Is the COF Magg bomb part design intended to be this way?
That is – eventually we have to kite anyway. I remember the devs posted wanting us to KILL all the mobs. Which is kinda impossible. Spawn rate is too fast too many. The only way is to kill smokelord plus 2-3 mobs and then kite. Which is funny is we end up kiting anyway. I remember devs did not want us to kite at all. I find this part of COF path 2 most ridiculous. Either let us kill decent amount of mobs or just let us kite totally. Don’t have ridiculous amount of mobs we can’t kill and yet must kite anyway.
Has any groups managed to totally clear the ALL mobs?
Unless you have tanky builds of guardian/mesmer/warrior … your probably have to die and run in continuously. Those groups with not much dps probably takes turn and run 3 and 2 without even trying to kill.
I though the original design was to kite the mobs in the first place. It was fun IMO. I thought it was part of the dungeon mechanics. My guild groups still clear Magg bomb part fine. But everytime I do this path, I just find it stupid that no mechanics exist and it is just blind suicide run.
At least COF path 1 have some interesting mechanics and strategy. That’s what I like about dungeon design. We have to be clever players. Bad design is when you quickly fix something without much afterthought or testing.

