I love difficult content but not in an open world zerg, what were the devs thinking? Do they even play their own game?
The interesting thing is that tough world bosses have been seen in old-school MMOs and were popular (although people complained about camping and respawn times). In the modern MMO market, the new mechanics and player attitudes have clearly changed how open world bosses can be done.
I do agree 100% that Teq 2.0 seems to have shown that in the modern MMO market, difficult content is fine in instances but not in the open world where the zerg is the rule. Compared to those old-school MMOs, the playerbase is far larger with a much wider variety of players which might be part of the reason for this.
Teq 2.0 could be seen as an experiment to see if organization can consistently guide the modern zerg and it seems to show that just did not happen.
Or rather it showed that organized players are really good at organizing ways to avoid the zerg/general populace and insure that only people they want can take part in the content.
I've always been of the opinion that the open-world should be about feel-good slot machine game play while instanced content is where the challenges should be (the exception being the core lore/storyines which should have difficulty sliders or lacking those just be easy so everyone can see it). I do wonder what ArenaNet has learned from Teq 2.0 since they have the actual numbers.