A few suggestions to make Heart of Thorns a better experience for everyone.
General:
1A) The ideal way would be to keep participation when you swap map instances but if that can be abused in some way, then at the very least allow us to keep participation if we are FORCED to change a zone.
1B) Do not close zones without warning. I’ve seen this mostly in Tangled Depths but can happen at other places too, but never in Core Tyria. Why do zones close without any warning in Heart of Thorns zones?
1C) When you need to close a zone because of low population, close one that has low (or no) progress. It’s frustrating for players that progressed the meta to be swapped to a new instance that doesn’t have any progress at all. Or allow us to keep participation (see A)
1D) Reduce the “soft cap” for zones. SO more players can join a zone via taxi, playing with friends or community members should be very very high priority.
Verdant Brink:
2A) The Pile of Guano HP: do not allow the Vampire Beast to use its Vampiric Infection ability on pets, clones or summons. It makes the entire fight more annoying than it should be and punishes certain builds and play styles. VI should ALWAYS prioritize players.
2B) Coztic Itzel Belongings HP: remove the wasps, or at least the veteran wasps from the area you fight this HP, they are completely unneeded.
2C) Fix the “Extricate stranded nobles from vine chambers, and escort them to safety” so it doesn’t block progress anymore… some nobles do not respond if you destroy the vines stalling the event chain.
2D) Fix the “Rescue the captive sylvari from vigilantes” event, sometimes the vigilantes do not spawn blocking progress.
2E) Fix Maytl the Fierce so he does not spawn during the night, or while the Itzel village is occupied by Mordrem, make it like Potoni so he is available only after the Itzel outpost event chain progress.
2F) Make “Shooting Gallery” adventure an instance like Scrap Rifle Test. Also make Shooting Gallery available when you reach the pact camp, without the need to defend it or train Faren. Remove two obstructing bushes that can “hide” some targets to make it easier to “aim”.
2G) Reduce the amount of Airship Cargo spawns around VB, increase the amount of Large Airship Cargo points, making them available after you complete events, or when you sufficiently upgrade a camp during the Night. Night time should be more about working together and fighting Mordrem than running around looking for Airship Cargo to open. You did the same mistake in SW with the chest farm, but at least in SW you can choose to go for events or Airship Cargo farm, in VB you can’t. Increase the amount of Airship parts you earn from both normal airship cargo and the large airship cargo.
Auric Basin
3A) Remove all the walls that block map completion if the meta hasn’t progressed. There are mordrem there that can kill you, why have extra walls?
3B) Fix the Mordrem Rolling Devils, especially Champion versions (they first appear in AB). They take longer to kill than 3-4 other champions combined, their hit points can’t be THAT high. yes they have Protection while rolling but that’s not an excuse for the insane amount of time it takes to kill them.
3C) When you get a Golden Tarir armor make it so you don’t lose it if you don’t move or use a skill during the challenges. Once you get your armor there is no point to try a challenge, you can’t move away because you lose your armor, so if you get it early you must be moving around without any destination.
3D) Don’t allow the Champion Arrowhead HP to reach the North gate of Tarir… (really why is this a thing?)
3E) Fallen Masks Adventure: reduce RNG by spawning masks within a certain distance and not all over the place. Make the mask location more visible and show the blue/green up/down arrows when they spawn and not only when you go next to them.
3F) The Floor is Lava adventure: increase the time required for silver/gold on this one, it’s way too unforgiving.
Tangled Depths
4A) Buff the Gerent, he is currently way too easy. Don’t overdo it though.
4B) Fix the lane defense achievements so you get them if you defeat the Gerent, requiring players to stop DPSing so he can enter phase 3 shouldn’t be a thing. Either make the Gerent scale better (A) so he lasts longer, make him invincible every 33% of his health or just give us the achievements if we kill him, regardless of phase.
4C) Fix " Bring golem parts to Agent Zildi" event so it doesn’t get stuck and stall progress for the meta.
4D) Change the Mushroom Queen HP into a Mushroom King, Queens have too much persistent AoE which combined with the limited space make this HP way harder than most others. A King is a melee combatant (that has a pull) much more appropriate for the area. Alternatively make some changes to the area so the Queen cannot cover the ENTIRE area with her aoe.
4E) Although in the other maps it’s not very needed, Tangled Depths can easily use the Silverwastes system where the Gerent spawns when all outposts are complete. This will lead to a much faster cycle in TD and far less waiting time.
Dragon’s Stand
5A) Make the final DS merchant available at least to players who finished the story near the pact camp. We shouldn’t have to do the entire meta repeatedly in order to reach him.
5B) Reduce the amount of crystalline ore needed in recipes throughout the game.
5C) Dragon’s Stand is another zone that could easily use the Silverwastes approach. Make it so it repeats and there is a “restart” timer after you fight the Mouth of Mordremoth. Much better than waiting and waiting and waiting for the meta to start again.
Magus Falls
6A) Increase the chance of the chests throughout Magus Falls to drop rare Reclaimed Weapons!
6B) Decrease the amount of currency needed to buy things in Magus Falls, including armors and collection rewards
6C) Add a “key-ring” item that can hold all Magus Falls types of keys