Quote Originally Posted by RiyahArp View Post
Did you forget what happened when they dynamically adjusted fates in HW?
That's passive, not dynamic. The current FATE doesn't change at all - instead, the NEXT time the FATE appears, it's harder. That is not what I was suggesting. Each additional person on the hate list INSTANTLY adds HP to the boss. Like, if one person soloed it down to one percent health, and then forty more people joined, it would gain so much HP that the amount he first player did would be just a sliver on the life bar. That's dynamic - it changes while the fight is in progress, not when it's over, leaving the boosted difficulty for the next group to deal with. By my system I'm suggesting, the next time it spawned, it would be at low HP again, and again scale up as people join the fight.

Quote Originally Posted by Remedi View Post
I want to say something about world bosses and all.
Because Hunts cater to the casual crowd, a zerg strategy is pretty much inevitable simply due to the fact that a large number of the participants will be terrible players. The focus needs to be on making the thing durable enough to weather large groups of players while still allowing each to obtain credit for the kill, rather than to punish players who play by mashing buttons with their face. Due to the function Hunts have in this game, I don't think we'll ever see genuinely difficult Hunt marks; the best we can expect is interesting mechanics that are inconvenient if you fail them.