The reason ANet broke the Knights encounters has to do with not understanding player psychology. If they did, everything that happened would be very predictable.
Situation: At first, you could kill as many knights as you liked, get six boxes for each, and needed all three cleared to get to the hologram.
Outcome: If you kill one knight, you get six boxes, but if you kill three knights, you get 18 boxes. Everyone tried to kill thee bosses. This was chaotic at first, but the players got it down to a pattern and managed to do this routinely.
ANet did not like this. We weren’t playing their game “right,” they needed to stop us from playing it how we wanted to play, we were only allowed to play it how they wanted us to play it. So they “fixed” it.
Situation: They made it so that you could only have 50 players on a boss at once time. If not enough players went to each Knight, it would fail, leading the event to fail far more often.
Outcome: This was even further exacerbated by at least some of the players not paying much attention to the rules change, and following their existing patterned behavior of downing Blue before even attempting the others. This meant that if there were, say, 120 players in the zone, you’d get around 50 at Blue (maybe more if they were dumb), 30 at Green, and 30 at Red (with another 10 just running around doing who knows what). These would typically fail.
Since the events would often fail, less and less people showed up for them. When they do, knowing that they would fail, more and more people that do show up just head for blue, because while it’s arguably possible for 90 people to split into three groups of three and maybe win, it’s far better to clear Blue and everyone gets a prize than to get 90% damage to all thee Knights and not kill any of them. Now that the players are demoralized, even if they “fix” it again on Monday, it’s unlikely that most servers will ever again reach critical mass, the damage has been done.
So what did ANet do wrong here?
1. Scaling. However their scaling works, it doesn’t work right. A full group of 50 people on a knight stand a decent chance of success, but I’ve never once seen 50 people on each knight, and smaller groups are haphazard at best. Apparently sometimes smaller groups work, but there seem to be issues where maybe 30 people can cut it, but 25 or 35 both fail it, something where the scaling jumps ahead of the actual number of players or something. Also, if 30 people are working on a knight, and ten more join from a different knight in the last few minutes, the scaling seems to overshoot, boosting the Knight’s HP to the point that the added DPs can’t make up for the difference in the time allotted.
Solution: Fix the scaling. Make it assume less DPS from each player,
2. The Timer: If players can’t beat them in 15 minutes, the whole thing fails. This leads to a defeatist attitude, which causes people to double down on the easy path rather than attempt the harder path that they know will fail anyways. Since for the most part this event takes about 20 minutes to complete, the 15 minute time limit is unreasonable.
Solution: Remove the timer, or at least set it to 20 minutes.
3. Condition Damage: Condition damage is completely worthless in this fight. It does zero damage for at least half the fight, and even during the other half, the condition damage is not a big deal, all you need to do is stack any fifty conditions on the Knight and ALL damag eis boosted, so even during this phase power damage is perfectly fine.
Solution: Remove Condition damage from the game. That seems to be the track we’re on anyways, While ideally condition damage could be fixed, moves like this one show that Power damage is intended to be the only appropriate build, so players accidentally putting any effort into Condition builds are just misleading themselves. Remove all conditions from the game and replace them with equivalent direct damage.
you spend complaining about it on the forums, you’d be
done by now.”