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  1. #1
    Player
    Prototype909's Avatar
    Join Date
    Aug 2013
    Posts
    532
    Character
    Haken Browning
    World
    Midgardsormr
    Main Class
    Gladiator Lv 60

    Idea to re-work Instances/Coil + Savage Coil to be better for all players involved

    Tier the individual fights into different difficulties like XI does to an extent - Very Easy, Easy, Normal (Standard), Difficult, Very Difficult. Easier difficulty = reduced mechanics (Like the nerfs we have going into place now in Second Coil, to varying degrees) but leave the numeric checks in place (Add Echo buff into Normal difficulty and below when content ages, leave Difficult and Very Difficult un-nerfed).

    Very Easy = 50% Chance for 1 chest to drop
    Easy = 1 Chest drop
    -----
    Normal = 2 Chest drop (Same as now)
    -----
    Difficult = 3 Chest Drop + Expanded loot table (% chance for drops unique to Difficult and Above, could be anything from higher iLvl loot to dye-able Coil gear, something tangible rather than just a title)
    Very Difficult (Savage Coil) = 4 Chest Drop + Higher % Expanded Loot Table drops

    Lock-outs would stay in place upon clearing an instance, but if you for whatever reason failed to clear you could exit the instance and challenge a different difficulty until you clear.

    Now let's examine what this actually does for the player-base.

    More casual players now still get to experience the storyline of the various fights, they still have a chance at loot (Albeit, at a slower rate than players who venture into the higher difficulties), and now they get to progress/learn the mechanics of fights at their own pace or in pieces. When they feel ready to try a harder incarnation of the instance, they have that option - or conversely if they feel overwhelmed they have the option to fallback to.

    Hardcore players now have an option to go above and beyond the call of duty and attempt Savage Coil (actually makes sense to run as an option for players who are able to clear it because it actually has rewards befitting the higher difficulty of the instance). Nobody has to cry about nerfs anymore with a system like this in place, because the content is actually being tailored for both ends of the playerbase at once.

    Very Easy/Easy Difficulty would now (In theory) easily executable with Party-Finder/Pick-up groups and wouldn't require a static. Normal would be basically the way the fights are currently (In most cases, require a static when first released). Difficult would serve as a stepping stone from standard difficulty with amped mechanics, but not quite as extreme as Very Difficult which would be akin to what Savage is now.

    No more hardcore players crying about nerfs, no more casual players crying about content being too hard, no more crying about Savage Coil not having any tangible reward. Everyone wins, no?
    (1)

  2. #2
    Player
    Gralna's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    1,214
    Character
    Gralya Arodica
    World
    Goblin
    Main Class
    Scholar Lv 100
    no, deal with nerfs /thread
    (8)

  3. #3
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,965
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    No that is pretty bad system unless the item level is like 20-30 lower on easy mode.
    (1)

  4. #4
    Player Alukah's Avatar
    Join Date
    May 2014
    Posts
    1,475
    Character
    Alukah Bast
    World
    Excalibur
    Main Class
    Goldsmith Lv 90
    You surely are going too far for claiming you're not trying to preserve your special snowflake status.

    If you want a really, really good advice is direct all your feedback to the expansion, they planned how they will ease old content when new content comes out the moment they started working on the first coil and as you can see with 2.2 and 2.4 they have no plans to change their method, no matter how loud you cry, but you still have time with the raid(s) that will come with the expansion.

    I personally hope they took the feedback of tiered difficulty for 3.0, so maybe then we will see less drastic nerfs when a new raid comes out.
    (4)

  5. #5
    Player
    Vespar's Avatar
    Join Date
    Mar 2011
    Posts
    2,768
    Character
    Leyna Crosse
    World
    Goblin
    Main Class
    Summoner Lv 100
    There is no need for this. People just need to calm down and get over this. Its really not as big of a deal as folks are making it out to be. You'd think someone just stole all their gil and items the way they are crying. We got over the so called nerfs to Turns 1-5 and we will get over this.
    (4)

  6. #6
    Player
    ThusFarJay's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    113
    Character
    Zhuge Liang
    World
    Diabolos
    Main Class
    Astrologian Lv 60
    Just no.

    (2)
    Last edited by ThusFarJay; 11-18-2014 at 05:23 PM.

  7. #7
    Player
    Evenstar's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Evenstar Wanderlust
    World
    Phoenix
    Main Class
    Gladiator Lv 60
    I am currently working on T11 with my static, so I am not a real casual, nor a hardcore player. My static killed T5 and T9 before the next turn of Coil was released.

    That said, I do not think it should be us (the non-casuals) whining here. It should be the casuals to be honest. If I had less time to play and had no time to clear turn 8 yet for whatever reason I would be mad like hell right now. They are taking away the chance of clearing a turn at the full potential and that kinda would destroy the fun for me.

    Everyone that already cleared and even farmed turn 8 and lower for months should really grow up, shut up and move on. SCoB is not end-game anymore, FCoB is. Grow up and let everyone enjoy the content.
    (7)

  8. #8
    Player
    Aussir's Avatar
    Join Date
    Sep 2014
    Posts
    80
    Character
    T'za Hibur
    World
    Zodiark
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Prototype909 View Post
    You have been moaning and QQ-ing all over the forum because of the nerfs, it's getting pathetic. SE said a long time ago that the nerfs were coming and the changes are NOT going to go away.

    Get over it already.
    (4)

  9. 11-18-2014 07:08 PM

  10. #9
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Evenstar View Post
    If I had less time to play and had no time to clear turn 8 yet for whatever reason I would be mad like hell right now. They are taking away the chance of clearing a turn at the full potential and that kinda would destroy the fun for me.
    This is basically the situation I'm in, though I think the problem is less to do with the nerfs and more to do with the overall structure of how Coil has been working for these three tiers. The lockouts are to artificially lengthen the life of the raids and I get that from a business perspective, but honestly it's the prime reason a lot of people can't do Coil. People won't help other groups behind them because they've already beaten the turn for the week and literally CAN'T help them. They're apparently implementing a system to help with this, where people can re-do turns with other people, but with less chance at seeing loot at the end depending on how many people have already cleared the turn that week in your group.

    Here is a much more elegant solution: If you have already beat the turn for the week, you can no longer receive loot from it. You can, however, help your friends with it.

    I genuinely don't know what the harm would be in this.
    (0)

  11. #10
    Player Alukah's Avatar
    Join Date
    May 2014
    Posts
    1,475
    Character
    Alukah Bast
    World
    Excalibur
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by SpookyGhost View Post
    I genuinely don't know what the harm would be in this.
    Merc runs, people selling coil runs are the main reason why they don't allow unlimited runs without lockout. Not only selling runs is unhealthy for the game, but it also encourages RMT.

    Reiterating again, I think tiered difficulty would alleviate this, sure people would still buy runs for the hardest tier if they want the best gear, but the majority of the playerbase would be fine with the "normal" tier (or even a LFR version for story).
    (0)

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