Quote Originally Posted by Kosmos992k View Post
I don't agree with that at all, it's like saying every quest should be designed for the zerg rush. that would be a terrible way to fram your quest design.
It is the sign of an experienced developer to foresee issues caused by recurring player behaviour and take appropriate measures - it's plain and simple learning from mistakes. Fool me once, shame on you, fool me twice, shame on me. And a zerg at events really is nothing new. Neither is reward maximization, which is why SE just recently had to change the way PotD upgrades work. I, at least, sure hope they'll learn from that, because otherwise they'll keep doing the same mistakes expecting different results - insanity.

In this case, I'd say it'd be as simple as to make the whole thing function like a leve-quest - you go to the area, pop the quest, tab your way through the masses to find your target, which, as leve targets are wont to do, is not attack-able by other players, and then proceed. Not only would that have fixed the issue of bombs being slaughtered, it would also have fixed the issue of 60s one-hitting the mobs, as leves can be scaled.