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  1. #21
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,659
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Frizze View Post
    I can confirm that every coil(including im 99% sure the savage versions) can indeed be solo'd today. They were all more or less doable in shadowbringers too. Most were doable in stormblood. Source: I have done them all for fun and to see if i could.
    Yes, I think in Shadowbringers we reached a point where we could solo T9 if we could do enough damage to the adds before they tethered together and then handle the last phase. But now it's so crazy that you can flat out skip the add phase and go straight to the end, last time I did it, making it ridiculously easy to solo. Last time I helped someone with T11 I was able to handle the adds alone but that genuinely was problematic for a long time due to the damage down when they tethered, and before that just all the TB stuff.

    I've solo'd most of the rest since Stormblood as well, not for fun (unless I had it for WT), but to help people clear them.
    (0)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  2. #22
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Jeeqbit View Post
    Yes, I think in Shadowbringers we reached a point where we could solo T9 if we could do enough damage to the adds before they tethered together and then handle the last phase. But now it's so crazy that you can flat out skip the add phase and go straight to the end, last time I did it, making it ridiculously easy to solo. Last time I helped someone with T11 I was able to handle the adds alone but that genuinely was problematic for a long time due to the damage down when they tethered, and before that just all the TB stuff.

    I've solo'd most of the rest since Stormblood as well, not for fun (unless I had it for WT), but to help people clear them.
    Yeah that's what would break them in HW... probably still will. I tried it back then with I think both solo and a party of 4 of various levels.

    If you failed any of the insta-kill mechanics it didn't do enough HP to actually kill you so it would lock the whole thing up and not progress any further. You had to literally leave the instance, requeue, it was annoying as hell it completely stopped any progress on them.

    No one wanted to do them anymore after HW came out. Which was really sad because the storyline for those is really good and it really ties in the whole starting point of the Heros of Light angle what really happened, and why. Its why I can't understand why they are not in the roulette, it really does have a lot to do with the ARR MSQ or at least the original FFXIV before the reset to ARR.
    (0)

  3. #23
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,307
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    While you can at higher levels solo the Coils unsynced, it's more the story that's relevant and you get to get introduced to Alisaie before her full time inclusion in the MSQ, so it'd be better if it was doable before HW without trying to find a proper raid group or someone to carry you.

    I wouldn't mind it getting an easier version that's more in line with normal difficulty stuff so that people could go through for the story at 50 if they care... Doesn't have to be mandatory like CT raids.
    (5)
    Last edited by CaptainLagbeard; 02-18-2024 at 08:28 PM.

  4. #24
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    They reworked the two MSQ duties and they're much better for teaching new players relevant mechanics now, as well as several MSQ dungeons and bosses for Duty Support that does the same. There's no reason not to for CT and Coil.
    (1)

  5. #25
    Player
    Hazama999's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    636
    Character
    Momoida Jojoida
    World
    Halicarnassus
    Main Class
    Sage Lv 100
    I'm actually (somewhat) surprised with how long Coil has gone without some sort of rework. Might be due to not needing to do it for MSQ... Who knows. That said, it feels a bit weird to me. ARR itself came about from the events involving Bahamut and Louisoix. Players coming into the game get a real fancy cutscene showing Bahamut breaking out of Dalamud, with Louis and the dragon just vanishing, leaving you with questions. You do get a tease of the raid's existence right at the very end of 2.0, what with Bahamut roaring and someone calling attention to it, but I figure the player might have gotten a few more pushes given how... Idk, important it for Louisoix, Alisaie, etc... Heck, having a detour that takes you to CT feels even more random than following the roar of the dreadwyrm that reshaped the land. Of course, those of us who've gone through 5.0 know CT eventually pays off but to a new players it's like "...ok I know you're making your way north but first please come check out this sweet tower."

    Regardless, I'm a little torn on this because while I do want the raid series overall to be more visible, I don't know if I trust CBU3 to rework Coil in a way that is satisfying for me to revisit. Coil has the distinction of being one of those raids where you actually traversed through some sort of environment prior to hitting the boss (admittedly Alexander did some of this but to a lesser degree). Oh, the environments weren't particularly hard to get through, with a good number of them being rather linear... but they still created a sense of being in a place as you explore said place. Ultimately this was deemed to be unnecessary by the playerbase at large and we are now left with raids that are just the boss fights. I think that if CBU3 were to remake Coil, it would most likely be done in the style of the raids that came later, and it would lose something because of it.

    All that said, I wouldn't be entirely unopposed to this, if at the end of the day it pushes this raid series to the forefront somewhat.
    (7)

  6. #26
    Player
    Gordita's Avatar
    Join Date
    Feb 2024
    Posts
    193
    Character
    Kinda Chad-ngl
    World
    Halicarnassus
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Saraide View Post
    I want to highlight this part because on Xande you can just stack the 3 stack markers and get away with it.
    I can't emphasize enough how irritating it is to see this happen. Just teaching new players that it's ok to do this, so they can get yelled at for doing it later in content over 50. The CT raid series harbors many issues, which has lead the community to use strategies that just hurt my soul to witness. I definitely agree that the CT boss mechanics need to be revamped, so as to not teach players bad habits, and to make them more fun and engaging. More punishing mechanics , vuln stacks, definitely good additions for those raids. That being said, they'd still want to keep it fairly easy, as it's the introduction to alliance raids. We don't wanna scare the sprouts away from higher level alliance raids, which are already a pain to unlock and get queues to pop a lot of the time.
    (9)

  7. #27
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,304
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    did the crystal tower raids on minilvl recently in a streamer community. sure it was a special event so the people were more focused than your average random player, but they werent expert players. and still, we skipped quite a lot of mechanics.
    mechanics you saw in every random roulette in HW, the difference is quite absurd
    (5)

  8. #28
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,692
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Crystal tower suffers just as much from potency creep as it does from ilvl creep

    Bring up a potency list of your average DPS 1-2-3 in ARR then the same 1-2-3 in EW, on average almost every skill has been buffed by 50-100 potency, that is an absurd amount of extra damage for the DPS not to mention the healers don’t even have to try to have 100% uptime on damage anymore

    Squares insistence on never nerfing anything is honestly a bigger problem than sky high ilvl sync ceilings
    (8)

  9. #29
    Player
    Fyrebrand's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,188
    Character
    Friel Wyndor
    World
    Siren
    Main Class
    White Mage Lv 100
    I think Square Enix is reluctant to change Crystal Tower because they just want new players to clear it easily, get the story and move on. They don't want a spike in difficulty acting as an obstacle in MSQ progression at that early stage in the game. I can see the logic in that, although it also sends the message to new players that FFXIV's alliance raids are total jokes, not fun or interesting at all, and learning mechanics isn't something you need to do. There are also plenty of players who are excited to try harder content, and if this is their first taste of raiding they will be very disappointed. I agree with this thread, and would like to see Crystal Tower content restored to what it once was.

    If they aren't willing to do that, then how about creating a new, optional "Unreal" version tuned for max level? How cool would it be if we had access to our whole job kit in an upscaled Crystal Tower?


    Coils needs a lot of work too. The existing version is too hard for the majority of fresh level 50 players, especially if you expect it to be done in Duty Finder with newbies. You can still have an optional "Savage" difficulty, naturally.

    It also needs to be completely restructured, with no long story cutscenes taking place within the raids themselves. And while you're at it, redo the voiced dialogue in the Coils cutscenes with the current cast. Coils has the absolute WORST voice acting in the entirety of ARR. It's a disgrace.
    (5)

  10. #30
    Player
    Heroman3003's Avatar
    Join Date
    Oct 2022
    Posts
    398
    Character
    Lauren Zackson
    World
    Lich
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Gordita View Post
    I can't emphasize enough how irritating it is to see this happen. Just teaching new players that it's ok to do this, so they can get yelled at for doing it later in content over 50. The CT raid series harbors many issues, which has lead the community to use strategies that just hurt my soul to witness. I definitely agree that the CT boss mechanics need to be revamped, so as to not teach players bad habits, and to make them more fun and engaging. More punishing mechanics , vuln stacks, definitely good additions for those raids. That being said, they'd still want to keep it fairly easy, as it's the introduction to alliance raids. We don't wanna scare the sprouts away from higher level alliance raids, which are already a pain to unlock and get queues to pop a lot of the time.
    What non-Savage/Extreme/Ultimate content over level 50 even has multiple stacks at once? I can't think of any examples other than Xande.
    (0)

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