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  1. #1
    Player
    MerleSirlos's Avatar
    Join Date
    Jun 2015
    Posts
    70
    Character
    Fuyuki Gunji
    World
    Louisoix
    Main Class
    Marauder Lv 90
    If you want to compare Alex(savage only) and coil, you should only compare the first part of Coil, not the full 13 turns....

    *T1 was nice, but with lot of trash that people just skipped most of the time. take out the trash, you are left with ACD and Caduceus, who splits in two half way.
    A1 we have Faust, and Oppressor who splits half way.

    *T2 is in a strange position as the enrage makes the fight easier. so players just wait in front of the boss till enrage and fight it. But it was interesting to have 2 paths depending on your team composition.

    *T3, jumping everywhere with nothing in the end, fun break thought.

    *T4 was trash waves, like A2.

    *I would like to put T5 together with A3 as a mechanically interesting fight.

    *A4 feels like something new the try for the most hardcore raiders


    As for the general feeling of the entire raid, it is a bit unfair to compare both. Coil was a huge artificial moon hidden underneath Eorzea. you know the threat Bahamut represents because you can see the results of his rage that is the calamity. The entire Coil is made to make you feel amazed as how huge it is. T5 is on the palm of Bahamut, it's extremely symbolic as you are all the time in his grip fighting his champions. Even in the end you don't fight him "directly".
    Alexander is a complete opposite, as you are inside it. The whole thing is to make you feel oppressed as you are navigating inside a giant deadly machine. And if not for the goblins, Alexander would most likely have already made more damage than Bahamut.

    For the music, to each is own, and I like both. As for the story, I agree with you that this first part has a very low impact

    As for the last point for OP, if all the bosses were in the same instance, you would have to fight everything each time you enter. Unless you put check points and shortcuts like in T1 and T7 after the trash for example. but if you do that, it ends up being basically the same as the current situation. The main advantage of the current way is to make it easier to farm a specific turn/floor once it is on DF.
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    Last edited by MerleSirlos; 10-06-2015 at 10:48 PM.

  2. #2
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by MerleSirlos View Post

    *I would like to put T5 together with A3 as a mechanically interesting fight.

    *A4 feels like something new the try for the most hardcore raiders
    I have to completely disagree with you about T5 being compared to A3 or A4. Sorry, but no.

    The mechanics of A3 and A4 are a joke. A4, in particular, is pathetic and brings nothing new to raiding. Break it down and you'll see: 1. soak dmg (orbs). 2. soak more dmg (tethers) 3. Kill adds. 4. kill more adds (in tunnel). Repeat. They changed the way some of these mechs look (getting sucked into a tunnel is cool and never gets boring), but they're nothing we haven't dealt with before, multiple times, and under much more difficult conditions. By comparison, there is nothing in either of those fights that are even remotely close to being as difficult as Twisters/Divebombs/dreadknights in the T5 fight back when i90 was the highest gear level.

    As for the "feeling" of the raid, I think the Goblins are legitimately the problem. There's a lack of intimidation and mystery in Alex by comparison to the Coil. I don't think that there was a single player who walked into the Coil, after the first boss in T1, and saw Bahamut's wing and wasn't completely awestruck by the gravity of what they had gotten themselves into. We didn't really know where the coils were going (who summoned him, why, how, why is he in pieces, is he awake, will/when will he start moving... etc.), but there was always this crushing sense that we'd gotten ourselves in over our heads. It made you paranoid and constantly on guard, but you also didn't want to stop.

    With Alex, we know exactly what we got ourselves into. The Goblin's summoned him to create their dumb utopia blah blah blah... If they sent us in there with no back story and the Goblin's weren't around, I think it would have been more tense. We'd be wandering through an iron giant we knew nothing about, were never sure if it was gonna come alive, or what kind of things were hidden in it's body. Right now, we know pretty much everything we need to know and that's why there is no impact. We're doing a job, not solving a mystery, and by comparison that's boring.
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    Last edited by Februs; 10-07-2015 at 05:30 AM.