I mean, I think you could break down anything in life to its most simple mechanics and claim that its not hard.



I mean, I think you could break down anything in life to its most simple mechanics and claim that its not hard.

Hey here is an idea. You have a problem with having the old content nerfed using the echo buff, you just click that damn thing off. Yoshi-P wants the game to be accessible to everyone, you beat Coil 1 - 5, and then beat 6 - 9, no problem, new content incoming. You're a new player or a returning one and have friends that beat the old content, well they now can help you with those fights. It's different strokes for different folks, you all need to get over it, this how the game is moving forward.
Se want the community to think coil is exclusive and difficult. When it's really just a memory test.
The only difficulty with coil is finding 7 other members. Sure maybe a hint of "skill" was required figuring out these fights, but I laugh every time I see "skill" and coil in same sentence now.
Guide to coil: 1) Watch strat video from other people. 2) wipe continuously until u get it right. This is skill?
Last edited by Sessurea; 10-20-2014 at 11:09 PM.


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The reason why people are saying the fights are straight forward is...because in the literal sense it is. Everything is scripted and occurs on a rotation, pattern or boss hp (which is now displayed by a %). The closest dynamic mechanic I've seen is the spawn location of certain adds (such as bulbs and renauds), but dealing with them is all the same.
The real challenge is getting 7 other people who are willing to commit to a group and learn the fights. Every group does the fight differently, and while things are simple on paper, you still need to have first hand experience to be able to work on it. When you have to replace people in a static or PuG, you're at the mercy of them being on track with what you know, or essentailly have your progress reset when someone within that static bails on you.
My static has been stuck on T7 for the last week because every raid night someone bails out on us at the last minute, causing us to start an hour late and have to PUG someone (who would then also bail on us after 2-3 wipes, despite it being a progressive/learning static)


Ya, but hey watch for logic on these forums most people started killing late and claim "Easy". Most weren't on the cusp of progression with no guides, or defaulted to any video as soon as it came out. Without video assistance I doubt many people would have been able to do the content.The reason why people are saying the fights are straight forward is...because in the literal sense it is. Everything is scripted and occurs on a rotation, pattern or boss hp (which is now displayed by a %). The closest dynamic mechanic I've seen is the spawn location of certain adds (such as bulbs and renauds), but dealing with them is all the same.
I.E. If a divebomb guide wasn't made in T9 I doubt many people would have cleared as they did.
If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.
It's only a matter of time when people start adjusting and learning to the mechanics as they see it first hand (which again, is going to require a static group to make any learning process stick).Ya, but hey watch for logic on these forums most people started killing late and claim "Easy". Most weren't on the cusp of progression with no guides, or defaulted to any video as soon as it came out. Without video assistance I doubt many people would have been able to do the content.
I.E. If a divebomb guide wasn't made in T9 I doubt many people would have cleared as they did.
Logic gets incredibly skewed in an online community forum; we're in an environment where people immediately call others lazy for not being able to finish atma in a month+ span (despite the RNG), people who treat story cutscenes as some sort of prestige reward to justify it being locked behind the hardest content in the game...and then telling them to go youtube it in the same post (such prestige rewards!)...etc etc...
And in the end, I feel that people really seem to be overreacting to the "nerf" that may be coming. I have very low expectations of upcoming content after seeing what we've been given the past few months (hunts and housing for example) that I wouldn't expect any more than a 20% echo being slapped on with lock out removal.
In reference to the T7 discussion;
>MT from what I've seen has the most nose-pickiest role in the entire fight...in the sense they have time to pick their noses and still perform whats needed out of them.
>OT needs to pick up the adds, manage their cooldowns and not run through the party in a way that'd interfere with other mechanics.
>Melee needs to watch their positioning for circle slash and maintain full dps. While there's no dPS check, the amount of outgoing damage from the adds justify you being able to kill the first one ASAP and maximizing your dps.
>Ranged needs to stay spread out, bonus kudos for the one assigned to kiting the renaud.
>Healers need to be on top of petrifying the renauds on top of their normal roles.
In the end, though, it's nothing out of the ordinary save for a few mechanics being slapped. You have no place in end game content if you can't play your class properly to maximize dps (looking at the melee specifically in this case). Beyond that, it's an attention span check and being on top of mechanics as they spawn when you know what's coming up (which is easy to do...since everything happens on a scripted basis.)
Last edited by RiceisNice; 10-20-2014 at 11:45 PM.
t6-8 are pretty easy especially at i110. Those fights have been PUGed for 5 months.
T8 takes the most coordination, I'd say its about the same as Ramuh EX.
T6 at i110 is a joke since you can skip the entire last phase and just DPS. Getting the person with honey eaten is the hardest part.
T7 is red light, green light in a video game. The kiter needs to be on point, the healers need to coordinate with each other. The other 5 people just turn around at the right time. There is also no DPS check in this fight so at i110 you can take your time and make sure you don't F-up.
T9 will be the struggle for most people (like t5) there is a ton going on in that fight. Meteor placement and phase 4 have the biggest learning curves.


I do the hardest role in T7 and it's honestly not hard at all. It can be annoying if the renaults choose to spawn across the field constantly making everything awkward but it's by no means hard. T8 is as simple as being able to pay attention to the field and either knowing how to listen if someone tells you to do something or knowing how the towers work. I still see people hesitate to enter a tower when they know they should and I just don't understand it. I especially don't get people dying to blighted. Console or not, just turn around and don't touch the control sticks/tap S.
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