I didn't go on my first CT run until maybe the 2nd or 3rd week after 2.1 hit. And while I've been lvl 50 for a while now, I finally did Coil turn 1 for the first time this past week. So both of these events are still fairly fresh and new to me, and I was thinking about the similarities and differences between them.
They were both clearly designed to be limited to one drop per week. CT enforces this directly through your ability to lot and receive loot. Meanwhile, Coil did this in an indirect manner by limiting participation. You can only get a drop when you clear the turn, and once you clear it you can't repeat it until the next week.
CT has felt far more accessible than Coil. And while DF (which you can use for CT but not yet for Coil) and difficulty (CT is much less difficult than Coil) play a part, I can't help but think it's the style of lock out being enforced that plays the biggest role in my perception of Coil being less accessible. Coil reminds me a lot of Assault and Nyzul in XI. I had plenty of friends on my server in XI that would have been willing to help me with all sorts of stuff. But when it came to Assault and Nyzul, their hands were tied because they had to save their Assault Tags for their scheduled statics. The same thing happens with Coil. If you have some friends who are in statics for Coil, they absolutely can't help you with Coil. Meanwhile, CT is completely different. Even if your friends have already gotten their weekly drop and capped their myth, they could still choose to do a CT run to help you fill out your party.
While SE has announced plans to lift the weekly lock-out from turns 1 through 5 once turns 6 through 9 are added, I'm guessing that they will still apply this weekly lock-out mechanism to turns 6 through 9. I wish they would pursue a lock-out that's more like CT's. And I definitely hope they don't use participation based lock-outs on other new content that gets added in the future.
Anyone else feel this way?