We've had a lot of great feedback in this thread, but one thing that we haven't seen a lot of feedback on is suggestions to get players back to the XP/minute and general questing speed that was taking place prior to Update 59. We have seen a very significant increase in general speed of play since our recent lag reduction work, and as players have noticed, it's causing issues regarding game performance. Some of the goal here is to get players back to the pace they were prior to those recent changes. So, just to ask: How would you reduce player speed as it were to pre-Update 59 levels?
I didn't see anything in the original proposal about completion times, but I could be mistaken.
Personally I don't see any difference in my completion times, that I've noticed, apart from less time wasted on selfhealing out of combat in reaper.
I'm not sure I see how completion times themselves add to lag. Unless you mean that people are running past a lot of mobs, of course. If that is the case, then sure, something should be done. Strengthening DA might help, but there are a lot of places DA happens without players being to blame.
EDIT: To be clear, I don't see faster completion times as a problem in itself. When you have a huge amount of PLs to grind, and reaper xp as well, then some players are going to want to do that as fast as they can. Making a long grind even longer is not a good thing. The grind should not be getting longer for new players, or those still on the run up there.
(my main has all PLs, and while I'm not at 156+ reaper points yet, I do have 147. So this is not meant to make my own life easier, but to make sure newer players don't feel discouraged from the start)
I'm not a fan of artificial forcefields blocking progress, but I suppose that, or doors being locked until DA has gone down, might help.
Also, this problem is somewhat selfinflicted. For a long time, the only way to add challenge to quests has been to put more and more - and bigger and bigger - mob packs in there. Players grew tired of the slog, and started to find ways to not deal with it. Going back to fewer but more meaningful mobs might help there.