The outcry is a rather poor representation of what most people really think. The more indifferent people just stay silent.

The outcry is a rather poor representation of what most people really think. The more indifferent people just stay silent.
I think we should remove all raid content actually, it's incredibly unfair to have people who don't want to put in any effort to not get rewarded - how dare any no life nerds who spend 24/7 wiping on the same boss tell me to stop demanding everything be nerfed to the point of faceroll. The idea of a story mode is great, it should also give the best loot and be as easy as the FATE Dschubba Snacks. I'm sick to death of all these entitled elitist FCOB whiners who want to make the game incredibly difficult; I bet if they had their way, logging in would require you to do Titan Hard which is impossible.
I think adding a story mode would be great, actually!
While there are definitely plenty of players out there with the I-did-it-on-hard-so-you-should-too mentality out there, the feeling i got from the raid community wasn't that they were angry about the idea of an easier mode. They were bothered that the normal mode was nerfed instead. I had a conversation with one person in my static just the other night about how much fun the pre-nerf'ed T7 was and that we no longer have the option to play that fight. Yes, i know savage is out there. Yes, i know we could (conceivably) nerf our gear to add more challenge to the fight. But the point remains that the nerf completely changed the fight. It was a fun fight! I think T5 is still a fun fight, even though gear has made it super easy. I'd much rather see a story mode than nerfs.
Honestly, I think the implementation of a story mode would've been the far superior option.
Thankfully we're getting something like this in Heavensward =D
I often wonder if/hope it will extend to the current raids. I think a Hard Version of our 24 man raids would be amazing! And if 2.0 content is retcon'ed with this normal/hard version, coil story mode could be on the horizon ^_^
I completely agree with this point of view as well. I wasn't very much for a story mode initially but then they nerfed these fights. I'd rather have a story mode than to completely lose the fights that we had. T7 in it's original form is a thing only of memories now, and that's sad. I definitely enjoyed that fight.



Yeah, I'm all for a storymode mostly so they leave the 'normal' modes alone as well...not so much for nostalgia, but more so because this is a game we should be able to enjoy at our own pace...I shouldn't feel like I HAVE to grind the most current endgame content now to experience it in it's 'true' form. Real life happens/not everyone started playing at launch etc, and it just seems unfair to say 'too bad, you have to do it gimped now'.
That said, the storymode WOULD be nice for people who either just want to see the story and move on...or for folk who'd like the challenge, but for whatever reason, can't commit to the static/time/gameplay required RIGHT NOW!.
(Like for example, I've cut waaaaay back on my raiding/gaming because well, pregnant/baby's take attention...but one day, I'll be back and interested and it would be nice to know the challenge is still there for me.



Really the only really bad thing about Coil's difficulty is that it answers a lot of questions and provides closure to 1.0's storyline which is pretty important to quite a few legacy people (including me) and having it held hostage like that doesn't sit well with me. If it was its own storyline i wouldn't mind it as much.
Alexander is at least addressing a major gameplay issue in that the easier mode is available right out of the gate which provides moderately challenging content for mid-tier players, something that has been seriously lacking in 2.0.
Last edited by Estellios; 02-12-2015 at 04:26 AM.

They built this raid with many "Autokill" mechanics.
Turn 1, Caduceus, man if he got up to 8 stacks before he died he would be DESTROING your party. All of the original strategies involved carefully timing he death of he snakes and Limit Breaking.
With nerfs + Gear improvements, lol, I bet I can't tank both snakes, at 8 sacks, and a single Scholar could play gameboy advanced while tossing me heals.
Turn 2. ADS. (No, I will not mention the path TO ADS. If you can't pick one direction or the other, you just aren't trying hard enough)
Between getting to ADS, Coping with Allagan Rot and killing him within the time limit was the original sruggle, and man it was tough. But then, once we started geting pieces of i90 gear . . . we noiced that the alleged enrage timer was nothing to worry about. now, between echo and available gear . . . again, I'm sure you can single heal through this, even if you weren't expecting the enrage to go off. Sure, passing Rot is challenging for groups with lag issues. The thing is, if you need an easier method than passing Rot, then wait until about 30 seconds before the enrage timer hits and pull.
Turn 3. Trololololololoooooooolllllllllllllll
this has always been SO EASY that SE said they would never make a turn like this again, which is why second and third coils are only 4 insances long, not 5.
Turn 4 - See turn 4 was always a DPS check. That's how it is designed. there's nothing really complicated about it. If you are a tank, you need to know the fight, and be in position before the next wave drops in. but it's not challenging, nor really, has it ever been. The hard part was knowing when you could pop cooldowns, to take the least amoun of damage, and still have them back up for when you needed them later on.
DPS is so high now, that you can easily use melee to kill that magic knights/soldiers whatever. Tanks can tank all of the mobs that spawn at any sage if given the chance. and if you can't, well then build a two-tank, two-healer team. Or get a friend like me to tank it for you. DPS, just kill suff. The more BLM+BRD's the better. Just love yourself in that sacred AoE damage.
Turn 5 - this used to be a seriously challenging fight. Each phase drastically different than the one before, and the simple rotation of attacks used by Twintannia was SO STRONG that a lot of every-day healers just couldn't keep up, and that same rotation is persistent through most of the fight, on top of all of the mechanics. So let's break it down.
Before, we needed two tanks. One to take Twintannia, the other to take the ghosts. Even the tank getting hit by the ghosts would sometimes take enough damage that this was hard to keep up with. (I'm talking 2.0, with still mostly i70 gear, for those of you wondering wtf I'm talking about)
now, one tank can easily tank all of them. As a WAR, I pull everything, pop Vengeance and infuriate. When her spike damage move is coming (lol, can't remember what it's called) use Inner Beast. PLD's just pop any CD, with Shield oath, and current gear, it shouldn't be an issue.
Then we were dealing with conflags. If you are in a group without SMN's or SCH's, they Off tank would need to be in a "Soak" party with your melee DPS, which wasn't s bad, but i became very challenging to DPS the Conflags down fast enough, or you would sart losing people to conflagartion. a dead DPS meant they couldn't soak a fireball anymore and could be disastrous.
Now, your biggest concern is DPS'ing too hard too fast, and getting somebody stuck in a Conflag when Twin phase changes. Even then, your ranged DPS can probabl break the person out, and they STILL might have time to get into position for Divebombs. Which brings me to the next phase.
We're getting more into the memory phase. OK, Yes, this is where most groups fail. BUt you know what? If you can't learn this tpe of dodging, then you also can't beat Single Player games. This is an option RAID boss. Not just an instance boss. It is supposed to be somewhat challenging. And by challenging, all you have to do, is run and stand in a hole.
Somebody feel free to insert a picture of said hole beneath my post.
When you see the green light, run up the hill, turn around, and run back down. This happens three times. That will never change.
Getting hit by divebomb used to one-shot people. needless to say, it doesn't anymore. If you've made it to Twintannia, and it one-shots you, your gear is broken, and that's the real problem.
then snakes appear. Terrific. Kill two of them. how you killed them used to be an issue. It just isn't an issue anymore. I tank all 3, and stay standing in the hole for Dive bombs, which brings me to,
3 moe divebombs. Ignore the Snake(s), when there's a green light, run out, turn around, run in. Worry about the snakes after.
Two more snakes appear. Man, this used to be tough. Making this DPS check. Often, you would have 4-5 sakes up, and you needed BLM/SMN LB3 to kill them all down. Or, if you were melee heavy, you'd be killing them in a certain way, so that when they died, the vulnerability hit the other snakes, and ou could kill the boss snake faster blah blah blah.
Now, kill the snakes as fast as you can, melee Limit Break Asclep. Go stand in the puddles.
As you can see, Twintannia, is still lots to remember. But now, you've made it to the home stretch. You should have Twintannia on Focus. When she uses Twister. . . . Just. move. I don't think it even one shots people anymore, but I could be wrong.
You used to need to have a PLD stand in the center, and as soon as a DreadKnight spawned he'd use Shiled Bash, wait for Stun to wear off, and Stun again. now, even as a WAR. I tank Twin in the center, when a Dread spawns, I stun it, and the DPS kill it. Maybe not before Stun ends, but LONG before it gets to anyone.
Oh right, not quite done. Twintannia spits fire and lays those egg things. If you are a tank, either HG, or WAR's use Inner beast Infuriate (wait for IB to wear off,) IB again. Plus maybe Vengeance or something. this used to be tough, somtimes causing the OT to have to voke and tank, and the original MT to swap spots. This was solo tanked before 2.1 came out. We're now at 2.5. once she's done spitting, move out of the fire. keep tanking. The fight will end soon, and you have now cleared first coil. The mechanics in this phase sure, could cause wipes. but usually didn't. It's probably the easiest phase in Turn 5 short of the first phase . . . and that's still debatable.
Turn 5 is a lot to remember, but it's suppose to be like that, or else the story is meaningless. It's not Main scenario. It's additional raid based story. If you want the story, you need to try.
What was all this about anyway?! ?!
Simply, the Coils WERE challenging when they first came out. even though plenty of elitists said they were a joke, too easy, and offered as much advice as "getgud or getout" bu the fact of the matter is, a lot of the enrage/one shot mechanics have been removed, simply by increasing stats via gear and echo. Things that used to be scary for two tanks, are now laughable by one.
If your DPS aren't DPSing enough, then they need to hit moar buttonz! I've DPS'd on this and I almos NEVER play ANYHING other than WAR. Even m PLD cries iself to sleep at night, because I keep i locked in a cage.)


just imagine placing meteors where ever you want with no proxy explosion... or even letting a supper golem form and just burn that down, no heavensfall push back... wait.. this aint even fun anymore >.>
and whats worse is that i normally have to do all this with a child in one arm and the other hanging on my chair... while the 3rd is yelling for something in the other room, and you cant even watch a video to study the fight and scout good players...
"Try not. Do or do not. There is no try."
Guys why so much talking about, devs must simply make coils (or any other end-raids) in two versions, one for sado-masosecond for lazy potatoes to simply watch the cut-scenes and lore in it, i do some coils and see only my character like in any other previous cut-scenes before fights in main scenario (ultima, castrum, garuda) so they suggests that only me "Warrior of light" beat those encounters.......story mode with bosses easy to beat solo but not easy enough, c'mon cut-scenes already show that
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