I love the idea of the new fractal instabilities and even multiple instabilities at once, but (idk if the devs did something about it, but the recent blog post says nothing about this matter) honestly most of them are pointless for how they work.
By pointless I mean that most people just spam lvl 50 (or 40-30 etc based on the AR) to reach higher levels so all those interesting and challenging instabilities that should alter the gameplay…go to waste.
To fix this there’re mainly two ways, imo.
The first one is not “acceptable” with the mindset of GW2, and it’s to simply limit people to join higher fractals than the personal level. Wich would limit players a lot , first, and second it would still make it static since people would still just spam lvl 50 once they reach it.
The other one would work much better and make everything much more interesting and different imo and that’s adding a randomic factor to the intabilities.
Instabilities should have a range of possible ones…for example from 21-50 you can find some, from 51-70 other ones or so on (for example from 21-50 you can find inst 1-2-3-4-5…from 51-70 you will find 6-7-8-9-10 and so on).
Or simply make that every X levels you gain new possible instabilities added to the old ones( for example lvl 21-50 have 1-2-3-4-5…and 51-70 it will be 1-2-3-4-5-6-7-8-9-10).
This way, with both new intabilities and the multiple one factor, you could first…do not need one new intability per level nor need to recycle them. Second you can make the fractal more entertaining and have people adapt to them each and every time. Third you could still put the agony instabilities to limit people from going higher levels without enough AR.