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  1. #1
    Player
    flowerfairy's Avatar
    Join Date
    Aug 2022
    Posts
    155
    Character
    Agnes Nimue
    World
    Midgardsormr
    Main Class
    Scholar Lv 100

    Updating the Coils of Bahamut

    Hello everyone, this is my first thread so I apologize for any weird formatting.

    The 2.x Raid series, Coils of Bahamut, had a storyline that wrapped up Dalamud business from 1.23. It was locked behind the hardest 8-player content for its time (and is still considered harder than endgame fights now). Today, it's a bygone relic of ARR touched mostly by people looking for an easy unsync clear. Unsuspecting sprouts interested in raid content or learning about the story are met with a horrifying queue, horribly telegraphed mechanics, and a horrible time. They are led to PF to find someone to instakill it for them and free trial sprouts have to ask for help in NN.

    I think there is a lot of value in updating Coils to meet today's 8-player content standards. The scenery in this raid is stunning and new players are always interested in having more to play since the only 8-man content available in ARR are the primals hard mode. Simply put, I think it's a waste to have Coils sitting in the closet collecting dust.

    I think that the Coils would be a great place to teach players how to deal with mechanics that are slightly harder than what they see in primals. Light party stacks, flares, spread AoEs, meteors, puddles, adds that need to be separated, and so on. A majority of fights already have mechanics similar to what we see in later expansion raids, albeit with awful telegraphs. I think that updating fights so they focus on the simpler mechanics and changing/removing dumb stuff like divebombs and Nael dragons will make the fights much more manageable with random party members.

    One problem with Coils is that some of the turns were designed as elaborate dungeons where the party would essentially make its own path fighting through mobs. It's very interesting gameplay but I think that it no longer has a place in Raids. Even Alexander isn't as bad since the path is straightforward. I think Coils should be redesigned so that the player progresses through the "dungeon" part of the turn by themselves and queues in Duty Finder for the boss. They could also be designed like Alexander where the path is predetermined by the jump pads and the party burns down any mobs on the way. Some turns could just be straight up removed or combined because it's nothing but mobs.

    TL/DR
    I know that SE is only interested in updating ARR content that's crucial to MSQ but I think that the Coils are a great opportunity to hook players into 8-man content. Not to mention that it features a character that plays a big role in future expansions. I'd like to hear your thoughts on the matter. Do you think this would be nice or a waste of time? Do you like Coils as they are now? Would you like to see a different change to it? Please let me know. Thank you for reading
    (12)

  2. #2
    Player Darthgummibear's Avatar
    Join Date
    Aug 2021
    Posts
    852
    Character
    Angrypillow Duvall
    World
    Marilith
    Main Class
    Astrologian Lv 90
    After how they butchered the two MSQ roulette dungeons, I'd rather they leave coil alone.
    (9)

  3. #3
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Darthgummibear View Post
    After how they butchered the two MSQ roulette dungeons, I'd rather they leave coil alone.
    Butchered? By making people actually have to do mechanics? The horror! I think they handled them well.
    (41)

  4. #4
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by flowerfairy View Post
    Hello everyone, this is my first thread so I apologize for any weird formatting.

    The 2.x Raid series, Coils of Bahamut, had a storyline that wrapped up Dalamud business from 1.23. It was locked behind the hardest 8-player content for its time (and is still considered harder than endgame fights now). Today, it's a bygone relic of ARR touched mostly by people looking for an easy unsync clear. Unsuspecting sprouts interested in raid content or learning about the story are met with a horrifying queue, horribly telegraphed mechanics, and a horrible time. They are led to PF to find someone to instakill it for them and free trial sprouts have to ask for help in NN.

    I think there is a lot of value in updating Coils to meet today's 8-player content standards. The scenery in this raid is stunning and new players are always interested in having more to play since the only 8-man content available in ARR are the primals hard mode. Simply put, I think it's a waste to have Coils sitting in the closet collecting dust.

    I think that the Coils would be a great place to teach players how to deal with mechanics that are slightly harder than what they see in primals. Light party stacks, flares, spread AoEs, meteors, puddles, adds that need to be separated, and so on. A majority of fights already have mechanics similar to what we see in later expansion raids, albeit with awful telegraphs. I think that updating fights so they focus on the simpler mechanics and changing/removing dumb stuff like divebombs and Nael dragons will make the fights much more manageable with random party members.

    One problem with Coils is that some of the turns were designed as elaborate dungeons where the party would essentially make its own path fighting through mobs. It's very interesting gameplay but I think that it no longer has a place in Raids. Even Alexander isn't as bad since the path is straightforward. I think Coils should be redesigned so that the player progresses through the "dungeon" part of the turn by themselves and queues in Duty Finder for the boss. They could also be designed like Alexander where the path is predetermined by the jump pads and the party burns down any mobs on the way. Some turns could just be straight up removed or combined because it's nothing but mobs.

    TL/DR
    I know that SE is only interested in updating ARR content that's crucial to MSQ but I think that the Coils are a great opportunity to hook players into 8-man content. Not to mention that it features a character that plays a big role in future expansions. I'd like to hear your thoughts on the matter. Do you think this would be nice or a waste of time? Do you like Coils as they are now? Would you like to see a different change to it? Please let me know. Thank you for reading
    I wouldn't trust them to restrain themselves from nuking the difficulty while they were tinkering around in there so, nah.

    Quote Originally Posted by Vahlnir View Post
    Butchered? By making people actually have to do mechanics? The horror! I think they handled them well.
    Ah yes the compelling mechanic "dodge, dodge again, dodge some more".
    (8)
    he/him

  5. #5
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,363
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by vetch View Post
    Ah yes the compelling mechanic "dodge, dodge again, dodge some more".
    I think you mean “ignore the mechanic” the damage is pitiful anyway
    (4)

  6. #6
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by Supersnow845 View Post
    I think you mean “ignore the mechanic” the damage is pitiful anyway
    I will give you that it's fun to invuln Nero's and Gaius's "tankbusters" at the last second and then get randomly selected for the followup stack marker while the invuln is still up. You can almost hear the Benny Hill theme as you run your invulnerable tank away from the people with no situational awareness still trying to stack with you.
    (1)
    he/him

  7. #7
    Player
    Espon's Avatar
    Join Date
    Aug 2013
    Posts
    948
    Character
    N'kilah Razhi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by vetch View Post
    Ah yes the compelling mechanic "dodge, dodge again, dodge some more".
    At least the dungeon is now shows new players what future mechanics look like. Before all it taught you was that you were supposed to stand in the electricity or blue fire.
    (5)

  8. #8
    Player NekoMataMata's Avatar
    Join Date
    May 2022
    Posts
    1,849
    Character
    Feline Good
    World
    Halicarnassus
    Main Class
    Paladin Lv 50
    Quote Originally Posted by vetch View Post
    Ah yes the compelling mechanic "dodge, dodge again, dodge some more".
    Compelling or not, it is better, isn't it? Before hand you didn't really have to pay attention, everything died very quickly. The only difficult part before hand was if you optimized during meridianum and stun skipped the invulns.
    (3)

  9. #9
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by NekoMataMata View Post
    Compelling or not, it is better, isn't it? Before hand you didn't really have to pay attention, everything died very quickly. The only difficult part before hand was if you optimized during meridianum and stun skipped the invulns.
    I enjoyed stun-skip, and the mass-pull just before it that you blew up with cannons, and I also enjoyed Livia's mech since we were required to do secondary objectives like protecting/operating the missile launchers and trading off responsibilities because she'd aggro the most recent person to shoot her. The concept of the fight was great, even though in execution it was very easy.

    Prae is better now, I'll give you that, but that has everything to do with it being half as long and nothing to do with the new fights. They're still conceptually barren and boring.
    (0)
    he/him

  10. #10
    Player
    Sotaris's Avatar
    Join Date
    Apr 2018
    Posts
    2,185
    Character
    Meluwen Nobu
    World
    Lich
    Main Class
    White Mage Lv 100
    I don't think they need to revisist coils. If we could beat it fine in ARR, 8 man groups in 2022 can too. I have very fond memories when downing Twintania and Nael the first time. It was difficult fights and rewarding.

    Quote Originally Posted by vetch View Post
    Ah yes the compelling mechanic "dodge, dodge again, dodge some more".
    That's unironically 95% of all mechanics in this game.
    (2)
    Last edited by Sotaris; 08-28-2022 at 05:36 PM.

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