New players are also hurt by it-
If you can "just Life Carve" everything, fewer people are working on actual strategies to defeat the challenges. And new players who do not have access to V1 can't do anything but wish they had a time machine so they could pay to win.
And that is not something that I want to encourage.
I believe the best solution for V1 would be to allow it to be used in all challenges, but have some kind of passive nerf. Not to the level where it is completely useless, like it was for this challenge. Rather, something similar to the Doom Amulet where the monsters will be given significant buffs but not be unstoppable. If it was possible, it may be enough to reduce the effect that V1 Life Carve has on challenge monsters. Most other go-to skills V1 has would still face a significant challenge to the monsters if Life Carve was reduced in power. Perhaps they could cause it to have an increase cool down time?
Giving every challenge fight an alternate DoomKnight V1 version would require me to make an alternate version of every fight- and I do not have the time to do that. Doom Amulet was a special case- it was at the end of an epic chapter and also part of a rather lengthy quest. It would have been silly to go through the entire quest and then at the end, instadie because you used the wrong armor.
You can change classes and equipment and prepare entirely for the challenge fights. So it's not as punishing to restrict certain classes.
Having Life Carve be less effective in certain battles would be a huge undertaking, and there are other broken aspects of DmK V1- Life Carve spam is just the most obvious. We also promised not to adjust DmK V1 when we rolled out the new DoomKnight, and I do not want to go against that.
Drop rate changing is out of the question because it just turns it into an RNG grind, which is something I'd like to avoid doing for challenge fight rewards.
It doesn't really seem like there's any unique animation to the anti-doomknight measures; they're just using pre-existing moves with vastly increased damage. It doesn't seem like that much work, and it seems that it's even possible to reuse some of the coding for each different limitations, I don't think it takes that much work, no.
I do think that just adding ridiculous damage against a restricted class was a bad idea on these fights, where for flavor, they wouldn't be able to give the information that the issue was the restricted class. Hence why I've locked the buttons. Changing other aspects does take much more effort- especially when trying to counteract how OP DoomKnight V1 is.
The Arena at the End of Time content isn't intended to be completed by everyone- it's not meant to be like story quests or most side quests. It's an aspiration for those with the best gear and best strategies.
My final thoughts on the matter are thus:
Restricting DoomKnight V1 (or other classes) on certain challenge fights is not unfair.
It encourages strategy and community working together, which is absolutely fantastic.
I have never, and will never, have a boss or fight in the story where DoomKnight V1 just gets obliterated (Unless you were supposed to lose the fight as part of the story. Which we have been avoiding for some time now.).
If you disagree, I apologize, but I believe this is the best way to implement this content.