After how they butchered the two MSQ roulette dungeons, I'd rather they leave coil alone.
After how they butchered the two MSQ roulette dungeons, I'd rather they leave coil alone.


I wouldn't trust them to restrain themselves from nuking the difficulty while they were tinkering around in there so, nah.Hello everyone, this is my first thread so I apologize for any weird formatting.
The 2.x Raid series, Coils of Bahamut, had a storyline that wrapped up Dalamud business from 1.23. It was locked behind the hardest 8-player content for its time (and is still considered harder than endgame fights now). Today, it's a bygone relic of ARR touched mostly by people looking for an easy unsync clear. Unsuspecting sprouts interested in raid content or learning about the story are met with a horrifying queue, horribly telegraphed mechanics, and a horrible time. They are led to PF to find someone to instakill it for them and free trial sprouts have to ask for help in NN.
I think there is a lot of value in updating Coils to meet today's 8-player content standards. The scenery in this raid is stunning and new players are always interested in having more to play since the only 8-man content available in ARR are the primals hard mode. Simply put, I think it's a waste to have Coils sitting in the closet collecting dust.
I think that the Coils would be a great place to teach players how to deal with mechanics that are slightly harder than what they see in primals. Light party stacks, flares, spread AoEs, meteors, puddles, adds that need to be separated, and so on. A majority of fights already have mechanics similar to what we see in later expansion raids, albeit with awful telegraphs. I think that updating fights so they focus on the simpler mechanics and changing/removing dumb stuff like divebombs and Nael dragons will make the fights much more manageable with random party members.
One problem with Coils is that some of the turns were designed as elaborate dungeons where the party would essentially make its own path fighting through mobs. It's very interesting gameplay but I think that it no longer has a place in Raids. Even Alexander isn't as bad since the path is straightforward. I think Coils should be redesigned so that the player progresses through the "dungeon" part of the turn by themselves and queues in Duty Finder for the boss. They could also be designed like Alexander where the path is predetermined by the jump pads and the party burns down any mobs on the way. Some turns could just be straight up removed or combined because it's nothing but mobs.
TL/DR
I know that SE is only interested in updating ARR content that's crucial to MSQ but I think that the Coils are a great opportunity to hook players into 8-man content. Not to mention that it features a character that plays a big role in future expansions. I'd like to hear your thoughts on the matter. Do you think this would be nice or a waste of time? Do you like Coils as they are now? Would you like to see a different change to it? Please let me know. Thank you for reading
Ah yes the compelling mechanic "dodge, dodge again, dodge some more".
he/him


I will give you that it's fun to invuln Nero's and Gaius's "tankbusters" at the last second and then get randomly selected for the followup stack marker while the invuln is still up. You can almost hear the Benny Hill theme as you run your invulnerable tank away from the people with no situational awareness still trying to stack with you.
he/him
Coils of Bahamut has a really fantastic story that acts as great bottlecap to ARR’s story and really adds an extra layer of depth to our relationship with Alisaie, who is one of my favourite characters in the game. I finally got around to soloing it before Endwalker launched, and I wish I had played it early. Is it worth the time to go back and redo it? In a perfect world yes but I suspect there are plenty of other things and issue that would be more deserving of such resources… but I think it would be worth them perhaps adding like a solo buff to make the raid easier for those who just want to play it for the story, that negates that boss with a near insta kill I took two hours to clear…
Sounds like you guys are a bit upset that the dungeons are no longer as braindead as they once were.
Considering that 1) I actually enjoy the new boss fights and 2) I've personally complained on these very forums on more than on occasion about how stupidly faceroll dungeons had become with the release of EW, you couldn't be more wrong. But if you want to just make stuff up to feed forum sycophants than have at it.


If coils could get a telegraph update to match current raids, without nerfing the difficulty into oblivion like they do to every other piece of content in the game, i'm all for it.



This is what's confusing to me. Who legitimately is still using Coils as a measure of anything anymore? The raids launched 10 years ago and are so underpopulated there are maybe a half dozen runs per month of it.
What is the real harm in nerfing the content? Why is everyone so terrified of nerfing content that has been irrelevant and dead to the game, other than cutscenes, for close to 8 years now?
If half of the people concerned with "nerfing the difficulty into oblivion" actually ran the content semi-regularly we wouldn't even be having the conversation.
Last edited by VerdeLuck; 07-31-2023 at 10:20 AM.
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