There are a number of issues with the design of several fractals I have noted:
- High levels of AR are pointlessly expensive to achieve, since in general most will only do the higher fractals once before dropping back to the minimum T4 fractals so as to have an easier time, due to rewards being based primarily on personal fractal level rather than fractal played.
- Several fractals have respawn locations that are inconvenient, as they require retraversal for no real reason, as either the enemies are already dead so it is walking through an empty area, there is a jumping sequence that is boring to do multiple times, and/or the path is needlessly long. Examples include Volcanic, Uncatagorized (respawn before the last jumping sequence if wiped at boss), and Snowblind (respawn at the beginning and have to walk all the way back down if wipe at or before Source).
- Volcanic: The corridor with the boulders in it is thematic but serves no purpose but making the fractal longer.
- Volcanic: The burn DOT radius from the lava pools is very badly indicated.
- Uncatagorized: Giving the harpies knockdown at higher levels doesn’t make them harder, since you just respawn immediately. It just makes them annoying and forces needless repetition of the simple jumping sequence.
- Aetherblade: The underwater mine sequence serves absolutely no purpose but to delay actually starting the fractal. The mine triggering radius is not clear and seems to be inconsistent, and in any case all that happens is you immediately go back, revive, and then swim it again with the mine you hit gone. You could theoretically have your entire group kamikaze the mines if you wanted to and there would be no effect on the fractal. It does nothing but annoy people, cause people to leave, and lengthen the fractal for no reason.
- Aetherblade: The second electrified segment is hard to no apparent purpose, since you just respawn in front of it. This makes it annoying rather than challenging, especially if too many of the people in your group are bad at it. Especially egregious in that the console area at the end is still in range of the fields (barring some inobvious spots), meaning that if others are having trouble, the player(s) who got there first have to walk in circles while they wait.
- Aetherblade: The door guard segment is too easily defeated by stacking in the corner right next to the platform.
- Swamp: The wisp segment is boring and serves no purpose, as it is neither hard nor a puzzle. It exists only due to the achievement for not hitting a trap.
- Aquatic Ruins: The darkness segment is too unforgiving of even a pixel stick worth of delay.
- Aquatic Ruins: It is common for anyone having issues with dolphin or darkness to simply die on purpose so they will respawn outside the boss room, as long as one other person has made it. This encourages people to not care about these segments while placing a burden on those who do.
- Snowblind: Initial cliff descent serves no purpose but to increase the length of the fractal as nothing can happen unless the players ignore the bonfires, which can only happen the first time, and is needlessly long with multiple fires after the point has been made. Explanation of mechanics could be accomplished by walking directly out of the cave and to the big bonfire sequence.
- Snowblind: The bonfire locations around the Source are difficult to see due to lighting, which results in many first-time players not realizing they are there and even experienced players having to reference the surrounding buildings rather than the bonfires themselves.
- Snowblind: The forest sequence is pointless as everyone just runs through it as fast as possible.
- Thaumnova: The heat room is not doable by all professions without extreme skill, and some players are unable to do it at all, resulting in the possibility of an entire group being unable to progress.
- Thaumnova: The pull exerted by the portals serves mostly to knock people off the catwalks, which is in general just annoying as they are forced to repeatedly walk back up. It only makes it actually challenging when it succeeds in pulling you into the summoned monsters.
- Molten Furnace: The tunnel drilling segment is pointless and serves only to add unnecessary length to the fractal, especially due to the enforced slow movement. The same could be accomplished by simply hacving a sequence where the wall has an entry blown directly to the next part after the ambush.
- Molten Boss: If you join this fight after the Berserker is dead, you will spawn at the edge of the boss platform and immediately be thrown off by the sound ring that forms for the second half of the fight, becoming unrevivable.
- Solid Ocean: Except when doing the achievement, the entire map is simply run through at top speed without fighting, making it pointless.
- Solid Ocean: It is too easy to accidentally start the timer for the Jade Maw achievement.
- Mai Trin: The entire boss fight is too long and depends too much mechanics that are not entirely under the control of the players.
(edited by Boogiepop Void.6473)