
 
			
			
				Yes let's go and change a system that isn't broken because of a 15 page thread that a handful of people are posting in.since it seems like almost everyone agrees changes need to happen.
So basically they don't want to play with you, but let's blame the game instead.But they already had their clear.


 
			
			
				nope just the ones complaining that they cant either get carried or carry others, people say they want to play with friends, the issue stands that SE and players like my self, dont want to carry other players, when does it end, if lock outs are removed, the underskilled players will flood requests to better players to put them through the content, this shouldnt happen. SE wants players to go through the same struggle as others, it makes you a better player, and no, 'helping' doesnt, people will ignore most of what occurs.


 
			
			
				I think for a person that has a really solid raid group and lacks free time, the model works great. For the good players with decent amounts of free time, or good time management, it's a rather terrible design.
I cap on soldiery, and finish my SCoB runs on Tuesday (sometimes Wednesday if I'm feeling lazy). This leaves me with 6 straight days of utterly nothing to do endgame-wise. Having to wait nearly an entire week to have something to do, while only having 1-2 days of endgame, is the reason I unsubbed last time.
There simply aren't enough endgame fights to keep successful raiders occupied throughout the week. WoW solved this by consisting raid tiers of 10-12 bosses to clear weekly. FFXIV only has 4. These 4 bosses can be cleared in one smooth night of raiding. We don't need T10-T13 in 2.4, we need T10-T20. Don't put 4 really hard bosses per tier. Put 10 semi-challenging bosses per tier.
This would give even mediocre players a sense of accomplishment when they are able to defeat the first few bosses of a tier. You'd be astonished by the number of people still stuck on T5, that haven't even seen T6 yet. This isn't because those players are bad. It's because SE chose to make fights rather challenging without a dedicated group, while only releasing 4 per tier. This is the reason only 13% of the playerbase is on T9 currently.
SE's current raid formula gates the average player from even seeing most of the endgame raid content. This causes a rather large split within the community. You have the people that clear the raids easily every week. Then you have the people that can't even step into the raids at all. As an FC leader and a former Static leader, I can tell you that this is a huge issue. There simply aren't enough experienced raiders to go around. SE is doing nothing to ease the average player into progression, either. You either have to pick someone up who is WAY below you in progression, or leave your Static and join one that's close to where you are. It sucks even worse for players that are stuck behind the content, but want to progress into the current endgame. They have a snowball's chance in hell of finding a group that'll pick them up and teach them the fights.
Last edited by Raxion; 09-04-2014 at 04:45 AM.


 
			
			
				Really do agree that the amount of bosses is really small, I am used to 10 plus bosses that occur in wow per tier, 4 bosses I still cant get used to, some of the issues that stem from gating is that, player expectation, we would have more experienced players if they are realistic of their skill set and seek other equivalent skilled players and do the content with, at the mo, this whole thread reeks of having better players taking in lower skilled ones and dont realise the ramification from it.
Another note is, whats strange is the whole notion of static, WOW guilds dont run with exact 10 or 25, that have more then that and rotation a roster in and out.



 
			
			
				I'd like to say we actually need a *real* turn 6 through turn 9. As in, "Binding Coil of Bahamut: Turn 6, Turn 7, Turn 8, and Turn 9". Why they decided it was a better idea to make a second name and then start at turns 1-4 again is very odd. It leads me to believe that they want to add more to it later on. They say it'll end but maybe they'll give it a Mirage Tower addition (FFI).
Or to hella troll people who've been calling it T6-9 so that new Coil is also called T6-9, hahahaha. I'd have a good laugh personally.
Because they have pre-made statics that never had a tank spot open?
That doesn't mean they don't want to play the game with me, it means they are obligated to run with their static over playing with me because there is a lock out. Duh.
I'm not sure how you think replacing three people in a party constitutes being carried but the next time you have to rep three people in your static and start an hour late just to have the pugs constantly die to a mechanic as simple as blighted bouqet, please let me know how much patience you are left with.
Guess I should clarify since I've seemed to upset people over my vague statement. I think the devs need to look into some of the suggestions on this thread because I think some of them have valid points.
The one I would agree with most being that it seems to make more sense is letting players run coil multiple times during the week, and locking out the option to roll on loot after either x amount of wins or winning a roll.
This would allow the players with statics to progress as far as they want with their statics, as well as fill in for statics that are not full or help players that are trying to learn the fight after getting their roll.
There is a difference between trying to run with your static to get s$!t done and teaching other players mechanics that they are struggling with. I don't mind either, but I don't like mixing the two, simply because of poor attitudes and people that assume others want a carry because they've never won the fight or are struggling with mechanics. Maybe if this were a possibility, there would be far less people "wanting a carry" because they don't have to constantly join learning parties full of people that rq after one wipe so they can't get sufficient practice, in addition to having the freedom to clear stuff when you want to and help others when you want.


 
			
			
				The system as a whole is fine but I think the biggest issue is amount of content and raid size. Other games in the mmo genre such as wow offer 12-14 bosses per raid tier (1 big zone or 3 smaller raids with 4-6 bosses) with 4 difficulty levels. Each difficulty level gets harder and drops higher ilvl items lets people progress their way to the hardest level. On top of that they offer different raid sizes 10 man 25 man, flex scales to the number of people you bring 10-25.
In FFXIV we basically get 4 bosses to last us 6-7 months. Having savage coil is a step in the right direction for multiple difficulties however it needs to have a separate lockout and offer slightly higher ilvl items like maybe 5 ilvl higher and throw in the bonus of letting you dye the gear so you can show off that yes you beat savage coil. With a separate lockout and chance at getting some higher ilvl items you know a lot of people would be trying it instead of not even attempting it.
I think its safe to say they are having some serious issue dealing with the difficulty curve when it comes to end game. It's like they had a curve set up through the leveling experience and then dropped the ball when it came to raiding after just a few patches. The only way SCoB makes any sense is if they maintained the original difficulty of FCoB, because Rafflasia is close to being on par with Twintania pre-echo nerf. Also, I don't really care about their statistics saying only 10-15% of the populace "should be able to complete our raid content." This is 2014. Every MMORPG gamer whose been around for a while has done some hardcore raiding at some point. There is a logistics problem with getting raiders into the raids because of the fixed 8 person limit on groups not fitting the available raiding population. On top of which, people don't play at the same times and neither do they play the necessary class combinations.
Aka, one of the problems with raiding is that the requirements are so tight its hard to get people in to practice in the first place.
If they had ditched DD as a role and went with controller as the role instead, they could have accepted some level of chaos in matching up people for the raids because as long as you fill a certain number of people of each roll, the excess would just handle damage. Get 4 tanks, 2 healers, 2 controllers? Great, have the extra 2 tanks and controller focus on dpsing the boss. Have 2 tanks, 3 healers, and 3 controllers? Same thing except have the excess healer and controllers do damage.
Last edited by Fendred; 09-04-2014 at 07:06 AM.
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