Some weeks I only get in for Turn 5 kills in my FC due to having everything I want from T1-T4. It would be nice if I could run it with other people on weeks when this happens on T1-T4 instead of just being locked out of all the turns because I did Turn 5.I guess I'm the only person who likes the system as it is. I don't like people going back into turns after beating it once, it will get a lot of people carried through turns who didn't learn the fight properly. It will also lead to "selling coil 1-4 500k" depending on how it's done.
If you're not getting far enough into it you need to try and find a static group. My group is an LS comprised of people from many FC's and the roster is constantly changing but we've managed to get to turn 5 several times despite only raiding once or twice a week for a couple hours.

As this is still relevant and is worth looking into. Bump!![]()
I would be so happy if coil lockouts were done by Role (Tank, Healer DPS). Would give me more to do in a week.
+1
/10char



I can see it now.
Selling BCoB turns 1-5 10 million gil.
Sorry, this is a bad idea.
I like frog

Were talking coil not titan. Almost all the turns have an enrage timer, titan does not. Even cad has an enrage timer. 3 People cannot carry 5 others through 1-5 as they will very likely meet the enrage. It's not worth defending their opinion, it's a dead end argument and anyone with some coil experience will/should know better.
How does it affect you if someone wants to buy Coil?
One of the games selling points was to have every class/job available to a single character with the switch of a weapon. This really only comes in use during leveling content. You are still binded by a single character lockout and the limits set forth by a single character (retainers, tomes, etc) Since this "feature" is primarily being used during leveling content, why not just level an entirely new character to obtain what can't be by utilizing one of the games key points?
I don't understand what is so wrong for people to want to make better use of a games feature instead of ignoring it all together. While some people will sell (and buy) I am sure that many others will use it as it would be intended as to run 2 or more different jobs throughout a run. Ultimately, this could be created in a way that would discourage people to switch up job roles mid way through Coil due to certain turns being better off with specific classes. A lockout is created for your Job, if you want to switch at turn 5 to single tank Twin?? well, there you go, both your lockouts are now saved to turn 5 for that week.
You can go anywhere you want in this world with a single blade.
This may be a virtual world, but I feel more alive here than in the real world.-Kazuto Kirigaya

I just hope if u entered or completed T5, u still can go to other turns as long as you haven't complete it. It is easier to get party and save a lot times.
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