So, this dungeon has been rather divisive, and I think saying ’it’s too hard’ or ‘this dungeon is hard in a good way’ gloss over the real problem of the dungeon: context.
(NOTE: I apologize, I know this post is long, but I try to convey my position as clearly as possible.)
GW2 needs more dungeons like this; hard AND rewarding. Fractals is hard AND rewarding. Other dungeons are hard OR rewarding(i.e. CoF = rewarding, CM = Hard). Open world megga bosses are rewarding, but not often hard.
So yes, dungeons that punish mistakes and force players to get better are a good, needed thing. The problem is this: Living story dungeons which are hard will block casuals from finishing the storyline, not because a casual can’t learn the mechanics, but because a casual only plays a few hours out of the week. The biggest problem with this dungeon is that it is story-related, temporary, AND very difficult. Remove any of those three elements and it becomes casual friendly. Temporary and difficult but not story-related? Casuals can just ignore; they won’t be missing anything that special by not playing. Difficult and story related but not temporary? also fine, as the casual has plenty of time to master it.
Anet seems to be starting to follow an alarming trend of making punishing dungeons as temporary content; dungeons with unique mechanics that must be mastered outside of the rest of the game. Secret of Southsun would party-wipe if the unique mechanics of the fight were not followed AND the party was coordinated; something you just can’t expect from a PUG. The Aetherblade instance gets even worse by making the mechanic VERY exacting and punishing.
I have heard it said that the laser fight is hard in a good way because you must know how to dodge and be good at GW2 in general. Well, I will put it this way; I run fractals 26 reliably being the last one up, always on top of things, and generally really pulling my weight, which is more skilled than the majority of GW2 players. I can dodge, stat out my characters well, and know when/where/how to use my abilities. I also run explorable dungeons in much the same way. I’m no expert, but I’m above the average casual player. I spent 2 hours puzzling out the remaining mechanics of the laser fight which weren’t even listed in strat guides. For example, did you know the golems only pull when they are supercharged? Anyhow, it took me a considerable amount of time and repair bills, and ultimately me and my group of voice-chat coordinated friends were unable to get past the laser mid-boss. I could tell that if all members of my party were stated for it and up to my skill level, we would have been able to do it. But that’s just it: the dungeon’s mechanics specifically hinder you from using your normal GW2 skills: dodging is a very minor part of the fight, because the laser walls are un-dodgable. Stability works on them, but it’s really a hard buff to come by, and they will still do a lot of damage. Stages 1 and 2 are laughably easy. Group up and kite the golems, keeping them out of the lasers. No pulls, no invulnerability, no heals. Easy. Stage 3 becomes stupidly hard in contrast. no matter what, you cannot prevent all pulls, one slip up can mean insta-death, and any amount of lacking coordination will wipe the party.
Is that a bad thing in a dungeon? No. It’s good; GW2 needs more content that is both highly challenging and rewarding. Is it a bad thing in a temporary story dungeon? Yes. Very yes. I have been rather put off by Anet’s focus on temporary content in general; where are the new fractals? more dungeons? or even raids? Right now we have only one piece of content which is both challenging AND rewarding: fractals of the mists.
So yeah, that’s the REAL problem with it. A challenging temp dungeon which isn’t story-related is fine. It would be like a new PvP map: ‘Oh, I don’t care about that, I’m a casual PvE person.’ Instead the casual PvE player wants to see the story, but may not have the time to learn a new difficult dungeon in such a short amount of time. And before someone says ‘who cares about casuals’, I remind you that casuals aren’t necessarily people who don’t care as much about GW2; they are often people who have lots of irl obligations (friends, family, work, etc), or people who simply enjoy the game for other reasons (roleplay, lore, WvW, or just not focusing too much on the technical aspects).
I really hope Anet does not continue this trend of difficult and punishing temporary story dungeons, and instead either gives users a ‘hardcore’ and ‘softcore’ more for the temp dungeons, or simply puts hardcore content into permanent or non-story-centric implementations.