Champions Episode 2 “Power” just dropped, and with it, two more Dragon Response Missions. The community’s read on DRMs is mixed at best, frustrated at worst. But before we write off the format entirely, consider what it is trying to do. “Not quite there yet” is a meaningfully different verdict from “bad idea.”

What DRMs Are Actually Trying to Be

Guild Wars 2 has a content access problem that has been sitting in the background for years. Open-world is accessible to everyone but it is passive. You show up, you tag mobs, you collect loot. Raids are where deep mechanical challenge lives, but the barrier to entry locks out a huge portion of the playerbase.

Dragon Response Missions were ArenaNet’s attempt at a third lane. Repeatable instanced content that you can run with a friend or a full five-man squad, set within maps the community already knows, with a difficulty curve that scales through Challenge Mode tiers. That is a genuinely interesting design space to explore. The fact that the first iteration is rough does not invalidate the concept.

What the Format Gets Right

The Challenge Mode tiers are underappreciated. Normal mode DRMs are the introductory difficulty, meant to be completable by casual players who want to see the story content. CM tiers add modifiers that change how the encounter plays: enemy buffs, additional mechanics, tighter execution requirements. That is smart layered design. It gives the same content a longer shelf life for different audience segments.

Story integration is a genuine positive. DRMs are set in existing maps, and the missions frame why your squad is in those locations during the current crisis. There is narrative connective tissue that makes the open world feel actively affected by the Elder Dragon conflict.

Accessibility is real. You can run a DRM solo on normal mode. You can bring two guildies for a laid-back session. You do not need a static group or specific builds. The time commitment per run is manageable.

Where the Execution Falls Short

Damage sponge tuning is the biggest mechanical problem. Too many DRM encounters feel like attrition rather than challenge. Enemies with inflated health pools make the fight feel long without making it feel interesting. Difficulty that comes from endurance rather than execution is not fun. It is friction.

Group-finding collapse is the format’s structural vulnerability. When a new DRM launches, the LFG is active. Three weeks later, the LFG for that DRM is empty. Without a built-in matchmaking system, the format ages badly and quickly.

Reward pacing is the third issue. The first clear gives you story content, achievement points, and gold-equivalent rewards. The repeat-run reward loop is not compelling enough for most players. There is no rotating reward mechanic, no DRM-specific currency with meaningful spends.

What a Refined DRM Looks Like

None of these problems are unfixable. Some are first-iteration problems that almost every content format has shipped with.

Imagine DRMs with a rotating weekly modifier system that keeps group-finding alive by concentrating the playerbase on specific missions each week. Add a DRM-specific currency that accumulates across all missions and spends toward a cosmetic or material reward. Address health-pool tuning in CMs so difficulty comes from mechanics, not endurance.

GW2’s content teams have done this before. Fractals started as a rough framework and became one of the game’s healthiest endgame pillars through years of refinement.

What Judgment Needs to Do

With two more Champions episodes still to come, DRMs are not going away this patch cycle. The Icebrood Saga has earned a lot of goodwill. Grothmar Valley and Drizzlewood Coast are two of the best maps GW2 has ever shipped. Champions deserves to close that run with content that matches it. The DRM format is not the problem. The implementation just needs another pass.