Quote Originally Posted by Kerikeron View Post
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.
I'm gonna have to disagree entirely with you on this. I feel this is extremely reasonable as a compromise between the groups that simply need to fill a couple spots and a preventive method for turn selling and carrying. It's very unlikely that 3/4 people can simply carry a group through the mechanics or to sell a turn. My static group makes it easily to turn 5 every week within an hour, yet what about my friends/FC/LS members who just need a dps or just needs a tank to help out with turn 1 later in the week?

This is not a case of fill the group with 7 coil progressed people and a new person to get them gear or sell them the gear. At most, half the team cannot be locked to the coil turn. This leaves the other half + to either meet the dps requirements, have strong enough healers, or geared enough tanks to survive. IMO 3 would be my sweet spot of coil turn cleared people that you can take with you to help. Generally most statics just need 1-2 people to fill and in rare cases 3. Once you get in to 4 people it becomes close to pug territory.

I feel pretty sure that you will be the minority in this case. Most people I know would be grateful for a change to the improve the community not disband/segregate it.