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  1. #1
    Player
    NeoAmon's Avatar
    Join Date
    Aug 2013
    Posts
    688
    Character
    Sparda Amon
    World
    Behemoth
    Main Class
    Thaumaturge Lv 50

    Binding Coil of Bahamut, Turn6+ Quality of Life Suggestions

    Hello,

    2.2 is coming out in few months I hope . With it comes the promised update to Coil, new turns, new bosses, new loot, new ilvl and most importantly new challenges.

    I thought we could pass along some quality of life suggestions to the Dev team. I think the best method is to just do it like how SE handle the live letters questions.
    • Please post your suggestions as a reply to this thread.
    • If another player already made a suggestion you agree with, simply click the "Like!" button instead of re-posting the suggestion.
    • Please post only one suggestion per reply (of course you are allowed to post several replies!)
    (0)

  2. #2
    Player
    diulalasing's Avatar
    Join Date
    Oct 2013
    Posts
    212
    Character
    Yaladilae Hallucinate
    World
    Cerberus
    Main Class
    Culinarian Lv 50
    turn 6 or turn 1 - 5 hard mode?

    Oh god, caduceus gains stacks twice as fast now and will split into 8 snakes
    (1)

  3. #3
    Player
    Reishi's Avatar
    Join Date
    Dec 2013
    Posts
    241
    Character
    Mythe Vandalay
    World
    Hyperion
    Main Class
    Ninja Lv 70
    T2:
    rot wipes us in 10 secs and enrage does 2k dmg per hit, wheeee
    (1)

  4. #4
    Player
    ServerCollaps's Avatar
    Join Date
    Jan 2012
    Posts
    2,206
    Character
    Mikon Chozo
    World
    Alpha
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Reishi View Post
    T2:
    rot wipes us in 10 secs and enrage does 2k dmg per hit, wheeee
    and the rot immunity debuff lasts for 1 minute
    (1)

  5. #5
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    Hello. Please lock out loot instead of the instance.

    Thanks.
    (6)

  6. #6
    Player
    diulalasing's Avatar
    Join Date
    Oct 2013
    Posts
    212
    Character
    Yaladilae Hallucinate
    World
    Cerberus
    Main Class
    Culinarian Lv 50
    Quote Originally Posted by Zetsumei_Tsunarashi View Post
    Hello. Please lock out loot instead of the instance.

    Thanks.
    I sincerely disagree, don't want Twintania sellers
    (6)

  7. #7
    Player
    SarcasmMisser's Avatar
    Join Date
    Oct 2013
    Posts
    1,128
    Character
    Captnyan Meowpants
    World
    Tonberry
    Main Class
    Thaumaturge Lv 70
    Make it harder than 1-5, keep on increasing the difficulty of new content plz
    (0)

  8. #8
    Player
    Nel_Celestine's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    671
    Character
    Nel Celestine
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Make it challenging mechanics that are randomized, not patterns. Give time for people to learn how to avoid the issues without it becoming more of a memorizing the order. Keep it about the same difficulty as coil is now. No need to make it impossible so only 1% can play it. 10% is fine with people being able to gear up and try it, getting better each time though experience. Allow for multiple kill methods for bosses so there is no single strategy for victory. Make it fun hard, not table flip hard.
    (2)

  9. #9
    Player
    Crimson-Falcon's Avatar
    Join Date
    Aug 2013
    Posts
    737
    Character
    Veera Aurora
    World
    Omega
    Main Class
    Pugilist Lv 70
    T10 we fight omega weapon

    who can cast Nova
    (1)

  10. #10
    Player
    Oscillate_Wildly's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah.
    Posts
    657
    Character
    Aedida Aldricht
    World
    Balmung
    Main Class
    Scholar Lv 60
    -More stun-able targets allowing us to utilize more than just silence, or less stun-ables entirely allowing for any DPS to join without 1 or 2 slots being reserved for multiples of bards or whatever.
    -Creative ways to dodge AoE or attacks that don't always involve moving out of a red ring in a split second. Like moving to platforms that can hold only a certain amount of people, requiring someone to take a small amount of damage and acquiring a debuff or something similar to rotating out rot.
    -friendlier melee fights. I get that tanks need to take damage, but a radial AoE you can't stun or see is frustrating and discouraging and hardly a decent way to make a fight harder when it only makes it 'difficult' for one or two people. Caduceus is a good example of a good melee fight, mostly. Tail swipes can be monitored, and easily evaded, and a safe zone is located on the flanks giving you no reason to suddenly leave which is good. ADS is a bad example, or an example of a fight that is unfair to melee for no obvious reasons. Not to the point of making them useless, but to the point where I don't want to get anywhere near it at any time. However if that's how they're keeping dps output low to push the count down then good fricking job. I am absolutely terrified of that thing.
    -Find a way of utilizing the passing-rot mechanic efficiently with more than one Melee in a party. Right now you can have one melee stand out of the fight to pick it up right away, but its still risky.
    -Consider party make up when designing future content. If you think that Coil should be strictly static, then plan for statics and state your intentions. I think the reasons for more people using the enraged method are linked to coordination efforts and panicking during AoE.
    You are playing with a group of people you typically don't know with no local VOIP so Its going to be rough and not often worth the effort of trying over and over again to coordinate. Especially if you're never going to play with these people again. No one rot rotation of players is ever the same. If for example you passed the rot by running onto a platform, and the platform gave it to someone else, it would still be effective, and spaced just the way it is now without the fear of standing on top of one another or needing to suddenly dodge an attack and passing it by mistake. Especially if you don't know who has it. That way everyone can learn the mechanic, watch their debuff, and knows exactly where to run and not to run. That might sound too easy but you'd still need to pay attention to yourself and where to go, it might not be another person but it is a clearly defined target. As clearly defined as if you were in a static and knew your group's rotation. In short, keep PUGs in mind for future content, without necessarily killing the content's difficulty or mechanics. Because I think there's a well defined difference between knowing and being good at the fight/mechanics and having to work with a stranger or another person to complete those mechanics.
    -At least some filler or silly nonsense, as long as its relevant I suppose. As someone said on another thread, 'for as much as people knock turn 3, the only time anyone seems to be having any fun [in coil] is when they're running it.' It breaks up the tension and allows the designers to test things out. I would actually like to see the mechanics of turn 3 utilized again in a more meaningful way. Those jump pads are fun. ): Look into what made Crystal Tower enjoyable.
    (1)
    Quote Originally Posted by Bayohne View Post
    Yeah that ^
    Cool signature, btw!
    Not you, Oscillate_Wildly.
    Not you.

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