HP % based activation for the main mechanics for normal difficulty content would be acceptable. It's what they did for most fights in ARR actually.
Printable View
Yes having more HP just so people are stuck in an encounter doesn't make it more engaging. So many people think higher level 24 mans are so much better. It is just bosses have more HP and you are stuck playing whack a pinata. If the mechanics changed as the time progressed that would be different, but they don't. It should be balanced for roughly 20 players actually playing and so boss can do all mechanics.
Yuck and yuck again. Nothing says fun like standing around because you are doing too well for the fight. This is one of the worst mechanics in the game, "Sorry your dps is too high sit here and watch the boss" I can't even believe people would suggest let alone support this. The only thing wore then this was 1.0s you played too much so we are going to punish you by lowering the xp you get.If the boss has too many mechanics and can't get through all of them at set HP points redesign them or reduce them.
Gonna be real funny when comments like these lead back to a Heavensward scenario where people walk in and get clapped by normal modes.
Currrently most of the Aglaia bosses die just as they're starting to do more complicated versions of their attacks. So yes, higher HP would mean longer, more challenging (if only slightly) versions of fights.
If they could do a version of the raids where all the boss HP pools are doubled, and gear drops are increased accordingly, I would much prefer that over running the raid twice and never getting to the later mechanics either time.
(Edit: But yes, tighter IL restrictions would be nice too.)
Just like in that other thread, just have the ilvl sync tighter. Unless you have all alliances, where everyone is on point, you aren't going to skip mechanics. And in that situation, it will actually be celebrated and not be like, oh, this is pretty rediculous. The boss will hit a little harder, cause your ilvl defense isn't out of tune, so that might give healers something to do. Tanks might have to use some mitigations. DPS can do their job. Increasing the HP by not addressing the ilvl isn't going to be very satisfying.
If it's like this...Players who are new to go there for the first time cannot see and experience what they should see there.
Byrgot : Never reached the clone phase, only one hammer phase
Rhalgr : Only one "meteor punch", only one push in fingers
lions : They could not even make their half area attack
Azeyma : Defeated too fast to even put her fire cicle on the ground, and she never kick the sun to the ground after that
Nald'thal : Skipped 'Balance' phase , because he get defeated before that
SE like to overcorrect so prepare for an Ivalice situation where casual players struggle to beat the 7.0 alliance raids inside the lockout, until they add a 40% echo at the start to the raids.
It's a shame that content with a limited shelf-life becomes trivial even faster than necessary due to things like this. They should more carefully tailor iLvL so at the very least people experience the mechanics.