I want you to promise me Anet, that you will never implement a jumping puzzle through Living World content ever again.
Because you have proven that you are really bad at quality-testing your LW content before it needs to be kicked out the door to make sure that the player base stays somewhat engaged.
I can handle this for the most part:
-story is kind of lackluster, w/e
-combat here clearly wasn’t polished—I’ll just bring a friend to overcome any silliness.
But I refuse to deal with this in jumping puzzles, because you do not fix LW content. You can’t seem to afford to with how hectic content production is.
Not So Secret is a terrible piece of content, not the puzzle itself mind you, that’ s only intermediate to hard difficulty and doesn’t bother me in the slightest. It’s the endless army of mobs you put in my way.
And I don’t mean the ones on the ship, oh no. They’re annoying, but I’ve dealt with killing mobs in puzzles before.
No, it’s those ranged you put down in the pit, whose aggro range allows them to see and shoot you while you’re on the pillars, before realizing they shouldn’t, dropping out of combat, and then reorienting on you again. Which over time will kill you (especially when there are multiples), and you can’t ignore them because even with a speed boost the combat slow is enough that you won’t be able to make the final jump onto the u-pipe to head into the next section.
You can’t even kill them because they’ll drop out of combat and immediately heal and become impossible to hit from afar because the game thinks you’re trying to cheese its mobs. Even if you jump down and kill the, by the time you finish that and get all the way back up again, you’ll need to clear the ship again, and by the time you’re done with that, the mobs in the pit will have respawned and you’re back where you started.
There’s only two puzzles in this game I haven’t completed, Not So Secret is one of them and it’s definitely the most broken puzzle I’ve ever seen in GW2.