So...we all know the annoyance that is waiting for a rainy area to load. This is nothing new. We also all know the annoyance that is loading a Zana timed mission, and these two factors together make for an almost automatic failure. Again, this is nothing new.



What is new is my saltiness, because the very first Zana mission I got (while hunting for her specifically to unlock her) was a timed Zana Shipyard mission, one of the thirty-ish-second-long ones where you tap standing stones to extend your timer. These are a normal part of the game; everyone's familiar with them, and I've long since ceased to grumble about getting this mission and instead just go on about the free map she's just given me. Still, my timer ran out while I was loading the area, so I thought, instead of useless salt, let's see if we can't address the problem a bit.



The biggest issue is that, for all but the most robust machines, the short Zana timer will run out before the worst-performing areas load at all. We're not here to start the old "why won't you acknowledge that rainy areas are the problem" merry-go-round; we're not here to talk about area performance at all. Instead, let's look at the timers.



GGG has already implemented extended invincibility timers on entering an area, which are dispelled after X seconds or if you move, attack, or cast. I propose Zana's mission timers be changed to function similarly; let us load the area by making the timer not begin counting down until we move, cast, or attack. This will let even the worst-performing computers play all Zana missions rather than forcing us to automatically fail them in poorly performing areas. FYI: It's not a fantasy story, it's a cosmic horror story.