“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
And specifically about challenge in DEs:
“In the time since launch ArenaNet’s has been examining its event design and seen how with enough players the challenge level of any particular open world event tends to drop. To maintain an element of difficulty, moving forward some events will be designed with layers, where certain challenges won’t trigger until the number of players nearby hits a specific threshold. This will be the case for a climactic encounter with a guild of NPCs called Modus Sceleris, members of which will pop up throughout Tyria to harass you. You can eventually find them all grouped together in one spot, and by interacting with them can take on challenges.
If you’re alone, initially you’ll fight off waves of their minions before challenging one of the members of the guild directly. Each member will have unique boss-like attack patterns in order to force you to move around and use your skills intelligently. If a lot of players gather around the event’s structure switches. Instead of fighting the guild members one at a time, you’ll fight all four at once, making for a more chaotic and difficult encounter. In other parts of the world, an invading group of enemies might take over a town, and if enough players are around to attempt to repel the attack, an elite monster might spawn right in the middle of the fight to ensure nobody involved gets too comfortable. It’ll be interesting to see how ArenaNet applies this philosophy of event design moving forward as older events are continually swapped around for updated ones."
This is the start of something good!
http://au.ign.com/articles/2012/10/22/whats-next-for-guild-wars-2
It’s a good start but I wonder how the rewards would vary from this. Currently only some champions at specific events drop a chest, while most champions give you nothing (not even something to loot) even though they are much harder than killing a veteran. I hope they take care of this kind of disparity. Anything harder deserves better reward, or you may end up somebody trying to solo a boss before letting others joining him (to make things much more difficult).
For some reason I see failure as the best reward. No one fails DEs these days, I just want to see the fail events.
The problem with this is from what I have seen, ANet’s idea of ‘difficult’ is to have area of effect 1 shot kill or super massive damage attacks spammed over and over, and we need less of that, not more. Requiring intelligent movement does not need to be tied to a lightning twitch dodge for every single attack that the enemy performs.
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