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  1. #10
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Dhex View Post
    Spent 9hrs in various pick-ups watching primarily DPS fail on Turn 6 this week.

    The content isn't difficult from a complexity standpoint but if you have a single person fumble a mechanic the raid is over in most cases.

    Content is not enjoyable when you can't do it with friends.
    The lockout prevents this - and the unforgiving nature of the content even makes becoming friends harder; frustration is not good for that.

    Personally I've come to the conclusion that Coil content is purely a frustrating endevor and worse; a waste of time.

    I would like to raid and complete content but it seems to require a static. That's pretty harsh and it locks a lot of people out of Coil raiding by default.
    This is more a result of the small group focus they have for raiding. I guess they could try doing 8-man and 24-man versions of the same content, where yes the DPS and performance required (on paper) is greater in a 24-man raid but there's also more room for error and, depending how content is tuned, more opportunities to bring new people. Back when I raided in WoW we sometimes pulled people that were in other guilds we knew that didn't get to raid that week or had an alt they wanted to run a raid with. You had the "core group" for a 25-man and several people who sometimes made raids and sometimes could not, so spots tended to open up on raid nights for new people. Since this was done in-guild we took the time to explain mechanics and so on. Seemed to work pretty well and managed to get a lot of people to see the content and did this through Trial of the Grand Crusader. Icecrown Citadel happened to be tuned where the first four boss fights could be pugged, which when combined with catch up gear (stuff from the ICC heroics + some crafted gear) meant even non-raiders got to see the inside of the last major raid in the expansion.

    You can't do something like this because a smaller group greatly diminishes the room for error and chance at recovery. Now take that and combine it with how Coil is tuned and you absolutely need a static in order to run it and have a chance of reaching the end.

    tl;dr - The lockout is NOT the problem. The problem is the raid size.
    (0)
    Last edited by Duelle; 08-31-2014 at 07:58 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)