Quote Originally Posted by Tupsi View Post
Savage Coil, per Yoshida, was designed as an experiment if people would want harder content - The problem, however, is it shares lockout with the current progression content (Coil 2) so more are less inclined to even play around with it.
The lockout is not an issue, since the lockout only occurs once you complete the dungeon.


Quote Originally Posted by Khaoticsuccubus View Post
If someone doesn't have the time or commitment needed for coil then that means they fall into the 60%, casual playerbase. This isn't really about what one person or the other defines as being mainstream or not. It's what SE divides them into. Coil was not put in there to cater to 10% of the playerbase. Savage coil was however.
I don't know where you're getting these numbers from, but this is patently incorrect.

For example, using WoW as an example, less than 5% of the playerbase will ever complete normal raids (forget about Heroic Mode - that's for the 1%ers, which is what Savage Mode is the equivalent of). It is completely inarguable that the Coil is intended for the hardcore 10% (maybe not even 10%, more like 5% really) of the playerbase. You can make-believe that it's intended for the mainstream 30% but you're just making stuff up from thin air at that point (as well as ignoring reality).

The truth is simply that there isn't much in the way of content for the "mainstream" 30%, and basically nothing in the way of worthwhile "mainstream" content.