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