Respawn rates in GW2 seem to range from “high,” to “too high,” to “that just respawned while I was still fighting it.”
I understand that GW2 is developed under the assumption that nothing solo will ever take place in any part of the game ever – an exaggeration, but given some zones (see: Orr), not an entirely inaccurate one – but I have to say that it feels really terrible to encounter an area or (not group labelled) event with respawns so fast that you can not effectively even make a dent in the mob density.
The Orr zones are the absolute worst of this (although sparse locations around the rest of the world can be just as bad – looking at you, wurm cave in Wayfarer foothills); they may as well just label pretty much the entire zone “group,” because for the majority of locales from Straits all the way to Shore, you lose all distinction between “group” and “non-group” areas and events except for a champion mob that takes forever to kill. You still need a group to do almost anything else and the primary reason for that is the absurdly fast respawn timers that don’t allow you to make progress, albeit slower progress, solo.
I have struggled through my fair share of events in the Orr zones and save for a handful of them that were surprisingly easy to do, I usually had to go through 2-3 rounds of respawns before making any progress at all. At times, I was reduced to playing dodge-the-mobs while whittling away at an event objective without even fighting because fighting was utterly pointless. At worst, it was just an endless killing cycle until more people showed up. Think the “this just respawned while I was fighting it” in the opening paragraph was an exaggeration? In Malchor the other day I was fighting a Risen Acolyte when another Risen Acolyte spawned from the exact same spawn point as the one I was fighting. I almost died because I facepalmed so hard.
On one hand, at least if you just labelled the entire zone “group,” it would actually be honest. That way you could just plaster a giant sign on the zone that says “Don’t even bother if you’re playing on a mid-low pop server during off hours” and call it problem solved.
On the other hand, high respawn timers is a really, really crappy way to induce difficulty into your game. Not only does it break any and all immersion when you try clearing an area with a high respawn rate, it also does nothing to make the difficulty actually interesting. You’re fighting the same thing you just fought, having your progress impeded not because you can’t kill something or can’t respond to a game mechanic, but because of a raw numbers issue that likely stems from gear, lack of people, and/or not being talented pure glass cannon.
When your game mechanic actually makes difficulty boring, you need to reevaluate your game mechanic.
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*I know I talk mostly about the Orr zones, but respawns really are too high in pretty much every area of the game. The Orr zones, along with a handful of other locations, are just the locations where it transcends “annoyance” into “I’ve been fighting respawns in this same location for 15 minutes.”