Look, to everyone that likes jumping puzzles because their clunky core mechanics makes them difficult: I respect your opinion, but I honestly don't care. They're still fundamentally bad, and I can back that up multiple years of examples across multiple games. The reason you like it is because someone always does. the people that don't just don't engage with the content. Whenever you make a game, the people that like it gravitate towards it like a magnet, and those that dislike it fall away and leave. So, what you're left with is the core audience that you've attracted, and an essentially biased view point. It can be hard to change games because when you do, the game and the audience you've attracted will be offset to eachother. Except in this case, I really don't think many people will complain about the change. To them it'll always be the same old jumping puzzles that Anet have been doing all this time, except the keener eyed might notice the jumps are less awkward, the directions are clearer and experience just feels tighter. You people seem to think I'm asking for easier jumping puzzles, well I'm not. I'm asking for a tighter experience, because the current one, endearing as it is, feels sloppy and amateurish. Jumping puzzles can still be challenging, but this is the wrong way to go about it. By the way, I'm using weyandt's revenge as an example. There are plenty of puzzles in the game that share the characteristics of this one. I actually do like jumping puzzles in this game, they serve as a great way of equalizing players that would otherwise be far apart in terms of character skill and power.