Frankly, I feel a few of the OHKO's shouldn't have been there in the first place (at least, not in a "normal difficulty" raid setting), so this' a welcome change for me.
There's a reason to implement normal & hard mode raids, especially when such meaningful/significant plot is gated behind said raids.
Echo doesn't really suffice when a speck of latency from any one of eight people could consistently cause a full-wipe.
Sure, you people want your one end-game raid option to be hard & for people to have to earn their rite of passage.
Well, do Savage Coil if you're really so inclined to difficulty.
Honestly, just making the fights a little less punishing (OHKO's -> heavy damage) is not that bad.
I think so many of those against this are grossly overreacting.
In any case, I welcome the change & thank you Yoshida & ARR Team.
See I think the problem SE created is they made the floor too difficult for the average player (especially given they only gave us ONE end-game raid) & the incentive for Savage too pathetic.
I think further easing up the baseline is highly appropriate (again, especially given they only gave us ONE end-game raid).
I don't think any raid should be pug-able with ease personally, don't get me wrong.
I just think they set the bar a little too high for a normal-difficulty raid setting... there's a reason so many players feel so despairing when it comes to completing Coil, and I don't think that reason should exist for such a significant portion of the player-base.
Having both Hard-Mode & Extreme-Mode Primals with appropriated rewards was a good move, gating important plot behind Normal Coil & not providing a good incentive to Savage Coil was not.
In the future, SE needs to implement 3 Tiers of Raid Difficulty so everybody can reasonably enjoy the game's Raid Content.
Using Coil as an example, we'd have: Story (post impending nerfs) > Hard (current as-is) > Savage.
We need 24-man Savage Options too (simultaneously released), CT/ST are too pathetically easy.
Essentially, I agree with you, except I think the primary issue is the lack of incentive for Savage Coil.
See, the thing is, if you make them wait every cycle... they're always going to feel dejected or second-class.
Not necessarily wrong, but it just doesn't sit well.
Let them enjoy it while it's current, right alongside the more avid/skilled.
Surely, give them lesser rewards, but let them have their sense of accomplishment while it feels real/pertinent/relevant.
Not when it would feel like a pity passing-grade.