There’s a considerable difference between memorizing where to stand, and learning the telegraphs and tricks of a fight.
You know why people consider Demon/Dark Souls not only difficult, but enjoyable too? Because you could learn be observation, and your survival relied heavily on reaction. And regardless of how difficult some fights and parts were- when you do get through it, it can look entirely different from when your friend gets through it.
That’s not what GW2 is doing for difficulty- it’s very much ‘do this, stand here, go here, rinse and repeat’. In Dark Souls, if I want to go through NG++ with a int caster, or a faith caster, or an archer, or a sword and board, or a 2hder- a burst dpser, a tough character, a buffer- I can not only do that, but I will be able to find different ways for each one to shine.
Compare to the Gauntlet. Yes, we’ve had people say you can do it on every class, with every spec, with any item combination. Yet- youtube vids, every single vid is of; single target, high dps build classes. Why? Because the Gauntlet vastly favoured single target burst- survival, support, even balanced class/builds were all at a significant disadvantage for a significant majority of the fights, since there’s no room for balance/support/survival/aoe classes when everything is single enemies and the majority of the danger is in OHKOs. (even the fight with multiple mobs, the four pirates- they restore health, so AoE don’t even get that one)
I love difficulty, Dark Souls is one of my favourite games, and going through NG++, etc… with low SL builds is a great deal of fun for me. GW2 however forces you to play a certain way to get through the top content, to a degree that even WoW with its FOM builds didn’t. And it’s not just the difficulty; it’s how pigeon holed it has become, and how they’ve made it considerably more profitable to be a single role in this game.
Bringing up old Tomb Raider difficulty being in the bad camera angles, controls and being unable to see what’s next… why not just point out how games like Silver Surfer were insanely hard because they filled your screen with deadly junk? Why don’t we try to get unresponsive jumping controls, because in the old days poor controls and responsiveness made a lot of games way more challenging.
At least SAB won’t have class disparity- but, you say ‘outsmart the developer’. Reality is- you’re going to be getting through SAB on the exact path in the exact way the developer intended. Outsmart indeed.
The Gauntlet though proved that the only way Anet can make things challenging is; trying to hide deadly red circles, making poor telegraphs which are blocked by the excessive animations of your attacks, purposefully screwing with your camera to make it harder for you to see things that will kill you, and filling the area with OHKOs, plus making specific class/build/gear almost needed to hit the enrage timer.
When they can make something difficult without having to attempt to hide the telegraphs- which is one of the biggest issues- I might have a bit more respect, because trying to hide the information we need to react accordingly is a bullkitten way to increase difficulty.
And that’s why I’m expecting SAB trib to be nothing more than invisible traps and one hit kills without warning.