A moderately well known fact about Nintendo is when Shigeru was making Super Mario 64 for the nintendo 64, he discovered making pinpoint accurate jumps within a 3D space is just something that does not work. At all. Making a jumping game in 3D requires a pretty high degree of forgiveness to make it fun, a certain understanding of the player to make "good enough" judgement for a jump. However, the fine fellows at Anet don't seem to have gotten the memo, and as such we have minuscule stalagmite platforms, catchy headbanging geometry in awkward places, and unclear directional cues.
The pirate cave in Lions Arch immediately starts off with a *Guess the pixel perfect position you have to drop down into to even start the god kitten puzzle." There's no time to avoid obstacles if you get it wrong, and you can barely move in midair to begin with. You are then lead through a pitch black maze in which if you miss the rather unclear cue to walk through a wall and turn left at the end, guess what you'll be wandering through pitch blackness for as long as it takes you to realize you can use your minimap to navigate through without the help of the spirit in the first place. When you do finally get out of the maze, it is again, extremely unclear where to go, the answer is to spam jump your way up some rather badly textured geometry to a tunnel above and to your right.
There's problems with pretty much every puzzle I've tried so far with absolutely no signs of learning from Anet throughout the years of releasing expansions. I would like to at very least like to see some clear directional cues with the puzzles released in PoF, with the path clearly laid out in what you're supposed to do. I get that from time to time you may want players to navigate some form of maze, but the fact the maze is there and the different possible paths the maze has needs to be clearly shown. Don't make people randomly jump off unrecoverable cliffs just because they think you might have hidden the correct path down there. If you want to make a jumping puzzle difficult, you'll want to outfox your players using clever tricks, not make them struggle to overcome core gameplay elements.