Consider Fractal, not just level
Agree 100%, but already posted EXACTLY what you said here:
https://forum-en.gw2archive.eu/forum/game/dungeons/Instabilities-need-more-planning
i aggree 100% too
Please put more thought into which fractal instabilities go into which fractals. There are some that simply shouldn’t be used in some fractals due to design. Assigning them in arbitrary 10-level blocks is creating a lot of issues.
The biggest example is Cliffside. The entire fractal (except the boss) is about forcing you fight in cramped locations where you cannot do much to move. Toxin trail can end up covering the entire available area making it unavoidable, and social awkwardness can make the arm seals almost impossible to do since the enemies follow you into the hallway, where maintaining the needed separation (especially when being attacked from both sides, which tends to happen at higher levels where full clearing takes so long that the seals regen to full faster than you can do it) is generally not possible.
The design of the fractal, not the fractal level, is the main driver of difficulty in combination with the instability, and the new instabilities can completely throw off the difficulty progression if used in the wrong fractal.
Agree 100%, but already posted EXACTLY what you said here:
https://forum-en.gw2archive.eu/forum/game/dungeons/Instabilities-need-more-planning
i aggree 100% too
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