This is totally our fault, we dropped the ball on this plain and simple. We planned to have this messaged ahead of time to be fair to everyone, communication broke down between those who knew it was supposed to be messaged, and those who were supposed to message it and it simply didn’t happen.
As game director this is ultimately my fault first and foremost, and I’m sorry for those who potentially lost some karma as a result. It is our policy to message these kind of changes ahead of time with lots of warning, I’ll do everything possible to make sure this doesn’t happen in the future.
I’d recommend not using your karma consumables yet, give us a day or two to try and see what options we have available to help mitigate the issue.
You gotta love Colin. I should send him more cookies.
So you’re missing out on 2k karma on jugs, and even less on others.
When you have stacks of different types of liquid Karma, it adds up really fast.
If this 95% karma boost was a problem enough to warrant such a ‘nerf’, why would they announce it happening to give people a heads up and do it en masse?
I demanded something?
(edited by Moderator)
So you’re missing out on 2k karma on jugs, and even less on others.
When you have stacks of different types of liquid Karma, it adds up really fast.
(edited by Moderator)
Nerf?
The amount of karma granted from consumable karma items has been increased. Karma boosts no longer affect the amount of karma gained from consumable items.
Seems like they made it so that you don’t need to use a karma booster when using the consumables anymore. I’d call it a buff if anything.
It’s a nerf, the boost is only 50%.
Jug of Liquid Karma used to only give 4500 karma. 6750 karma when used with the karma booster (50%).
Now, it’s unaffected by karma boosters and now gives 6750 karma.
I fail to see where there’s a nerf in all of this.
Because smart people would bump their boosts to +95% instead of just +50%. So basically, we all lost out on around 45% extra Karma.
Still doesn’t change the fact that you can’t control the market in GW2, no matter how much money you have.
You can mail it to the other guy, and pray he keeps his end of the deal. Otherwise, sell on the TP.
Note – if you DO decide to make a Gentleman’s Agreement trade, and you lose your item, Anet will not get your item back. There are no restorations for poor choices.
I think a few players are over simplifying this and unfairly belittling guardiaN.
If a player has sufficient funds to continually buy up 100% of the supply for an item, they can effectively control prices.
There is no simplification occurring. Sure, players can do it, but this endeavour incredibly unprofitable.
What is the motivation to “control” prices? Ultimately, it’s to make a profit. But it’s been repeated ad nausea how risky buying out/re-listing precursors are, and how little profit it actually generates.
To add to this, there is no profit when constantly buying all available Precursors. The player would have had to sell at higher prices at the same speed that Buy Orders were being filled. But since John chimed in, there’s no more need for rebuttals. This thread is now conspiracy complaint based on a someone falling for a Photoshopped pic.
I think you just need to upgrade to a new system.
You can find your answer here:
https://forum-en.gw2archive.eu/forum/support/account/GW2-gold-for-GW1-gold/first#post2560855
Why no restoration for destroyed items?
in Account & Technical Support
Posted by: Smooth Penguin.5294
I don’t blame developers for it. I ask why they can’t assist me in such situation. No tools or what?
Because it’s your fault (player error), and the Support Team’s time is better spent helping people who were hacked or encountered bugs.
Remember. Time is money. If they did this for you, they’d have to do this for EVERYONE in the game that makes a mistake. There wouldn’t be enough time to help people with real issues at that point.
What if I forgot to write the ticket number down? Hahaha
Go back into your Support Account or e-mail, and get it from there?
Why no restoration for destroyed items?
in Account & Technical Support
Posted by: Smooth Penguin.5294
Faulty mouse or player error. It’s still the same thing. If the item was destroyed due to a bug, then you can open a Support Ticket. Until then, Behellagh has a good suggestion.
It’s quite funny how someone assumes this player controls the market, when the fact is he’s just increasing his net worth. Nothing more. Either he’s constantly buying up via Buy Orders, or selling at high prices.
As others have pointed out, this player doesn’t control the output of Precursors. The game does. More will be generated from drops, chest, or the Forge. If the player maintains the highest Buy Orders, that’s fine. He can keep buying them. If the player sells said Precursor for a higher price, that’s fine too. A few impatient players with a lot of Gold does not equal control of the market.
I could easily make money off this player. All I need to do is simply place some Precursors between his Buy Order and current listings (assuming he did both). A few scenarios would occur:
1) He would be forced to buy my items in order to maintain his higher price point. Good for me, because then I just sold my items for much higher than what I would get from a Buy Order
2) He would leave my listings alone. Good for me, because then someone would have no choice but to buy from me.
3) He would undercut my prices. Good for everyone else, because then I’m forcing him to cut into his profit stream, and establish a new baseline price.
How did he hack the servers to change their web page like that??? Should I report this to Gaile?
Grind snip
Grind isn’t required. It’s a choice. The core of the game was designed for all types of players. If you want a rare weapon that shoots unicorns, you gotta earn it by completing a number of requirements. If you want to enjoy a racial story line, or just play with friends, that’s there too. So please don’t mistake your wants for “forced grind”.
Money sinks must be always stronger than the overall money income, only that way can you prevent the economy from drivign into an inflation.
There are a lot of money sinks in this game already. People just know how to get around sinks. Armor repair costs can be avoided by not getting killed. WP costs can be avoided by running map to map. TP taxes can be negated by increasing your sales price. Gem exchange fees can be avoided by using real money.
when you look at certain total ridiculous achivement designs like half of all WvW achievements currently, which aren’t gettable in a humans lifetime >.<
These are lifetime achievements, thus there’s no problem as to why it would take years to get. In GW1, only a handful of people ever got to the Dragon Rank 15 in HoH. It took my friend 7 years to get his. That said, Devon mentioned that they’re looking into adjusting some of the WvW achievements, but don’t expect any “easy mode” to maxing them out. If you want the title, earn it like the guys who got 250,000 kills before this game was a year old.
Its not just only the economy that has problems cause of the game beign against Anets words full of grind, but also many other thigns in the current game design that have to be looked at too!!!
The only problem I see is the efficiency of the farming, not the farming itself. That’s why most things have the DR attached to prevent constant income. I don’t blame Anet for a player who figured out how to farm a hard boss. They designed mechanics into the Gauntlet to push players think outside the box. Just so happens we’re using the mechanics to battle their mechanics.
Getting back to the purpose of this thread – A smaller portion of the population making a lot more money than everyone else won’t crash the economy, but they can influence it. That can also be said about speculating. I don’t know which would apply in this current period, as both and efficient farm and new T7 mats rumors exist.
But make no mistake. If you didn’t make your Gold from the Queen’s Gauntlet, or Champion farming, you’ll be left behind in terms of wealth. That’s why it’ll be interesting to see how Anet responds to this.
This is incredibly hyperbolous. In the last week, the median player earned less than 3 gold in the new content (that’s discounting all players who earned less than 1 gold).
I too am curious if this only accounts for the queen’s gauntlet farm.
And furtermore are the outliers not more of the problem? The economy is structured in such a way that a few very wealthy players can manipulate it pretty easily.
There’s no way a few players would be able to manipulate the TP, or even and item or two. The economy is too large, and items being generated too frequently to actually corner anything. These players would have to control both the Buy and Sell Orders, which is next to impossible.
What I was getting at is that if a larger amount of players’ income grew by 10% to 20%, that would have an overall effect on the market. More so than if a few people struck it rich, and their net worth tripled in size. When there are less barriers to buying items from the TP (i.e. more money to spend instead of saving), goods move quicker. Some item prices increase due to more potential buyers entering the market.
But make no mistake. If you didn’t make your Gold from the Queen’s Gauntlet, or Champion farming, you’ll be left behind in terms of wealth. That’s why it’ll be interesting to see how Anet responds to this.
This is incredibly hyperbolous. In the last week, the median player earned less than 3 gold in the new content (that’s discounting all players who earned less than 1 gold).
My apologies John. The point I was trying to make was that the players who partake in the farming will be making a lot of money very quickly, while the casuals will be at a nominal level. From the standpoint of the economy as a whole, the average player may have made less than 3 Gold, but the market is moving as if they made more money overall. I theorize that it’s because the smaller percentage of the player base who are farming and making a lot of Gold, is the cause of the rising prices on the Trading Post and even the Gem Exchange. That was the disparity my comment was eluding to.
The methods of making Gold at the moment isn’t an exploit, but is clearly too efficient for Anet’s standards (I believe). There was already an adjustment to the previous Queen’s Gauntlet boss Subject 7, as well as a recent adjustment to the 5 gambit boss runs with Deadeye. I know there’s another adjustment planned for the Gauntlet, but I’m looking to see if the bubble in the current economy bursts, or is slowly deflated.
Edit – just to add, Champion farms may not yield as much of a return, but the amount of drops do equal a lot more income for players
(edited by Smooth Penguin.5294)
This isn’t an exploit or bug, so there’s no need for a roll back. Also, there’s no need for banning players, since it’s just an efficient way of beating a hard boss. Just as CoF farmers aren’t banned for their speed clears.
But make no mistake. If you didn’t make your Gold from the Queen’s Gauntlet, or Champion farming, you’ll be left behind in terms of wealth. That’s why it’ll be interesting to see how Anet responds to this.
The pocket watch is real and sent to media organizations to promote the event. The watch is nice and costs $65. They also received a letter.
I’m gonna start a fan site, and pray it does well enough to receive such goodies.
Can I use Ingame Music for Youtube Videos
in Account & Technical Support
Posted by: Smooth Penguin.5294
If you are asking about using Guild Wars 2 music in videos about Guild Wars 2, and if all other use conforms to our Content Terms of Use (linked above), then you should be fine. Please note that if any element of the use breaches our User Agreement, Rules of Conduct, Naming Policy, or Content Terms of Use, then said use is prohibited.
I’d basically be using it as background music for my updates about Living Story and such, I use a template whenever I use music that I either have rights or permission to use;
Music Supplied by ArenaNet:
Track Name: Snakitten Workshop
Video Link: N/A
Album Download Link: https://www.guildwars2.com/en/shop/guild-wars-2-original-game-soundtrack/
Channel: http://www.youtube.com/user/arenanetofficialEdit; The kitten bit at the end of Snaff isn’t my fault! </3 Theres an “s” on the end.
Also note that Anet has the rights to ask that the use of their content is ceased. Of course, most companies have a clause like this to protect themselves, and YouTube would have to comply.
“You agree that ArenaNet has the right to require removal of our content at any time, for any reason”
It’s good that you’re giving credit where credit is due. More people should be just as considerate when using copyrighted content.
I’d go with people exaggerating
You clearly haven’t seen how quickly the fights end, or how much money is made from the bags you get after each match.
Since this event launched i’ve made 300g of pure cash and another 200g from selling crap.
This is with very casual play (3 hours a day) I plan on making another 500g over the weekend since I have time to play.
These claims seem so exaggerated, even with full MF and boosts, you’re lucky to make 5g an hour farming pavillion, how can you make nearly 500g at that rate.
Methinks a lot of people are making bold claims and exaggerating heavily on their profitability.
Or a lot of people abused that T3 boss bug very very badly.
The word bug , inflation , hyper inflation , and the awe so ugly word exploit gets thrown about ALOT but majority never truly know the meaning of them.
Except in the case of this boss it was very obviously an unintended bug.
It’s not a bug. The boss has very hard mechanics. 1 hit kill shots and mines that probably hit for 90% of your HP. What happened is that resourceful players found a way around the mechanics. Blinding him or avoiding the mine’s red circles are clearly not an exploit.
1) Yes this fight should have been separated from the same area that the zergs below are farming in.
2) The grate like floor appears to be designed to make the circles harder to see. It’s not solid like past hard fights. That in itself increases the difficulty.
3) They probably didn’t want players to have an unlimited amount of tries, thus having tickets drop as a rare item, or making them cost a lot of money is a gate to the fight.
It’s temporary content. For a month there were massive zergs running through Southsun farming with +MF and +GF boosts, did that ruin the economy?
That wasn’t putting hundreds or thousands of gold into the farmer’s pockets in less than a week.
This is true. Since beta, I’ve never seen an event that put so much pure currency into players’ pockets. +200% MF will maybe get you a rare/exotic drop occasionally, but the money was from other players, so Gold simply traded hands. QG is a constant flow of new money into the game.
There’s one thing some players may like. Because a lot of items are being sold on Buy Orders of Market Players, in order to flip them, another Market Player needs to be willing to buy it again. There’s more risk in flipping at the moment, because “Flippers” like to buy low, and sell high. The risk that these players will be stuck with items they overpaid for is there.
I made my investments a few days ago, and stopped since. With John’s single word response, I have a feeling this Gold bubble will be bursting real soon.
I would say no. You’re welcome to open a support ticket, but I highly doubt they’ll refund you simply because you changed your mind.
snip
What it comes down to is that these inconveniences are a type of gate that was put there intentionally. Needed a ticket to get in. Having to wait in a queue. These things slow down your retry attempts. WPing and running back if no one is around, or willing to rez you. My guess is that the last one I mentioned is a penalty, in a way, to motivate you to not fail the next time. As spending lots of money to re-equip your character, that’s just part of the process of finding the right strategy and setup to succeed.
Join our discussion here:
https://forum-en.gw2archive.eu/forum/game/bltc/Economy-concerns/first#post2635282
I tried to get John Smith to provide more information, but so far I’ve failed. :P
When people are talking about all these large gold income theyvget from CS farming, keep in mind that only a minor part of that is actual new gold entering the economy and the majority comes from selling things on the TP. It’s less “money making” and more “money moving”.
My Guildie made over 500 Gold from doing the Queen’s Gauntlet alone. THAT is new money entering the economy.
Also, players are farming Champions in Queensdale, Cursed Shore, etc. All those drops (anything less than rare) are new money. The rest are being traded on the TP. But still, it’s the infusion of “stuff” that’s providing the common player with more wealth. This is at the expense of the Market Players who mainly flip for income.
It’s thousands across all servers.
I’m hard-pressed to visualize how “thousands” are doing this even with overflow swapping. Not to say that the source isn’t bad but I just don’t see “thousands”.
It’s an educated estimate. Taking into account a single server has multiple areas that have Champion-trains. Then the fact that there’s different players worldwide (NA, EU, SEA, etc) in game 24/7 at any given point. Add to that the number of servers in game. Just because you don’t “see” it on your server, doesn’t mean it’s not happening somewhere else, or even in an Overflow. And as I’ve said, it’s not just the Champion-trains, but also the Queen’s Gauntlet players too. I’m one of the latter.
That’s a fine example if people in that country were also prone to burning the money.
When you buy gems with gold it removes it from the economy entirely.
Actually, when you buy Gems with Gold, the doesn’t really just disappear. I’m one of the people who like to buy Gold with my Gems. It’s an endless cycle. But due to the farming available, there’s less need for me to “waste” my Gems on the exchange. So your comment can be viewed in different ways.
Right now, while Gold is so easy to get, technically speaking, exchanging it would remove it from the economy. This is purely based on less people exchanging Gems for Gold. However, the rest of the Gold is merely being swapped between players on the TP.
I agree that making hundreds of gold by playing the game 24/7 is pretty extreme.
However there is a bigger problem here which has left completely unaddressed since nearly the release of the game: legendary precursors dropping randomly for people.
Any random idiot can walk into Queensdale or Frostgorge or Cursed Shore or whatever, kill a random harpy, and then get an expensive precursor like Dawn or Dusk to drop for them.
This requires absolutely no skill, no effort, and only as much time it takes to kill 1 mob. And the reward? An instant 500+G dropped right into your lap.
This is absolutely preposterous and I can’t believe you’ve let such an extremely broken game mechanic in the game for so long. Over the months countless people have gotten 500+ gold at absolutely no effort from them at all.
Fixing this is much more important than fixing a method which lets a few people who play 24/7 every day make a few 100 gold. All they’re really doing is playing catch-up to the people who got the 500+ gold with no effort.
I need to correct you too. Precursor drops are extremely rare. One or two dropping for people has no effect on the economy as a whole. Also, it’s not a “few” people making hundreds of Gold. It’s thousands across all servers.
Let me put it in terms that’s easier to understand. Just one person in my guild made the equivalent of the value of a Precursor with relative ease. No RNG involved, just pure skill and dedicated farming. Take that one person, and multiply it by thousands, and the result is like having a Precursor drop like it was a Blue or Green item. Now you’ll see the reason why we (who understand the in game economy) are concerned.
One more example – Remember the Karka chest. That alone should remind people about what happens when really rare items saturate the market.
I think that unless all the gold made so far was invested to manipulate the tp, it is not going to effect the economy over all in any significant way.
I also think that a lot of the gold players are getting initially they will spend on big priced items, including gems which will then just take it right back out of the economy.
This is incorrect. The problem with this situation is like a country printing way too much money. The value of the currency goes down because there’s so much of it outstanding, and as a result, prices of goods rise. You don’t need to be a business major or market analyst to see that a lot of stuff on the TP is rising in price.
Precursors already have the requirement of a 100 Gold purchase (Icy Runestones).
As for the state of the game with all this farming, clearly it was never intended. How would they know that with the right build, a certain hardcore boss could be farmed so often? It took a single person out of millions of players to share this information, and then it exploded. But then there’s the concern of mass Champion farming chains. Surely Anet wanted to reward players for defeating difficult enemies, but didn’t expect so many people to dedicate all their time to sitting on map spawns.
I wouldn’t go so far as to blame Anet for this, but more along the lines of them underestimating our resourcefulness in finding Gold making opportunities.
I sense some incoming big ticket items for sale from vendors…
That’s one way to create a Gem sink. But I’m really interested in how John and Anet approaches this situation. I’m sure they have some tricks up their sleeves. Because the farming is so wide spread, each day that there isn’t a fix, that means more currency saturates the game world.
So wait. You’re basing the whole game off of a single challenge in temporary content that was meant to be extremely hard? Sorry, I didn’t realize that casuals and people who aren’t equipped for elite content is being forced to do the Queen’s Gauntlet. The Torch Run outside might be more in line with your definition of “casual and fun”.
While I agree with your sentiments that the above poster imposed a particular play style on GW2 as being the majority… which it may not be… I disagree that casual / different play style people should be left out of the loop of fun.
Queen’s Gauntlet was meant to be extremely hard – but is easier based on your class and armor sets. Not everyone has a zerker set, a tank set, and a condi set ready at a whim. Heck – even with all my 8 characters (only 5 of which are lvl 80) only two of them have two armor sets (not all 3) – my war having a tank and then zerker set, and my mesmer having a condi and a zerker set. I think the point which is rough is that alot of casual gamers can’t just go get a particular armor set (complete with exo / ascended accessories) and due to the fact that exo armor (while relatively common) is expensive for a player with 8 alts to get, for which a person has a set build / compatible builds with.
While some players have the gear / know how of class mechanics – others don’t. This illustrates a fundamental divide – gear may never reach a stable point, but knowledge of class mechanics can defiantly help. The issue is that ANET has never forced a player to refine their gear or knowledge of class mechanics in an innovative way before in GW2 (like in GW1 with the new zones and expansions with entirely different monster skills).
People who casually play are just frustrated, since they may not know what to do since they were never given the tools to adapt. Its not that casual gamers are forced to do elite content, its that they want to do it but don’t know how.
I agree. Adapting to such content isn’t easy for all. PvPers are more equipped with the mindset of gearing and traiting due to the experience of fighting an ever changing opponent. And I do agree that some players simple cannot afford to set up their characters with BiS equipment.
However, I will defend Anet’s approach to this content. They were clearly aiming this towards the best players. Not really just casual or hardcore, but rather the insane few who really LOVE challenging content. I have yet to beat Liadri, and I get really frustrated at my failures. But when I’m at work, I get giddy towards the end of the day, because I get to go home and try fighting her again.
Back to the talk of gear/equipment. Having the best helps, but player skill can overcome that sometimes. 1-hit mechanics are immune to armor rating, so you need skills to dodge. So are the invulnerable status effects that force players to figure out how to get around it. Overall, I rate the Queen’s Gauntlet a 9/10. I bump it up to a 10 once all the bugs are cleaned out.
And I just sent you a PM. Dang you’re fast.
But rather, I was hoping for more feedback, since I’m sure you share my concerns.
I’m hoping to get some feedback from our friendly, neighborhood economist. Currently, a lot of us are enjoying the opportunity to make Gold via certain events related to the Queen’s Jubilee update. Everything from mass Champion farming, to the Queen’s Gauntlet challenge.
While I, personally, love the fact that I can make easy money really quickly, my long term concerns are that the value of our in game currency is going to be decimated. Well, perhaps not that bad, but I can see bad signs day to day. As an example, my Guildies are making an average of 150 Gold per day with dedicated farming. This isn’t the use of an exploit, but rather akin to CoF on steroids.
Is there any plans in place that might help slow the snowball that’s currently rolling downhill?
Can I use Ingame Music for Youtube Videos
in Account & Technical Support
Posted by: Smooth Penguin.5294
Your answers are all located here:
https://www.guildwars2.com/en/legal/guild-wars-2-content-terms-of-use/
Edit – One more thing. If you’re using this for YouTube, you CANNOT generate income from Guild Wars content. See more information here:
(edited by Smooth Penguin.5294)
Please read the forums first. There’s a sticky about this very topic…
A lot of this has to do with certain people feeling “entitled” to free stuff. They based their complaints around their own skill level, so when it’s too hard, they want “easy mode”. If there’s a mini tied to an achievement, they want it in the Gem Store. If there’s a lot of achievement points to be earned, they want a guaranteed way of getting them.
People like us need to keep reminding these people that this game is for everyone. Hardcore players are still players like them. Our segment tends to spend more money on micro-transactions, so it makes sense that a game company would release content aimed at our niche. I would guesstimate that 20% of the player base spends more real money in game than the other 80%.
So TC is where the farms are? Here on Maguuma, Cursed Shore is empty. I’ll be telling my guild to guest over so we can join the zerg.
Good thread mate. People who complain are trying to convince everyone else that because they can’t do something, it must be bad/broken/un-fun.
As far as I understood, the OP’s point was that punishing doesn’t equal challenging… I mean, would the encounters in Queen’s Gauntlet be any less difficult if you’d reappear alive by the Ringmaster, regardless of whether you lost or won? If you didn’t need to use tickets to attempt the encounters? Liadri would still be oneshotting you, walking into Deadeye’s mines would still be a horrifyingly bad idea and so on.
Yes, I’ll admit punishing mechanics gives you more incentive to succeed and so on, but in the context of the Queen’s Gauntlet, it would change absolutely nothing regarding the difficulty of the encounters available through it (if you removed death/ticket costs/etc).
Tickets adds gates that hinder constant, unlimited retrying for free. Having other players rez you or you must WP and run back adds incentive to not failing.
It’s really easier said than done. And I was under the assumption that ANet wanted the game to be fun for casual gamers as well, that whether you play the game just to have fun or you play the game like your life depended on it you will still have fun. Making content that will only benefit a select few professions and hardcore gamers is similar to punishing those professions and casual players.
I tried hard looking for guides on how to beat the Gauntlet with a Guardian and I ended up with nothing. So would that make me an idiot for rolling a Guardian as my main?
So wait. You’re basing the whole game off of a single challenge in temporary content that was meant to be extremely hard? Sorry, I didn’t realize that casuals and people who aren’t equipped for elite content is being forced to do the Queen’s Gauntlet. The Torch Run outside might be more in line with your definition of “casual and fun”.
Macros are allowed…as long as it’s one command per keystroke.
To be more clear – one action / one keystroke.
Actually, one command per keystroke is the same thing as one action / one keystroke.
Ever seen a mi/hr? That means mile per hour.
To be more clear, One action, one keystroke.
Actually, people might misunderstand the term “command”. A single command could be encoded with multiple inputs. Command = hit F 100 times.
By stating one action / one keystroke, it’s pretty clear that anything beyond that is a no no.
OP – please change your title. It’s like saying “Difference between Orange and Orange”.
I think you meant to say the difference between random luck and purchases?
I’m pretty sure he means the difference between being awarded a random account-bound item as opposed to a random non-account-bound item.
That would make more sense. The title keeps throwing me off…
OP – please change your title. It’s like saying “Difference between Orange and Orange”.
Edit – deleted due to not fully understand what the OP wants.
(edited by Smooth Penguin.5294)
As far as I understood, the OP’s point was that punishing doesn’t equal challenging… I mean, would the encounters in Queen’s Gauntlet be any less difficult if you’d reappear alive by the Ringmaster, regardless of whether you lost or won? If you didn’t need to use tickets to attempt the encounters? Liadri would still be oneshotting you, walking into Deadeye’s mines would still be a horrifyingly bad idea and so on.
Yes, I’ll admit punishing mechanics gives you more incentive to succeed and so on, but in the context of the Queen’s Gauntlet, it would change absolutely nothing regarding the difficulty of the encounters available through it (if you removed death/ticket costs/etc).
Tickets adds gates that hinder constant, unlimited retrying for free. Having other players rez you or you must WP and run back adds incentive to not failing.
Macros are allowed…as long as it’s one command per keystroke.
To be more clear – one action / one keystroke.
Actually, a majority of players are complaining that they can’t beat her because she’s hard. But that was the point of the challenge. I will agree with you that the bugs just have to go.
The content is optional, and in no way is anyone being forced to complete the QG. You aren’t being forced to spend money to respec if you don’t want to. The punishing mechanics are there to both provide a challenge, and to encourage you to not fail.
The whole point of your thread is that punishing does not equal challenging. Unfortunately, the whole point you miss is that the purpose of the Gauntlet is to have the challenge be punishing, so that only the best will win. Therefore, Punishing = Challenging.