I want to see both of these as alternatives to hard enrages, especially the last one since it's a better way to promote death in a fight as an actual punishment.
But both of these DO exist in the game. The new ultimate fight has a mechanic where dying will add to the hard enrage timer. A7S has(had?) a mechanic where dying would add a permanent damage up to the boss. A8S, O4S, and O8S all have an end mechanic before the enrage which involves increasingly higher damage that has to be healed through or it will KO everyone.
They do; but then after a few hits, there's the long cast for the hard enrage. I think what people are getting at is getting rid of the hard cast, and just making the damage continue to increase until it's impossible to heal through it. And to put it in each floor as opposed to just the last one. I'd love to see that.
I'm also one of the people that would prefer permadeath to return in Extremes. Maybe be a bit lenient and give 1 chance - you fall off the platform the first time, okay; mistakes happen. But if you do it again, then you're out for the rest of the encounter.
I wouldn't go quite that far because it robs the raid of any potential recovery. Not to mention, it's entirely unfun for everyone else if someone makes a mistake and suddenly everyone's screwed. As someone who both watches and has actively progged Ultimate, believe me when I say how incredibly unfun a single death = wipe would be. That being said, empowering the boss itself poses an interesting mechanic because you can still win, you just have to work that much harder.
That's exactly how they feel. Enrages are designed specifically to give DPS a purpose otherwise fights simply boil down to wars of attrition. Enrages have somewhat generous timers, especially nowadays, to allow for mistakes hence why Raise exists. If you're seeing the enrage, that is literally the game—and by extension, the devs—saying you made too many mistakes. Go back and try again.
They'd never do that. That would basically require perfection, and while I'm all for hard content, I'm not really for completely unforgiving things like that. Considering the lag issues my UwU group has had this week between storms, power outages, and Cactuar randomly exploding...
As an aside: I request bringing back Faust to gatekeep the boss of the first floor of each tier. I know we have SSS, but I'd prefer Gordias Faust to return as the true test. Beat him, and you have shown you're ready for the entry floors.
Chaos datacentre has had a few "kaput" moments recently too... But that being said, I feel like there needs to be some content which requires that. And mistakes should generally punish the team more as a whole anyway. Perhaps the buffs for the boss for each death are an option. I know O5S for example, every time you get gibbed by a ghost, their HP increases. Making them harder to kill (also, I found out today that the DPS ghosts have an enrage timer, after I accidentally grabbed one as WHM in the heat of confusion)
Yeah, fair play. I just want those deaths to actually matter more for it all. I think we both want the same thing (even if it means I get locked out of content due to competency cap because of disability, though I think I still got a fair ways to go yet), just we have very different ideas on how to achieve that.
EDIT: That being said, I have a tendency to think in absolutes, rather than variables. I mean look no further than the deleted posts where I suggested that if you perform below par, the game kicks you from the duty automatically, not other people (which received such a hefty backlash I tried to get the GMs to ban me from the game + forums permanently over it, as well as revoke my Fanfest ticket without refund, though I may not end up going to Fanfest anyway). I think that is probably the epitome of "thinking in absolutes".
I knew at least the Akh Morn mechanic exists, but I mean have them in more regular/casual content over hard enrages. Especially boss buff effects upon death like permanent damage boosts or healing the boss for 10%+ health, those sorts of smaller, more responsive effects rather than a secret timer that eventually says "yeah, you're done, try again".