If you think these quests were challenging, you're playing a different game than me I think.
The problem is, as pointed out by Kunder I think, that instead of improving AI (Especially the aggro and balling AI needs to get improved), they decided to throw gimmick bars on the foes and increase their level to a redicilous standard.
I mean, I like the fact that Anet finally understands a good bar makes up for atleast 50% of the victory in GW. I also like the fact that Anet put in skills to counter meta builds (Minion steal, non spell enchant strip, PBAoE bypassing spell immunity, ...).
The problem is that the monsters are still dumb as shit, so they have to bring those bars to redicilous power levels in order to mechanically overcome the gap between player and monster skill. (Which is not a good thing)
What you end up with is a completely imbalanced questline which can not beat by conventional balanced teams. Instead, you'll have to rely on the most overpowered gimmicks in the game to find yourself beating these quests with relative ease. Sure, they took a day or 2 to complete, but that's solely cuz I spend 5 minutes chopping away a single group because prot spirit, SoA and shielding hands on top of WoH are so redicilously strong at 20 attribute points. I've fought groups of up to 4 of those heals with only a shatter and a rip. (This was obviously my first attempt before I knew there'dd be so many enchants)
Now, some people such as Jeydra, confuse this for challenging, but it's not. GvG and HA to certain extends still are challenging. These PvE quests are not. You don't need amazing aggro abilities (because AI is so bad), you don't need amazing micro (The only micro I found myself using was flagging heroes, and even that barely mattered), you simply don't need to play good at Guild Wars to beat these quests. What you need is the right equipment and the right skill bars, and even a person completely new to GW will eventually plow through these quests with ease. To me, it felt like tedious grind because either I was getting rolled by mechanics beyond my fysical abilities as a player (Read: build and limited Hero controlability) or I was steamrolling through them without any effort whatsoever.
There was no feeling of: "I just lost because I messed up" rather than a: "I lost because I brought the wrong skills" or "I lost because for some reason my heroes ignore their flags and died from 2 searing flames".
Long story, only read if interested:
But the crown definatly goes to The Last Day dawns. I litterealy ran through all the other quests with little to no effort, but the TLDD is the most tedious quest I've ever done. I must've tried it 50 times before I finally succeeded at it. And that was solely based on 1 fact: The King and his minions kept suiciding in, in some case dying before my healer hero was even in range to infuse him.
Now, obviously it took me many tries to perfect my build (I barely ever use PvE skills, so it took me a while to experiment with different skills against the charr), but the matter of fact is that I always found myself comming to the conclusion it simply was beyond me. I had no control over the fact that the King would suicide in and his team is so terrible scaled against the power level of these charr.
So while constantly changing my bars almost every attempt, I also came to the conclusion that your chances of succeeding almost interely rest on the first spawn the king and his minions run for. If they consisted out of a healer and 2 melee's, you could not even engage and the King and his group would survive with ease. (Altough they'dd get raped by the first incomming Lord group) If the charr group, however, concister out of 2 or even 3 Healers (rits) and a fire ele, the king's group would die oftentimes before you could even reach them. The king himself was scaled a bit better, but he would often be at 50% health before my first hero reached him. (Though fallback did make this better) -Ancester's rage is 80% of the problem there)
So while I just spend major micro and macro (energy, etc) resources on keeping just the king up, I had to fight up against the initial group of charr which, when consisting out of 2 healers, can take a while to kill aswell as the first incomming group which absolutely dominate whatever is left of the king's group, if not the king himself.
In the end, I finally managed to beat the quest with ease using nothing but lame cookie cutter builds on all my heroes and myself. I also didn't beat it because I was more skilled, or even better equipped than before (altough I had slightly better bars than my first attempt), I beat it because I finally understood the key to beating this quest is getting a good spawn, and then rushing towards the King like a mad man, whereas I intitially wanted to beat it through decent positioning and balanced micro usage. And truly: I dominated the quest so hard once I realize my playstyle was wrong. (I went for a skillfull, micro-heavy, slow playstyle)
TLDR; The quest isn't hard, beating it requires luck, gimmick builds and a gimmick playstyle. (Steamroll, forget everything and focus on one thing)
If I could give any advice to Anet for future quests:
- Keep the intelligent multi-profession skill bars. They're probably the best part of these quests.
- Nerf gimmick builds (This implies both players running them, aswell as foes. I should not be facing a team with 3 copies of Panic when there is no magic box option for your heroes to flag them in. -the bottom 4-)
- Scale the intire quest, not just enemies. (Read Last Day Dawns part)
- Increase aggro and positioning AI; tank and spank still makes it way to easy (The way I did it as a warrior). AoE is the icing on the cake, especially skills which don't even trigger current AI such as splinter or the many mesmer skills.
K

