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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
    localareanetwork's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    255
    Character
    Local-area Network
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Unending Coil has a cooler story, do that one instead.
    (1)

  5. #5
    Player
    Remolia's Avatar
    Join Date
    Jun 2022
    Posts
    350
    Character
    Remi Poemi
    World
    Omega
    Main Class
    Conjurer Lv 100
    nooo, fixing 50 level alliances goes first!!
    (5)

  6. #6
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,417
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Remolia View Post
    nooo, fixing 50 level alliances goes first!!
    Unironically yes, crystal tower is the worst dungeon set in the game
    (20)

  7. #7
    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

  8. #8
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,417
    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)

  9. #9
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard 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.
    I say they handled the MSQ ones well, the trust ones …not so much. They aren’t sly I see the reduced damage from enemies
    (2)

  10. #10
    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

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