In the past I have made a post praising Harathi Hinterlands as being my favourite zone in the game. Today I came across a familiar fight to many who venture this area – Gargantula the (champion?) spider. Gargantula is a timed spider boss who is going to eat a Seraph captain if you don’t kill it in time. It has quite a large amount of health and it is found in a cave with a bunch of other spiders constantly spawning around it.
If you are going to solo this fight, be prepared for it to be long and drawn out. Why? Because frequently throughout the fight it will become invulnerable (with the buff, not some weird bug) and regenerate all its health while spawning a bunch of spiders and you start all over. I read on the wiki this happens four times. You have 12 minutes to kill it and each time you have to drag its health down it will completely heal and you start all over again. The worst part is there appears to be no way to stop it and there is absolutely no indicator that it is part of the monster design. Each time the health regain is the same as the last, I had no idea why it was regaining health, I thought I was doing something wrong (besides having soloed the boss on my ranger in the past, although I only killed it three times).
Why would anyone think it’s good design that a boss (with an already massive health pool) that regenerates it’s health multiple times with no differences between each health regain and no difference between each phase, it’s exactly the same once it regenerates – DPS the boss down again? Why would you make this fight that tedious? It takes forever to take it down once, let alone four times. I ended up leaving the cave angrily after the third reset (I had about 3-4 minutes left but by then I was kitten and really bored of the fight). I understand this is a group event and killing the boss with multiple people would be easier, but every time I’ve been in this area – with other people around – people end up leaving after the first reset and those that know better don’t even bother entering the cave.
Guild Wars 2 seriously suffers from mistaking time sinks for increased challenge. Increasing the time it takes to do something doesn’t make it more challenging or rewarding, it makes it tedious and boring. This boss is exactly that, and the reward is not even remotely close to being worth the time or effort. If you were going to go this route it would have been far better to give some kind of indicator that it has extra health bars (although I think most people agree after the karka that extra health bars as a mechanic is kittening terrible and GW2 has no need to give NPCs more health than they already have), some kind of way to possibly prevent the health regain or altered mechanics during each stage. The current design is long, tedious, boring and outright confusing.