I've always thought the primary cause of divebomb failures in ANY part of Coil was just people needing to get good... in general.
I've always thought the primary cause of divebomb failures in ANY part of Coil was just people needing to get good... in general.
I'm pretty sure this is why Divebombs are so hard to get people to deal with correctly -- nobody really knows how they work. Everything about the attack is pretty unintuitive.
The marker is extremely misleading, the attack itself doesn't give much information on how it works other than the fact it just wrecked your team. At least in Turn 9, it gives you warning before it happens and you can see the directions where the dragons are coming from. But that's about it.
Most attacks in this game give you SOME kind of intuitive way to identify the mechanic. A debuff marker, a tether, an AoE marker...divebombs just puts a green circle over your head, and then people get blown away in random ass directions by something, from some direction, they dont know, they just know they died from it.
While that is true, that's a hard problem to propose a solution for..
Some people will just be bad no matter what.
People like this are the true victors in my book, taking noobs and figuring out ways to make it work.. It's easy to raid when you have 8 people who can invest their undivided attention for 3-4 hours straight.. Only challenge in this model is finding 7 like minded people as yourself.. Now, doing it with people who are subpar, that's a real accomplishment.
DPS Loss > Entire party wiping because you wanted more DPS.
This unfortunately is a problem people have with T9. They don't focus on the mechanics - they focus on "MUH ROTATION" and so the people I try to help I have to stress thsi to: I would rather you do 0 damage and perform the mechanics perfectly, than for you to be doing your "Top DPS." Once people get over themselves long enough to practice what they need to, they often exceed my expectations and the damage comes naturally after that.
A Reminder I Always Give: "If your HP hits 0, so does your DPS. Mechanics are your top priority."DPS Loss > Entire party wiping because you wanted more DPS.
This unfortunately is a problem people have with T9. They don't focus on the mechanics - they focus on "MUH ROTATION" and so the people I try to help I have to stress thsi to: I would rather you do 0 damage and perform the mechanics perfectly, than for you to be doing your "Top DPS." Once people get over themselves long enough to practice what they need to, they often exceed my expectations and the damage comes naturally after that.
Bad players. I knew the answer before I even came inside.
I honestly think the mechanic and encounter needs redone to have circles that appear before dive bombs drop. One of the problems I have with the encounter is how hard everything is to see. If I had a circle or something indicating where they would land before they did I would have a much better and funner time at the encounter, no need to even nerf it.
But if you know they divebomb circle is coming, why do you let your eyes wander around? You have like a whole 40 seconds give or take to do whatever you want, then zone in on either the characters or the focus target window. Sounds like people just have a severe case of tunnel vision.
Disseminate is really not the problem. Majority of the time you get divebombed, you are going into the wall and dying anyway.If you are teaching people how to do T5, dive bombs in particular, having two stacks of Disseminate is definitely not the way to go leading into the divebombs. You are looking at a 50% damage increase from getting hit when someone messes up. Without the disseminate stacks it's very possible to survive and recover from a misplaced dive bomb marker so long as you aren't thrown into the wall. If the people you are playing with don't know dive bombs you shouldn't be killing the snakes in the pit.
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