What Makes A "Good" Archive Challenge?

Just wanted to gather the community's thoughts on what they think defines a "good" Archive Challenge.

Since Ive seen a lot of people, including myself, say that certain Archive Challenges are bad and/or poorly designed, but we never really define what exactly is a "good" Archive Challenge.

(Good is put in quotations since things like this are subjective from player to player, my definition of "good" might not match other people's definition of "good" and vice versa... while you are here, here is a reminder to be respectful if you write a response.)

Comments

  • Anything that doesn't disrupt playing the game semi-efficiently. When people are forced to throw for a challenge it's bad.

    Sadly most disrupt the game flow to some degree.

  • Anything which isn't too hard, too grindy, force to use a particular perk or encourage playing bad.

    Examples: glyphs, repairing generators, unhooking team mates, downing survivors, kicking generators, etc.