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Reading the “Designing Challenging Content” blog by Crystal Reid and Jason Reynolds today my heart sank when I reached “and they most assuredly will enrage if you take too long to kill them.” I really hate most enrage timers for bosses, I understand the need to prevent people from going full tanky and chipping down a boss, but my main concern is how it will affect the meta. The Devs have been trying to tweak the meta away from Zerker but I really fear this will destroy Build Diversity. This encourages the DPS Meter mentality, which I strongly believe doesn’t belong in Guild Wars 2. I have been in many CoF path 1 farms of the past where 4 Warriors and a Mesmer are perceived as the only way to do something and I don’t want that ever again.
Also in the past the Devs perceived “challenging content” to also mean long and tedious, the easiest example that comes to mind is the Aetherblade Path in Twilight Arbor. I have been in Raids in other games doing 4-5 hours of raiding per day and hope to never experience that again either. In the blog post Crystal and Jason mention the Event system. I’m gonna take a guess and say this may be Anet’s version of Trash Mobs in a Raid Dungeon. I’m kinda wary about that implementation but I’m not a big fan of endless amounts of Trash Mobs so we’ll see.
These are some of my concerns I’d like to throw into the pile and hope the Devs see. I realize that this is a whole lot of speculation about something I haven’t even seen yet, I have faith in Anet but I really felt the need to type out my concerns. Thanks for reading. (sorry to the other Enrage post below)
So last night I finished the Entanglement Living Story. I really wanted to go back into the final step and see the Cutscene again, a Guildie suggested I go through with a Tonic, so I was super excited to go do it again. I clicked on the Personal Story tab and clicked Redo and was disappointed because I had to do the entire Entanglement story from the beginning. Was this intentional to prevent farming in some way?