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Results 11 to 14 of 14
  1. #11
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Alukah View Post
    Merc runs, people selling coil runs are the main reason why they don't allow unlimited runs without lockout. Not only selling runs is unhealthy for the game, but it also encourages RMT.
    Merc runs happen even with the lockout, and even if this is true, people are selling SCoB/Primals/etc. anyway once the lockout is gone so what's the harm in getting rid of it from the start? People will still only be able to get one piece of loot per turn per week. Mercing can (and will) happen, with or without the lockout, and it's going to happen with all the other content regardless so gating off the current raid tier really isn't going to stop selling runs from existing. If the argument is to prevent RMT, why not just put a lockout on everything since everything without one is sold?
    (0)

  2. #12
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Because any game worth a damn has a lockout on any important content. The difference is there are multiple venues to obtain loot from.

    SE will get people into the idea that dungeon lockouts are a thing so when we have 3~5 different end-game dungeons people don't suddenly go, "why the hell am I locked out for X amount of days/hours?!?!".
    (1)

  3. #13
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by Vespar View Post
    There is no need for this. People just need to calm down and get over this. Its really not as big of a deal as folks are making it out to be. You'd think someone just stole all their gil and items the way they are crying. We got over the so called nerfs to Turns 1-5 and we will get over this.
    To be fair the nerfs to the first coil were much lighter than what happened to second coil. First coil nerfs consisted of ADS paralyze is shorter and echo. This is quite a bit further.
    (1)

  4. #14
    Player
    axemtitanium's Avatar
    Join Date
    Jul 2012
    Posts
    991
    Character
    Titania Basilikos
    World
    Hyperion
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Tiggy View Post
    To be fair the nerfs to the first coil were much lighter than what happened to second coil. First coil nerfs consisted of ADS paralyze is shorter and echo. This is quite a bit further.
    That's because first coil had like no mechanics compared to second coil. There was nothing TO nerf. T1 and T4 were both just tank and spank fights, ignore all the mechanics anyway.

    Ultimately, the reason we're not going to get selectable tiered difficulty on coil is because it would take too long to balance, leading to increased time between patches. Each difficulty level would have to be balanced separately. With the current implementation (i.e., release normal mode, release savage mode next patch, nerf in the last patch), you only have to balance each difficulty once and you've got 3 whole months to do it. It just doesn't make sense to put all those resources into subdividing coil into a million difficulty levels that are released all at once.
    (0)

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