Or, just get rid of the regen for Yumcax, and save it for his delve equivalent? It was my impression that Wildskeeper rieves were designed to be challenging, but also designed in a way where anyone and everyone can jump in and with determination, eventually defeat (in a moderately reasonable amount of time). Thus far, this is actually the case with the other four Naakuls, which I think were designed very well! Some of the most fun battles I took part in were in these other four zones and lasted at shortest 45 minutes, and generally at most 2-3 hours (acceptable in my opinion for these zone boss style fights).
By contrast, it was my understanding that Delve was supposed to be more difficult content that requires extremely well prepared players all following an agreed upon strategy.
THE POINT I AM TRYING TO MAKE HERE:
I'm not opposed to challenging content, Delve is designed with a TIME LIMIT and is easy to repeat with entry items easy to obtain.
Wildskeeper rieves require a costly key item which takes individuals a significant time investment to obtain. Without the ability to homepoint, change jobs to form a better strategy, many players would rather try to stick it out and not waste their effort to get there in the first place, and as a result, we end up with marathons.
An important point in SE's defense I forgot to mention that I feel is important:
This is different than the original Pandemonium Warden in a big way- If PW was left unclaimed it would go away, so people had to actively hold it before Twilight gear existed, which led to unfortunate results.
While yes, technically the Yumcax battle I took part in lasted 27 hours total, there were significant lulls in activity where we all took extended breaks, so for that, I commend SE for at least building that aspect into this system. Also, while ~75k bayld does take time and effort to build, it is nowhere near as difficult as a Pandemondium Key when that was released.

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