Quote Originally Posted by Xatsh View Post

I will use the big 2 other mmo that people in this game came from:

XI had lockouts - they involved between 6-50ppl could take any amount of people and there was numerous activities to do at once. (Equally valid content with and without lockouts)
WoW had Lockouts - you could take your entire/most your guild without leaving people out. Yes WoW had lack of content when you go to the end, but it was focused on the entire group.

That is the problem with XIV... there is 1 piece of endgame content and it has extremely restrictive lockouts. They need to either add more content that is valid or remove the lockouts... If people burn through it too fast the devs need to either A) design content faster or B) add different forms of content for endgame... not just 1 set of instanced boss fight (it is not even a raid technically).


This is what I wanted to say, but didn't want to make the comparison in the OP because people wouldn't get past the vs. XI / WoW thing.

Another problem is how the iLvL on gear is going up and up, when does it stop? what's the point? Bigger numbers? Trivializing all previous content? if they just stopped at iLvL 60 and just made everything else a side grade or available for vanity we would have a much more balanced and WAAAAAAY more challenging content.

Keep coil the way it is, it's a hard type boss rush.

Add raid dungeons for 8 players with challenging trash mobs, gimmicks and multiple mini-boss fights leading to a mega boss. Gate the progression with Loot lock instead of content lock.

Add Tiered Levequests (think 1.0 faction leves) which would be gated by the number of Faction allowances day/week, each set of leves completed leads to more difficult challenges.

Make all these options on par with coil for gear progression.


The point is weekly lock outs is terrible and is making a stagnant endgame.