I like this idea. Maybe the battle will be slower and have pop ups to tell you what's about to happen.
If they can take the time to make savage mode, I don't see why not make practice mode.
I like this idea. Maybe the battle will be slower and have pop ups to tell you what's about to happen.
If they can take the time to make savage mode, I don't see why not make practice mode.
Pop ups to tell you whats about to happen......really
Pls leave it as is, and your practice mode will happen when they release new turns.
A large group of the community would benefit form this and actually wants this since this subject pops up about every month. However, if they were to add practice modes, the current SCoB farmers would clear the next tier within 2 weeks.
I think that endgame content should have some value to it. When everything is cleared in the first or second week, it kind of takes that away. I'm very much for your idea. I just can't think of something which would complement both teaching your FC/buddies and keeping the value. I also can't think of another, respected MMO where endgame does not have a weekly lockout.
I like your point about multiple jobs. They basically are mannequins which you put gear on looted with your main.
or... everyone could just wait for 2.4 when 3rd coil is released and 2nd coil will most likely get its lock out removed and slowly get echo. Seeing as 1st coil had that happened when 2nd coil released, im sure they will do this again. That will be your practice mode, cept now you get rewards, have it easier with echo, can have people who have cleared it carry you, and/or buy your runs.
This is part of the problem, really. If you have people carry you all the time or buy runs instead of actually learning to do the runs properly then you only hurt yourself in the long run since you never actually progress your own skill level. Personally I say, "Just run it", but that can be difficult since so many people run hunts instead. And the people who do run Coil in PF (Coil in DF... Ewwwww....) typically aren't looking for learners and want people who know the runs and don't have to worry about learners. It makes people just coming up to the content shy off or be unable to get in at all.
The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE
Be better if they implemented you and 7 AI no wait that means everyone would pass the content and therefore no bottleneck oh well nice idea though.
that's not solve all the problem i mention ..
1. if you have extra jobs with you and have a good gear on it. you really don't want to try it for "FUN" a bit in coil? you know static problem is they don't want risk drop dps/healing/tanking etc by switching jobs . having this you can have a extra fun while waiting next content. and if they approve this they also will apply it on 3rd coil later which mean big FC can share strategy & EXP on 3rd coil later.
2. we also talking about social community here, which having a practice mode we can interact with new player which need exp in coil or we can share some unique strategy to other party in your FC/LS . since high-end raid battle is the source of good topic for community too.![]()
Mariel Crystallie & Amariel Crystallie & Mariel Celestine
I fully support this and a great idea. I cannot pass T7 due to lack of groups and if I wanna join a. Group that ask for clear experience they kick u. And this is the people that manage to clear ONCE and are already asking for farm or clear experience only. Then we have the pro wannabes that keep clearing coil with their static and keep shouting how easy it is, but OF COURSE. Is gonna be easy for you if you have a set group to do it. Unfortunately we not all have a static to PRACTICE often. Some believe that because they done T9 They better than others... Deluded tossers. Without your static we all be in the same boat. Harsh words but true hurts.(of course not all statics/people). Then when you ask for help to teach you mechanics they put the excuse they have a static and cannot help even thou it is in duty finder, in other words they can\\'t be arsed.
it's easy to help other learn how to fight you just need to not do your clear run the 1st day after reset and do some practice run before your static run.
once the boss is @5% you've already seen/practiced all of his moves you can just let you wipe to not lock your static members.
it doesnt change anything if you clear your coil 1h after reset or 1h before next reset
I don't quite understand how you'd like the practice mode to be. If it's a nerfed version of the normal mode then you wouldn't be training on the true content and it'd be pointless. And if it's the same well I don't see the point, as it is already in the game.4. if the developer say "later the story will be spoiled / about loot / etc" ok here's the point ,
- remove all cutscene on practice mode
- make the req. to enter practice mode to unlock the real version 1st (except t6 (or just make t5 as the req.)) ex: if u want enter t7 practice u must clear t6 real version 1st
- no need rewards loot , or if dev.team want put some reward just put myth or soldi a bit.
- make both savage / normal version practice so even the expert player can trade some info/exp about savage mode battle.
A better answer to that problem would be to remove lockouts on coil and to limit the number of loot per player per week (like what is done on ST/CT).
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