Well, to be fair, hidden puzzle's whose only purpose is to provide bonus loot are quite different from puzzles in quest lines (which you will never fail to find and can cockblock you if you're stupid and/or can't google).
It really is an apples and oranges comparison.
possibly. but GW2 doesnt really have questlines at all.
I talked about the puzzles in tsw on the old boards of course. I feel the were designed poorly. I was pretty pissed with them by the end of the first zone, and didnt really do any in the second.
first two right off the bat are the vivaldi one, and the jail cell one. vivaldi ok. a bit obtuse, but thats highschool level general knowledge. jail cell though. at no point in the game is it told to you, that you have ghost runs if you die. so, if you haven't died yet, there is no way to logically complete that quest. committing suicide to see if that lets you talk to ghosts isn't logical. That is poorly designed. if it occurred later in the game, sure. you are more likely to have died at that point. or if it was hinted, or stated what happens when you die. sure.
the basement door. starts with looking at, and following the sewer grates. ok. unique art, and been there for a while in game lore. but then leads you to town hall, where you are supposed to look at the clock iirc? a modern dial clock in a video game. ok heres the problem. clocks in video games are background art. you ignore the fact they never move, because they are background art. using background art like that, as a piece of a clue is retarded. if every clock in the game was moving, and these WEREN'T, then yeah ok. a clue. this was a puzzle that forgot it was a in a video game. It also goes from things built in the 1700's, to this modern clock. are we supposed to believe that clock never changes time within their game world? or when they wrote these clues in the 1700's they knew this clock would be there?
A school, a clock tower, or some thing sure. a grandfather clock, yeah. looking for these would make sense. the kings 10:10 is a bit vague too. but, the clock was the real problem. I'm not saying clues should all be glowing interactive objects that stick out like a sore thumb. but they still do need to stick out from the gameworld, so we know what is or isnt just fluff. A grandfather clock for example, would have stuck out from the modern decor, and made sense in context with the timeline of the clues. THAT would have been a logical clue.
morse code. see yeah, I find expecting me to go download an audio program to clear it up, or a program to translate stupid. If it was clearer, so you could transcribe it yourself, perhaps. but as it stood, I didnt find that fun or neat. just annoying.
If this was an adventure game, I am pretty sure people would decry it.