The last boss in Queen’s Jubilee the greatest game design ever. I’m sure it went down like this:
ANet Dev#1: "I know, let’s make a 1v1 event that…
-Has an invulnerable enemy
-Spawns minions that chase you and instant-kill you if they touch you
-Spawn said minions behind you out of the view of your camera angle
-Require you to kite said minions into spawning pools
-Make the player pick up shards from the death of minions. Make these shards dissapear after time. Make the player have to stop in place to both pickup shard and to throw it so other minions can catch up to them. Make them do this 3 times
-Has a constantly spawning mass-AoE instant kill pool
-Randomly spawn a rift throughout which pulls the player into said instant kill pools
-Make said rift force player to drop shards
-Make said rift “Obstructed” by air so the player can’t kill it temporarily
-Make a special effect that intermittently blurs the player’s screen so they can’t see where they’re running
-When the player wears off the enemy’s invulnerability, make the enemy attack them harder, faster, and spawn larger instant-kill AoE death pools"
-Requires a cost to entry
-Instead of instancing it, requires the player to either wait for other players to finish, or requires them to run all the way back to the entrance if they die at an empty dome
ANet Dev#2: “Hmm…. I don’t know…. how could we make this even more challenging?”
ANet Dev#3: "I know. We like temporary things. And mini-pets. Let’s make this content temporary, forcing the players to complete it within a timeframe. Even better, let’s add a time limit to the battle itself! And then throw in an exclusive mini-pet that players can’t ever possibly get unless they beat it!
ANet Dev#1: GENIUS!
#This thread will be closed and I will be infracted for criticising the game. #2013
(edited by Lunaire.5827)