Originally Posted by
Greatguardian
Eh.
Define skill.
Is it the ability to follow a map/route that works 100% of the time?
The ability to follow directions from a wiki/BG?
Is it the ability to practice something until it's second nature?
Skill, at its core, is about decision making under duress.
So, what's required for an event to test skill?
First: Decision making. The event has to be dynamic. If it's something you can farm the exact same way every time, it does not require skill. A squadron of Chimpanzees could be trained to do old Dynamis.
Second: Duress. If you're able to sit down, grab a scone, and surf the web while thinking about what to do next then the event isn't testing your skill - it's testing your patience. In order for the duress to be real, there has to be a time limit that the player is in danger of failing if the decision is not made quickly.
The player must be forced to make a decision faster than they are typically comfortable with if their skill is to be challenged.
How is this best applied on a strategic level? Exactly the way they did it, actually. Random clear conditions and pathos on each floor combined random floor progression require players to make difficult decisions and cost/benefit analyses while in an extreme time crunch.
I like the concept and I can understand where the Devs are coming from. However, I do think that the difficulty is a tad high due to sheer player speed limitations. Adding 5 minute time extensions that drop from bosses (20, 40, 60, 80 only) would allow for additional dynamic decision making without making Nyzul "easier", while still allowing top-tier groups more consistent access (as in, >1% odds) to floor 100.
Likewise, the Devs may want to consider adding secondary objectives to floors which, when completed, could award the player some bonus such as 30 second time extensions or Party Regain. Think along the lines of "Primary Objective: Defeat Specified Enemies. Secondary Objective: Avoid Detection by Enemies. Reward: +30 seconds". Players who take the time to avoid aggro and only pull monsters may be rewarded with an extra 30 seconds. It's up to the players to determine whether they are spending more time than they gain by completing each objective, etc.
$0.02