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  1. #1
    Player
    BelegErkhten's Avatar
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    Aug 2020
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    Not Finland
    Posts
    114
    Character
    Beleg Erkhten
    World
    Diabolos
    Main Class
    Warrior Lv 100

    Binding Easter Eggs of Bahamut

    So the other day I was messing around, doing unsynced runs of Binding Coils, I got bored and decided to veer off the main path and discovered that for whatever reason there is a treasure chest hidden away in Coils Turn 1



    I went and redid the raid like 10 times and as far as I can tell the only thing that this chest ever drops is Potions and Elixers, which seems odd because I could have sworn that the 5.3 Patch notes said that they removed all the chests in the game that only ever had Potions in them.

    Weirdness aside, I cheesed my way through the fight with the ADS and Twintania by making them enrage and then got to work on second coils.

    I fully expected to get spanked by Second Coil Turn 4, but on my way there I decided to do some exploring. Not only did I learn that there is a third floor In 2nd Coils Turn 3 but it turns out there is another one of these chests that contain nothing but X-potions and Elixers here as well.



    As far as I can tell these are the only two chests like this in the game. They have no boss associated with them they are just hidden away in a completely out of place location within the mini-dungeon that most of the Binding Coils raids have. Were these left alone as an oversight when 5.3 removed the potion chests from old ARR content? Or do they have like a .00001% chance of containing super secret rare loot?

    I guess this leads in to an opportunity for me to segue to another Coils related Gripe, can we like go back to having these silly mini-dungeon raids? I miss them a lot and Modern raids being a gauntlet of Glorified EX Trials is kinda lame. These 8-man Not!Dungeons with extra high difficulty are really comfy and fun. I say I miss them but I started playing in Shadowbringers lol

    On the off chance that these were in fact forgotten about do I get a prize for pointing it out?
    (4)
    Last edited by BelegErkhten; 09-01-2020 at 11:34 PM.

  2. #2
    Player
    spf1200's Avatar
    Join Date
    Mar 2015
    Posts
    500
    Character
    Xant'cha Argoth
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    That's weird. I bet they were forgotten due to the fact that they are out of the way like that. Also totally agree with bringing back these mini dungeon raids. Current raid are getting old just being an arena with a boss.
    (7)

  3. #3
    Player
    Zomkei's Avatar
    Join Date
    Aug 2013
    Posts
    760
    Character
    Decayed Corpse
    World
    Balmung
    Main Class
    Machinist Lv 100
    they removed them in dungeons not raids, and i think the point was to replace them with gear. these chests will never hold gear since its not locked behind a boss. they also don't drop anything rare either, just times were different during ARR.

    and the reasons we don't have those mini dungeons is because back then we found ways to cheese them, such in turn 1, the tank pulled every single mob and sacrificed themselves so no one had to fight. in t10, they had a ninja sneak by the mobs and activate the short cut and beyond that, a lot of folks activated the shortcut to the boss and gave away (and sometimes sold) their progress so that other groups can just go straight to the boss. there was a lot of complaining on the useless fighting that SE just did away with it
    (2)

  4. #4
    Player
    BelegErkhten's Avatar
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    Aug 2020
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    Not Finland
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    114
    Character
    Beleg Erkhten
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Zomkei View Post
    they removed them in dungeons not raids, and i think the point was to replace them with gear. these chests will never hold gear since its not locked behind a boss. they also don't drop anything rare either, just times were different during ARR.

    and the reasons we don't have those mini dungeons is because back then we found ways to cheese them, such in turn 1, the tank pulled every single mob and sacrificed themselves so no one had to fight. in t10, they had a ninja sneak by the mobs and activate the short cut and beyond that, a lot of folks activated the shortcut to the boss and gave away (and sometimes sold) their progress so that other groups can just go straight to the boss. there was a lot of complaining on the useless fighting that SE just did away with it
    Well what is stopping them from just making it like a modern Dungeon where you actually need to kill the Mobs to advance to the boss room? You could make the dungeon Mobs be able to see through stealth for good measure.


    And while we are on the subject of ARR dungeon design I would kill for more non-linear dungeons, stuff like Haukke Manor where you have branching pathways instead of being one long FFXIII-esq hallway stuffed with encounters.
    (0)

  5. #5
    Player
    Zomkei's Avatar
    Join Date
    Aug 2013
    Posts
    760
    Character
    Decayed Corpse
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by BelegErkhten View Post
    Well what is stopping them from just making it like a modern Dungeon where you actually need to kill the Mobs to advance to the boss room? You could make the dungeon Mobs be able to see through stealth for good measure.


    And while we are on the subject of ARR dungeon design I would kill for more non-linear dungeons, stuff like Haukke Manor where you have branching pathways instead of being one long FFXIII-esq hallway stuffed with encounters.
    i would assume whats stopping them is the complaints. and its pretty much the same for the dungeons. even if they had branching pathways, most folks will just rush the path that meant the quickest to the end.
    (3)

  6. #6
    Player
    Hazama999's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    631
    Character
    Momoida Jojoida
    World
    Halicarnassus
    Main Class
    Sage Lv 100
    As much as I would love to have the older raid design back, with some semblance of traversal through a zone, I don't think it's going to happen. If at first glance the 8-man raids appear to be but a series of trials, it is because the playerbase is largely more concerned with efficiency of completion. The focus, then, is on getting people to the boss as fast as humanly possible which from a design perspective can translate to "just drop them at the boss arena."

    Anything else is superfluous and not desirable.

    Welp, at the very least the 24-man raids, linear as they are, do feature some areas to go through... so there's that.
    (3)
    Last edited by Hazama999; 09-02-2020 at 02:06 AM.

  7. #7
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    People didn't like trash packs before a boss, they were just an uninteresting waste of the players time, and are especially frustrating when you wipe and have to clear the trash packs again to start your 30th pull.
    SQEX listened and removed them.

    Also from a design standpoint it's easier to balance a boss when you know everyone's resources start at their base state.
    (1)

  8. #8
    Player
    MsMisato's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lomensa
    Posts
    806
    Character
    Khloe Stardew
    World
    Siren
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by BelegErkhten View Post
    Well what is stopping them from just making it like a modern Dungeon where you actually need to kill the Mobs to advance to the boss room? You could make the dungeon Mobs be able to see through stealth for good measure.


    And while we are on the subject of ARR dungeon design I would kill for more non-linear dungeons, stuff like Haukke Manor where you have branching pathways instead of being one long FFXIII-esq hallway stuffed with encounters.
    I mean Haukke and Haukke HM was more of an over drawn thing. THe only thing interested was the HM version and that was if you took to long to kill the succubus she would turn the Wood Wailer into a monster.

    The only two dungeon that was remotely interesting to me was believe it or not was Satasha as there was some very dark undertones in the NPC conversations and Tam Tara HM as that was just messed up and all kinds of creepy with the letters and the boss. But in the end majority of the dungeons are just straight go from point a to point b.

    Truth be told, once SE got rid of the fog on the maps, there was no point in exploring the dungeons honestly. As I pointed out there were only a couple of dungeons that may have been worth exploring as I mentioned.

    But its why I look forward to new 24 and 8 man raids. instead of dungeons now.
    (0)

  9. #9
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,033
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by ItMe View Post
    People didn't like trash packs before a boss, they were just an uninteresting waste of the players time, and are especially frustrating when you wipe and have to clear the trash packs again to start your 30th pull.
    I'm not sure about the Binding Coil, but I'm pretty certain that defeated enemies in the Alexander raids stay dead if you wipe.
    (3)

  10. #10
    Player
    Zomkei's Avatar
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    Aug 2013
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    760
    Character
    Decayed Corpse
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Iscah View Post
    I'm not sure about the Binding Coil, but I'm pretty certain that defeated enemies in the Alexander raids stay dead if you wipe.
    they did in coil as well until the weekly reset
    (0)

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