Imho, when game became a memory game that requires you to know things beforehand, I will not feel improving my skills on that fights, I am just playing memory. Fights structured the way that if you react when you see things is too late, does not engage me so much. Feels like repeating "12223-left-right-1114" patterns.
Then, if you react when you see things and you die because it was too late by design, cannot called as there is no space for errors, because no one done errors, just they were playing something that does not let them play if not know by memory beforehand where to move and move BEFORE the given thing happens.
Extreme modes needs have more complex mechanics yes, but all the part that require you to play memory game, needs be changed to something else.
Get some friends that are good. My FC can 7man T5 easily without echo, with echo it's a joke. All you need is a solid party and idk about your sever but it shouldn't be that hard to find skilled players. I guess most good people are done with all that and won't do it unless paid though.
It work´s, because it doesn´t drop highest level gear... that´s totally ok, time and loot was introduced basically to gear up for Coil...
But think of this... you could get 1 Loot/Person/Week out of SCoB now.
People would farm their respective Turn´s until they are done, then go forth pulling people through it for sells the rest of the week...
Sure, it´s quite a psychological thing, but there should be at least some content which should be an achievment and a challenge, where you can sit back afterwards and have a feeling of something accomplished...
Call me elitism on that, but I would feel pretty disapointed when i know that the i110 Gear I earned is worn by a guy dumping 6$ at a RMT and then getting carried through by a better geared and experienced party...
Never a mind was changed on an internet board, no matter how good your arguments are...
I don't think so. I know if I get the piece of gear I needed from turn 1 for the week and I'm locked for turns 2~4, I'm not going back in. It's the same with CT. You get in, get your weekly loot, go back next week.More people might actually bother to do the coil of bahamut if this silly restriction was removed. There is quite literally no reason for it to exist other than to annoy players. If it's some strange method of 'gating' content, then it fails because you can still join higher turns as long as the party leader has been there already.
You did not read the OP, did you? This is about the difficulty of T5, which you can repeat over.. and over.. and over... and over.. there is no lockout for T1 - T5. So you are a little off-topic here. OP is saying that T5 is difficult...
I know right... try this:
Current stance of certain forum-folks:
If the Game gets any easier, people will also get driven away. Always goes both ways son, so don't assume that only a certain route will make people leave, all routes do. It is up to SE to decide which route is the best for them and will make less people leave.
I think "difficulty" is not the problem here. It's lack of effort to find/make a group who they can do end game stuff with. What's the point of an MMO if you can clear end game with randoms who also don't want to take the time to actually learn the fight. Appearantly people do want this.
We can't change the players. SE can change the game so I'm with the OP to have different "modes". If only all OP-minded people would not care about the loot. I can guarantee there would be a "riot" thread because "best loot in Coil needs to end" (remember this thread?)
A reward of some sort has to be given to harder content. Same loot, different color, not too much asked right?
Last edited by abzoluut; 06-18-2014 at 09:46 PM.
The fights aren't difficult. They are just unforgiving in mechanics that one person messing up most likely means a wipe for the entire group, due to not being able to meet a DPS check, healer dying and tank subsequently dying, etc. Then once you know the rotations and what to expect, fights suddenly become static and boring. But since Square Enix already gave us their five cents on fights with randomized mechanics, its a win-lose situation.
Honestly, I'll take fights with randomized mechanics and isn't as punishing over a fight that's always the same no matter how many times you do it and one person dying = total party kill.
Last edited by DragonSlayer45; 06-19-2014 at 02:07 AM.
It will never cease to amaze me how this exact problem has already been addressed in other games, in exactly this way, YEARS ago, and yet SE insists on going through the growing pains as if this is the very first time such issues have ever come up.
Tiered raiding systems that have content for hard core and casual with different tier levels of reward is the answer. It's a good answer, too. Give better gear and special titles to those who do hard core content, while building a bridge into that content for casuals to play and even those hard core players to supplement their gearing up. It's win win for everyone.
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