it is a terrible idea... the thing is, coil was made as a group effort, and a reward for the group, while you may be lucky and get something... most likely you wont, but at least someone is getting a piece of gear.
If you include something like a mat needed from the coil, that means either the whole group *static* or the one person will have to go though coil again and again til everyone gets it or the person *solo* gets it.
In the group scenario, if a single person doesnt have a good luck and requires him over 20 runs to get the drop *which was around the number of runs i had to do to get the body armor for tank in the first coil* he will be dragging the rest of the group down becuase they will have to free up some of their own " solo" playtime *like doing roueltes or beastribes* to get this person his drop. Now, you could say that everyone and specially that last guy should also try to pug it when they have time, this would make him join the solo scenario.
For the Solo scenario that you are basically asking for a bunch of people who doesnt know the skills of the other players nor their past experiences in the instance, to group up and beat the content made to test the skills and coordination of a static group reliably enough to farm the fight. As mentioned, a drop rate of 50% could be implemented, and that still wouldnt be reasonable considering the difficulty of the content. Just like Yoshida said before about the crystal tower, it was way harder before, but they toned it down due to human factor. A very good example of this it he Ramuh farming, to this day it is actually quite common to see farm parties wiping and disbanding in there.
While i dont really have any strong feelings about the zeta being 135, one way to avoid such issues in the future is make the end game required for that little last push. keeping the current ilv as an example, say the dread weapons are 135, and the zeta would actually be 130, or go even lower, 125 to avoid more complications. this would make raid weapons the best in ilv and such, but to make relic relevant, they are able to customize stats but "end" at either 125 or 130 ilv. But if the raid weapon stats arent to your liking, or you dont have the luck, if you have the relic equiped and do whatever you have to do being either beat a turn or beat all of it *maybe bumping 1 ilv after beating each turn and the last one increases 2 ilv*, you can bump the relic in 5 ilv. In the 130 situation making it go up to 135 and in the 125 situation going up to 130.



Reply With Quote


