


Indeed, without the stepping stones (normal mode) needed to be truly ready for that difficulty level. Mind you, if there had been a story-mode/"normal" Coil that didn't have rewards or dropped ilvl80 gear I would have been happy doing that and left Heroic mode Coil to those that care about their e-peen over everything else.
The bonus is that they've really messed up the nomenclature of content and now have to make up words that mean "difficult". Really, having stuff called Story/Normal and Hard Mode/Heroic wouldn't have killed anyone. Concepts like Savage Coil are novel but having battle-specific achievements/easter eggs would have had the same effect. Then again, I feel the same way about how primal fights were handled.
The echo buff was more to nerf content without actually nerfing content (which is what Blizzard tends to do after a certain amount of time passes) rather than to simulate different raid difficulty levels.Speaking of which, their raiding scheme is lagging behind the aforementioned WoW expansion and that was like six years ago. The whole echo buff thing feels like a cheap bandaid compared to just having different difficulties for the raids.
* 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)
Me and my friend were discussing this and we came to exact same conclusion.
The massive loot tables with only one run per week make it very, VERY luck based in terms of gear progression, which is silly. Let people get two chances of loot per turn, and let them run it as much as they want. Problem solved. People progress to quickly? Who cares? At least this way we're not stuck with the "Cleared coil, NOW WHAT DO WE DO" syndrome that is preventing this from being an amazing game.
Agree with this.Me and my friend were discussing this and we came to exact same conclusion.
The massive loot tables with only one run per week make it very, VERY luck based in terms of gear progression, which is silly. Let people get two chances of loot per turn, and let them run it as much as they want. Problem solved. People progress to quickly? Who cares? At least this way we're not stuck with the "Cleared coil, NOW WHAT DO WE DO" syndrome that is preventing this from being an amazing game.
Perhaps what they could do about "people progressing too quickly" is introduce an end game dungeon that is tuned to players with the maximum iLevel and BiS gear. And I mean a proper end game dungeon... not a Savage version of an existing dungeon. It would be extremely hard to clear, the kind of dungeon that even with the best gear in the game you'd only eke out a victory. The rewards could be vanity items like a special title, mount, vanity gear of final fantasy characters (e.g. Aeris/Cloud), furniture etc, basically anything except a gear upgrade. The goal after all is to give players who've reached BiS something to challenge, not lock BiS gear behind extreme content. The rewards could be a mix of guaranteed loot for everyone who cleared it (e.g. titles), and loot that the party can roll for.
They could introduce more of such dungeons over several patches. When they do decide to raise the BiS iLevel, they should raise the "level" of these end game dungeons such that the difficulty is maintained.
This way, over time, there will be a good spread of end game content for players to work towards BiS to attempt.

We need larger group sizes for raids and more of them. The thing with WoW content early on was that raiding took time to progress through. I'm not sure how it is right now but I imagine there are groups that smash through T6-9 in a single sitting and that is it. They are done that week. WoW early on yeah they didn't have anything til MC but just before their first expansion you have MC, BWL, ZG, and Naxx for the masochists. Throw into the mix the idea of varied group sizes and its a good deal. We need 24, 16, and 8 man raiding content and a variety of it. This gives content for small and large FCs to tackle and they can add in normal and savage difficulties.
The lack of more raid content is really rough on the raiders, I don't even get into it much on XIV but it seems like a lot of the raider types are being left twiddling their thumbs after coil because there is nothing to jump into afterwards. Start off the next expansion with a new 8 man, normal and savage and a 16 man. First big content patch, add in a Savage for the 16 man, the beginnings of a 24 man raid.
At least then once people finish off one raid and are locked out for the week there is some other raid they can go and start working at instead of just logging off til next week.
For as much as people hate on WoW (I do this now as well post-BC) in its hay-day it had a good bit of content to keep both casuals and hardcore raiders busy with stuff. BiS shouldn't always be from just one raid either. Your BiS neck might come from Raid#1 but your boots you have to trudge through Raid#2 to get.
Last edited by FriendlyUncle; 09-04-2014 at 12:04 AM.


The more players you involve in an instance the lower the difficulty SE is going to implement. This is why CT is the casual raid, more people = less difficult mechanics. They don't trust or expect more than 8 players to be able to work together cohesively enough to design an interesting raid around. Just the sad truth.

I would like to see a staggered unlock implemented to the current system. depending on the number of turns per coil, right now they have been sticking with 4 turns per coil tier (not including turn 3 from first coil, honestly who counts that?). So, after the first 2 weeks they make the first turn farmable, you can now run the turn as many times as you want but now you are drop locked, but the other 3 turns are still clear locked. After the next two week period is up the second turn is now drop locked and farmable. Do this up until roughly two months have passed until all four turns are farmable and I think you have a pretty balanced system while still giving people something to do such as helping other FC members through turns and keeping the community moving forward in terms of gear progression. If they keep the current system in place all they have to do is add 2 more turns and they now have a steady progression plan in place that will last until the next content patch without it feeling empty (for the people who have yet to see drops and are starting to wonder why they even bother) and will still have a ceiling to keep their subs from farming to completion and having nothing left to do.
As do I. Some of these fights have multiple one shot mechanisms. Take titan ex in its prime, no echo and low LV gear. One death the vast majority of the times meant wipe. If we're to have the same difficulty for 25 that would mean throwing continuously oneshots at 25 players and expecting not one of them to die for the whole fight. That's just crazy talk. In not a single game I've played with 25, 40 raids a single player didn't have so much influence in the whole fight. In these big fights you're supposed to handle easily one of two deaths.

If they implemented 24 man with the intended audience for raiders who do coil, I don't see what's the problem. As it is, many fc's have 3 or more static groups working on coil and having a 24 man with a separate lockout allows these groups to play together. This achieves 2 thingsThe more players you involve in an instance the lower the difficulty SE is going to implement. This is why CT is the casual raid, more people = less difficult mechanics. They don't trust or expect more than 8 players to be able to work together cohesively enough to design an interesting raid around. Just the sad truth.
1) If you are unlucky with rng on 8 man, you have another shot in 24 man
2) Alleviates many of the problems players have not being to do content with their fc
The reason why CT is so easy is that it is clearly meant to be puggable (they only added a queue as alliance recently). I'm sure they could design hard content for 24 man if they wanted to.
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