Quote Originally Posted by Vortok View Post
They stated that PLD was performing better than they expected it would in Coil. So regardless of how simple it should've been to catch "use cooldowns to not die" they expected it to be tougher than it has turned out to be.

My comment was also aimed at the game as whole. There are quite a few "oh, that horrific mistake didn't happen, continue the fight" buttons that are available throughout the various classes. People can get away with playing extremely sloppy 99% of the time so there's no incentive for most to improve. We've all heard the stories of WARs attempting Titan/Coil and how half the party was rotating Eye for an Eye, Virus, Blinds, etc to help keep the tank up. That type of coordination and teamwork should've been the norm, but I guess it was too hard.

So now we begin the power creep, not that it wasn't already in full effect with speedruns being the norm for months.
But I think there's something good to take away from all this. That the type of coordination you're talking about was the original intent for difficulty. They took the easy route and just buffed WAR for now (because seriously, can you imagine the sea of tears that would flow from every FC that currently relies upon PLD tanks in coil?) for now. But I'm expecting coil in 2.2 to be something more along the difficulty of running double WAR in 2.0.