


Second coil will be in DF soon too. So, um.. Yeah. I wouldn't really say mega hyper. More like just plain limited for a period of time. But I mean, we've got to have something that makes us play with our servers community for a little while at least.
Divebombs and Twister in T5 are extremely simplistic mechanics:
Yet those are mechanics that people fail horribly at. So I wouldn't be surprised if T7 ends up being a brick wall for a lot of people.
- Divebombs: See Green Light ? Move to the side slightly, wait a second then move back to original position.
- Twister: Run around without backtracking or getting close to people.



Let's not forget we've even simplified how to do Divebombs and twisters have been super nerfed since back then. I'm not saying people don't fail at it. Since 2.0 I have seen plenty of crazy nonsense. I'm just saying in the practical sense of the word, these things shouldn't be considered difficult.Divebombs and Twister in T5 are extremely simplistic mechanics:
Yet those are mechanics that people fail horribly at. So I wouldn't be surprised if T7 ends up being a brick wall for a lot of people.
- Divebombs: See Green Light ? Move to the side slightly, wait a second then move back to original position.
- Twister: Run around without backtracking or getting close to people.
I mean I'm not ignorant to the fact that people still can't get through T5 with 20% echo and i110 gear. <.<
It's ok you will probably change your attitude towards the fight when you can get competent people to complete the fight. Just keep at it.
Until they drop the whole can't play it more than once a week I'll remain un-interested in any of this content.
All they need to do is bring the same system they did for ST/CT. run it as many time as you want but you can only get one piece a week.
b-but people will sell run!
so what?



Item level inflation. People who can't win would just get carried leading to many people having gear that they shouldn't have.
- Naoki Yoshida 2014
As for me, I'm stoked to be able to wipe hundreds of times on my shiny new Ninja!
Last edited by Exstal; 10-17-2014 at 10:04 AM.
Then they should design FCoB to make it harder to sell/carry while keeping it so only the players on point can clear. Most sell groups have the buyer just kill themselves at the start. Make it so after a certain amount of time has passed, the boss gains a damage or defense buff if a member is dead or make it so certain mechanics require every member alive to complete. At that point, a buyer would actually have to earn their loot and would essentially be buying a competent party.



I'm sure they are working on a solution because people have been whining about it since 2.0 so I'm sure they'll figure something out. We only get 2~4 threads about Coil lockouts a month on here so I think we're (as a collective) are running out of ideas.
On a side note; loot lockout was never viable for actually difficult content so this if for anyone who quotes this with that a solution



The tears in this thread are so salty we can make another ocean out of them...
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