


To be fair hunts were never designed to have the entire server teleport in to kill them in the first place. You're complaining that instancing inhibits hunts solely because the community coordinates them as server-wide kills which they were never supposed to be.As it stands, Hunts in the new zones are practically broken, you keep getting put into the wrong instance, and by the time you switch, if that option is even there, 90% chance that the mob has already been pulled.
Hunts were not designed for instanced maps, why didn't you think of this?
It doesn't matter what they were intended to do. What matters is what players actually do and SE has known about this problem since day 1 of hunts. What made them think anything would change in this xpac? All of a sudden players would think "Oh let's do hunts like the developer INTENDED us to?" No.
This is why they need a public test server. This sort of thing goes live and they scramble to deal with it when knowing how their players would react to something would equip them to nip it BEFORE it becomes an issue.



I think you're missing my point. The devs have no reason to cater to a playstyle they never intended. Saying that "what matters is what the players actually do" would imply the devs cannot change anything that would alter the way people play... That's not how these games work.It doesn't matter what they were intended to do. What matters is what players actually do and SE has known about this problem since day 1 of hunts. What made them think anything would change in this xpac? All of a sudden players would think "Oh let's do hunts like the developer INTENDED us to?" No.
They implemented this as a temporary measure to alleviate server stress. Given the temporary nature why would they go to the extra lengths of working around an extremely minor impact it has on hunts? You're gonna lose out on a few tomes and seals, big deal. Just suck it up for a few weeks until they turn it off.
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