I'm unsure as to how I feel about the changes to Tequatl. On one hand it's much welcome but on the other, the event does inevitably still stand to be little more than a scrum where the participants of a server descend upon one objective, in a very short window, to kill it quickly.
In many respects this stands for all the content added through the Living World, whether it be Scarlet or the Gauntlet, it all descended into a cluster of players steam-rolling content, that attempted to have some structure.
Scarlet was a perfect example of content that had definition in how it worked and how it was completed, similar to what Tequatl is now, but was overshadowed and trivialised through player numbers.
I'm not suggesting Tequatl is easy content even with such numbers, as evidenced by the few servers who have killed him. However, I believe the difficulty here stems from an inability to organise hundreds of players easily. Public user groups are notoriously hard to corral even in World versus World or smaller boss encounters in dungeons, never mind when a hulking dragon that now has a semblance of a difficulty routine presents itself.
I'm very much supportive of what ArenaNet have achieved with this patch as it lays down a clear path to improvement for the rest of the dragons in the game. What I can't help but think back to though, is the prospect of raid content and how ripe the dragons are for it.
Why are ArenaNet insisting on making this content in the open world when it is hamstrung by frame rate issues (due to player numbers) overflow complications and delays, guesting and a limp tactical approach caused by an unwieldy number of participants?
When raids had 10 or 25 men requirements, there was no lesser celebration from killing a dungeon boss with such limited numbers than there is with downing a dragon in the world of Guild Wars 2.
The key difference being the build up, orchestration and coordination possible from such raid encounters supersedes anything possible in the Living World. Small numbers of participants creates focus and camaraderie for a depth of play Guild Wars 2 desperately needs.
Sadly, much of this would require instancing and if you're still reading many of you will have likely already said "god no!" but without question, the pay off from walking through a portal is ten times that as anything in the real world.
I'm keen to hear your opinions on Tequatl and whether you feel it and the other dragons would benefit from instancing and whether you think them being in the open world is a good or a bad thing.