That's not entirely reasonable. Coil was a "mystery" because it managed to be something we had never seen before (crystals and technological ruins) in addition to being linked to story elements that were built up over the whole of ARR (read: everyone and their mother talking about the Calamity). The reveals also didn't mean much if you never played during 1.0. "Oh, it's that grumpy girl from the early storyline. Oh, some stuff about a dude she's looking for. Oh, so that's what happened after the whiteout..." etc.
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Something we should also talk about is raid dungeons as part of a tier. Coil and Alex were basically corridors leading to a boss and nothing else. I'd rather Omega be Stormblood's "tier 1" raid, then introduce something new for 4.2 and then finish it off with a third raid for 4.4. Of course, the challenge is in needing a cohesive story to tie the three different locations together; you'd need to introduce something near the beginning of Stormblood and have it pop up once in a while to build things up. It's also a resource-intensive approach.
The trade-off would be making those adds hit really hard or create a kill priority via mechanics.
For example, you could make an add that when they die does something to the boss to make them take more damage for a bit. Making an add particularly dangerous to the off-tank would also work. It's a pity we don't have a job that can mind-control mobs, because a mob that has to be mind-controlled to make the fight doable would be interesting. Adds that need to be killed by the raid before the boss gets them would also be something new for this game.



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