. It doesn't need to be done in current content and it doesn't look like it's happening in 2.4, but I REALLY hope they abandon the whole tomestone system for the first expansion in favor of something more traditional.
Last edited by Ladon; 10-01-2014 at 03:13 PM.
It blows my mind that they didn't take the token system route. 8 people all taking time out of there schedule yet only a select few get to have the loot. What a outdated and boring system - plus the real threat of never seeing the drop you need for weeks is so lame. They need to fix it (they won't, stubborn is stubborn)
I have a Love and Hate connection to Coil. I love to test myself with it and try try try till I can defeat each turn. But the Loot system is something I truly hate because it also hates me lol. While in all other dungeons I am winning Loot here and there and generally do not have a problem with getting the items I want over time, Coil is different.
In the first Coil installment, I was Item level 90 when I saw the first item dropping for BLM. By the time it dropped, it was already obsolete while others from my static were almost completely decked out in Coil drops already weeks before. I started a tad late with Coil and it took 10 weeks of clearing T5 till I saw the BLM weapon dropping. But by that time, my upgrade from Zenith was almost complete and the soon to be iLevel 100 weapon made the Coil weapon obsolete.
Second Coil is already taking the same route. We are clearing T6 and T7 since over 2 months and T8 since a month. Last week, the FIRST BLM item dropped ever. It is not that a BLM item has dropped and I lost it to another BLM or SMN. Nope, not one single item while tanks already make their drops free loot for all because they already got what they needed.
We have just started with T9 and by the time we will be able to beat it, I will have my iLevel 115 Nexus weapon already.
I know I am no Hardcore progressive Player and will always be a bit behind. But why on Earth I never get anything from the hardest content I run is something that is beyond me. It is also great when some members of my static are on Holidays. Most PF groups ask for loot link or Lodestone link. I am on a PS4 so writing down an 80 digit long link is no option and before last week, I had 0 drops to show. Always feels a bit embarrassing to do Coil since months and still walk around like all the Hunters out there who do not step a foot in Coil.
RNG in Coil prevents that I feel rewarded besides the great moments when you beat a Turn for the first time and at some stage reliably and quick.
I will always prefer a Token system over RNG based loot. Not only because I get the shaft obviously but because I know that this kind of loot system is bound to produce winners and losers - for doing the exact same thing. Also gear progression and planning is more a matter of Luck than anything.
14 kills is statistically nowhere close to a large enough data set to prove anything btw. How many of the weps have you actually seen? Statistically you should have seen 6/9 weapons after 14 runs or 8 repeat weapons of varying types (Could even be 8 extra WHM staves for example). The expected number of runs to see every wep at least once is 26. There hasn't been 26 resets since 2.2 and it took 2 weeks for a group to clear T9 anyways. The odds of not seeing a certain wep 14 times in a row is also irrelevant by the way since you have the same flat 1/9 shot every week.
Just pray the Helix.
I get why you are pointing this out, but you are pretty much driving at the main problem here. Statistically under the current system, you are likely to never see the weapon you are after until the next content upgrade comes, lifts the weekly lockouts and then becomes an outdated piece of gear.14 kills is statistically nowhere close to a large enough data set to prove anything btw. How many of the weps have you actually seen? Statistically you should have seen 6/9 weapons after 14 runs or 8 repeat weapons of varying types (Could even be 8 extra WHM staves for example). The expected number of runs to see every wep at least once is 26. There hasn't been 26 resets since 2.2 and it took 2 weeks for a group to clear T9 anyways. The odds of not seeing a certain wep 14 times in a row is also irrelevant by the way since you have the same flat 1/9 shot every week.
And players can't do a thing to improve their odds which is the most frustrating part of it all.
Last edited by Ladon; 10-01-2014 at 03:27 PM.
What you just described is essentially a tomestone set for every dungeon Tier...that would be even more tedious than it is right now. There is nothing wrong with the Tomestone system. IT does exactly as you are asking. Rewards you with tokens so you can purchase gear to fill slots you're not having luck getting the Coil drop for. Of course you're going to hold out on the soldiery piece for a slot where High Allagan is better but once you've picked up your essential Soldiery pieces you can start grabbing the odds and ends as well as long as it doesn't impact your accuracy cap and replace with High Allagan as it drops. Heck we even have another (unrestricted) source for i110 rings and a finished relic wep is even with HIgh Allagan . You don't want the sllow but guaranteed grind...you don't want the quicker, harder but RNG based option either...what the F do you want?
No...statistically you stand a pretty good chance of seeing your weapon. After 14 runs you have a 6/9 shot of having seeing your wep of choice at least once. The 26 attempts is simply the point where all 9 weps should have fallen at least once. Your static will have 8 people...it's expected that you'll see 8/9 weapons in 22 attempts. Does this hurt people who have taken a while to reach T9? Yes. But there's nothing wrong with that. Dedicated people who managed clears early in 2.2 are justly rewarded. Those slower people are also the ones most likely to be most of the way through their Main's relic.
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