

Again, I'm not asking for a "cake walk" story mode.If you have a cake walk 'story mode'
I just want a repeatable version of the SAME THING that doesn't drop any loot. No nerfing. None. Just give people a chance to beat the content without needing a static.
NO NERFS!
And if you go back a page or two, you'll see you're late to this discussion. Read my posts, then Twiggy's, and you'll see this has already been talked out. Twiggy brought up excellent points that are actually relevant counterpoints to what I want.
Last edited by Thayos; 10-01-2014 at 03:18 AM.

I'm not on Verizon, I'm in Europe with 170 ms ping and 30% packet loss. Stuff stops moving on my screen for gigantic periods of time randomly unless I use a VPN service to get around the issue in my ISPs network. Prior to figuring out what the issue was I have killed Twintania while stuff warped around on my screen and my group would reset the fight should I be lagging at a bad point. Lag is no excuse.If your ISP is not Verizon, I don't care. That is a different issue. Lag makes coil unplayable, and that is a fact. How can you possibly explain dodging divebombs or picking up adds when there is at least 10 second delays in everything you do and see on your screen?
To the rest of your argument, you don't seem to understand that people will not have access to later coils and gear by clearing an easy mode, as explained in the OP. If anything, this would make the playerbase better, as they'd have an avenue for practice. This is purely for storyline purposes.
Now, for "viewing the story" only. Endgame content in this game will not get easier. New, harder challenges will always have to be developed and released onto the players. That only stays true however if over half the player base doesn't lose their incentive to learn to play the game properly. I fear for the upcoming content and how it will have to be "easy enough" for those who can't even kill Twintania. Dungeons will continue to be the most infernally boring thing ever since they can't make them challenging for this exact reason. That is the only reason I don't want it to be handed out to those incapable of getting good.

The content was designed for a specific category of players, and those who aren't in that category who wish to experience the content must wait. Just as it is with a lot of other content in this game that is arbitrarily gated.
As it currently is, I'm fine with. Players that are willing and capable clear the content when it's relevant. Those that are willing yet incapable clear it when it becomes irrelevant. Those unwilling and incapable will see the story when the entire arc is completed and the content originally tied to it all is irrelevant.
So, if you aren't willing or capable to clear this content, whether its current or nerfed, I agree. You too should be able to see this story.
In 3.0.
I think a better solution for Coil Story Mode would be to introduce New Bosses for Coil Story with different mechanics separate and different from Coil Raid Bosses that will replace the Coil Raid Bosses. That way they can introduce a different version of Coil without needing to nerf current Coil Raid bosses.
For Example, Twintania can be replaced by a new Boss being Crystal Dragon (http://finalfantasy.wikia.com/wiki/C...al_Fantasy_VI)) along with having new mechanics unique to Crystal Dragon.
Of course the only Story based boss in Coil storyline now is Nael but his/her story boss can be changed to fighting Nael Deus Darnus in his/her human form instead of his/her Bahamut Avatar form. This would change the Nael Deus Darnus fight and mechanic to be more similar to 1.0 version of the fight with a few things adjusted to suit 2.0 mechanics without needing to recreate and nerf the Coil Raid version of the fight.
As for rewards for Coil Story Mode, I have no idea what they can do with that. Maybe introduce some basic dungeon level gears called Lesser Allagan "Gears" and Tomes.
Last edited by EdwinLi; 10-01-2014 at 05:35 AM.


There really isn't much story in coil its mainly there to be the end game raid to fight bosses and get loot.
Only if you skip or ignore the cutscenes. The entire story of Binding Coil is to explain what happened to Bahamut after end of the era trailer, what happened to Louisoix, and to also explain how Bahamut returns in FF14ARR which once he has returned Bahamut will serve as a Major Antagonist in FF14ARR once again.
I don't see why they couldn't add a Trial/Story Coil with the same mechanics but very significantly eased so that players can go in and learn/practice each phase and get the relevant story bits. Obviously it wouldn't have any drops but it would give players a learning environment without the pressure of a lockout or having to clear so their party can get a reward - once they've learnt the phases they can attempt it with the "bumper bars" removed (Regular Coil). It makes the raid easier to learn and it would allow experienced players to teach without sacrificing loot or their lockout.
Echo obviously doesn't fix the problem - learning the mechanics in a forgiving environment would.
Edit: I'd also like to point out how little Coil does to teach players relevant mechanics before they reach a boss encounter.
Why does the game layer all your learning into one intense and apparently confusing encounter? Sure it'd be a bit spoon fed for advanced players if they had smaller encounters teaching mechanics before the boss - but it doesn't exactly hurt them to have mechanics explained practically - it'd even give you a chance to find out what mechanics might be an issue for certain people when you finally do encounter them on the boss fight.
Last edited by Dhex; 10-01-2014 at 07:01 AM.
Edit: I'd also like to point out how little Coil does to teach players relevant mechanics before they reach a boss encounter.
Why does the game layer all your learning into one intense and apparently confusing encounter? Sure it'd be a bit spoon fed for advanced players if they had smaller encounters teaching mechanics before the boss - but it doesn't exactly hurt them to have mechanics explained practically - it'd even give you a chance to find out what mechanics might be an issue for certain people when you finally do encounter them on the boss fight.
Actually almost all of the original mechanics are demonstrated and learnt outside of coil.
But the idea of BCoB is going in without knowing a single thing.
If you knew what to do, what mechanics were coming up and how to deal with them, people would be walking out of the end-boss Day One/Two.
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