This has a been a pain point since it was first announced and tested for Mod9. While I understand the motivation of not wanting players to zerg through a dungeon without killing stuff on the way, there are quests that DA just doesn't make any sense because these quests have mechanics that cannot be avoided. Coalescence Chamber being the number one in the list, IMO. It's already an aggravating quest with all the Mario-jumpy required, add DA that goes from nothing to red several times in the quest with no player interaction, like waves of bats, the ambush, etc. You can literally kill every single mob as you go along and then out of nowhere: Red skull, Harried, enemies buffed, etc. I've seen it happening on "kill x number of such" type of quests. Supposedly was an anti-zerg measure, but when the system fails when there's literally no zerging involved but by the quest mechanics/design, I think it's time to take another look at the system. Yes I'm sure "we're all uber and we running on red skulls is the only way to roll", but that doesn't justify, IMO, the fact that we need to put up with a flawed anti-zerg system that actually penalizes the players for doing what they're supposed to (killing mobs as they go, etc.).