For a patch beyond 2.3
For a patch beyond 2.3
They might as well make use of that Beast Tribe currency leftover from 1.0's Relics.
Maybe throw in a bunch of Key Items from quests and shit. Obligatory Tomestone materials, along with stages requiring 25 stacks each of some combination of HQ (and only HQ) Gold and Darksteel Ore, or Crawler Cocoons, Spruce Logs, etc. along however far this Relic upgrade thing stretches.
Is that not brutal enough yet?
For all the people saying the best gear should come from the hardest content, remember this: at a 450 cap, it takes 3 months to fully welfare a job to i90. More importantly, by lowering the ilvl of tome gear, SE basically destroyed the 'token system' allagan gear sorta had going in 2.0. I read about people going 20 runs without their coil drops, that's 5 months. Luckily you'd even get 50 tomes from the turn to farm up equal gear. Now instead of having an alternative with tome gear, it's changed to 'enjoy being gimp with gear 10 levels lower, because hurray rng'. Allagan weapons being 5 ilvl higher was fine as 'prestige', no need to make that difference more and fuck you out of a 'token system' in the process.
I'm sure we are all hoping for the coil drop system to change, but I am not holding my breath this close to 2.2 release.
Still haven't seen aiming boots after 4-5 months of turn 4 at the very least, so fuck everything basically. Lockouts + rng in a vertical progression game is fucking stupid.
Going to be sad when my crit value goes down because there's only one best set now due to dex and it's definitely not going to be all crit.
I was stuck wearing some darklight for a while for acc purposes. Can't wait to be wearing currency gear because coil drops are awfully itemized like turn 1-5 are for bard. They better take into consideration this shit and not make all of a classes best gear drop from the last boss
Do you have any sort of proof of this?
Well, it's 4 turns that have drops, which is the same as current Coil, so I imagine it will be the same sort of schematics. 2 chests at the end of each turn, the final turn has one chest dropping only the new 115 weapons.
They ruined the token system when you could get Myth from things other than the hardest content. You shouldn't be able to get the best gear while skipping the hardest content. This approach doesn't fix the problem either though. Not sure which I liked better. We'll just have to see how much RNG fucks us all in the ass first. Even though I'm currently lucky enough to be full PLD BIS my luck could change in 2.2.
My group has yet to see a Round Shield drop since we began Coil in October; neither have Blade or Helm dropped across 8 Twintania kills. It might be less terrible if the Allagan armor and accessories were dispersed across multiple mini-bosses or chests with smaller pools, since we're probably not getting a token system with the new Turns.
It feels like
all over again.Spoiler: show
Fuck Skirmish Pephredo.
They really should move accessories out the damn coffers, there's so many of them that eat away at the loot table
Put them on the boss or mini-boss/adds (random)
Like Turn 1 ADS at the start, could have done a mechanic where if you kill at least 2 adds, you will see 1 drop (50%), can you do 3?, 2 drops (75% chance), try for 4 and risk it, now you have a shot at 3 drops (100%)
Do that for Coil 2 in some way or fashion
Put a little risk in there to get rewards for the players, Coil 6-9 should be at least 8 coffers (2 each per Turn),and say maybe 6 accessories gotten by doing something through the earlier turns, leaving 1 Turn w/o said mechanic maybe say Turn 9
This way, you have more chances for the right gear to drop
I've lost count on how many fucking times I've seen the damn BLM Rope Belt drop from Turn 4 or Striking/Maiming Earring since doing Coil from October 2013
Last week was the first time EVER! I saw the Tank Belt drop, that's how ridiculous Coil is, a 5 month wait for a GODDAMN accessory...
This is exactly why Coil should have dropped its own tokens, and have that buy Coil gear. Problem with that is turn 5 is harder than turn 1 so you'd need tokens specific to each turn to balance it out. Then they'd need to be careful about not giving you too many or you'd gear up too fast. Another problem with this is you'd get nothing for a while and suddenly be able to buy five pieces at once. I like the idea of a token system to fight the RNG but SE doesn't seem to know how to implement one properly. Or do they? They got it right with the extreme primal quest.
Well he did say that:
It makes me hope there's more to it than straight "Tomes are i100, Coil are i110".In 2.0 the gear was the same, but this time we're doing it different. Once you play you'll understand. Please try it out, I don't want to spoil it.
Them adding to stuff other than coil perhaps wasn't so smart, but considering it takes 3 months to gear up that way, I wouldn't really mind. 3 months is a long time and people who want to go that route should be good for keeping subs. I'd personally rage-quit within a month if I only had rng. Doing coil and getting myth gear to fill in rng fuck up slots was the fastest way to gear up jobs. That doesn't seem to be possible anymore.
I hope Yoshida has some sort of plan for coil drops if he dares to remove the one 'sorta' token system it had going, but why would you not mention that in the live letter? Scared to get burned like when he announced the CT drop system? It can't be that hard to make up a token system that would last about 6 months, which is the expected time frame in which coil drops would get outclassed by new coil turns.
Yeah because announcing it 3 days later will make a huge difference. They've announced more controversial stuff in this letter than "Coil drop system is the same", he's probably just covering up something else that he didn't want to announce right away. He seemed to imply that there is something they haven't revealed yet so save the torches and pitchforks for next week.