Now, I’m not saying this to complain, but there seems to be a few specific anti-zerg mechanics that are blatant death for people in the Gauntlet area.
Kuraii is the biggest offender, with his poison pools that not only nearly insta-down you, then kill you, but further still is that they have no wind up. I’m all for large AoEs forcing a zerg to pay attention and shift, but when you’re fighting in limited space with an attack that covers a huge area, stacks up, and doesn’t give you warning about it’s location before triggering and killing you; to me that feels like a cheap mechanic.
Better is Wiggen’s with his artillary. The circles are clear and easy to see in the environment, and you have enough of a delay to move without being insta-gibbed.
I simply find the disparity in difficulty between these enemies to be pretty blatantly broken.
Yes, I know it’s difficult to design challenging enemies for large groups of players to take down and that we spam boons, cleanses and healing in an AoE constantly, but this is not a difficulty or challenge to overcome, it’s an insta-gib that is difficult to avoid, if not outright impossible.
Please Anet, the point of the red circles is to give us warning about what’s coming so we can use your fantastic mobility and skill based mechanics to make the most of the situation and avoid damage, design your encounters around that fact.
Even more so since in these zerg situations it’s more imperative to focus on the red circles on the ground rather than the target you’re fighting. There are hardly any ‘tells’ for these powerful attacks and it feels ultimately frustrating and unfairly punishing to constantly die to something I’ve no chance to defend against.
It doesn’t feel like my mistake, it feels like bad game design.
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