We literally used to have enrages in normal content. You almost never saw them.Adding enrages to normal mode sounds good in theory, but it probably wouldn’t work out well in practice. Normal mode is meant for casual players who are still gearing up and those who just want to see the story, so many people queuing for it are undergeared, lacking pentamelds, or working on tomes. If you add enrages to normal mode, it shifts the challenge from testing player endurance to testing gear, which kind of defeats the purpose of having a more accessible, casual difficulty.
I think it was ShB who killed them outright, like it did so many other things.
That's kind of the point though, they were so late into the fight that it was the same as not having them at all. It was extra dev resources allocated to something that wasn't benefitting anyone from it. If you survived so long that you saw enrage, the party likely disbanded the very next pull. Let people clear and be on their way.
99.99% chance probably a Titanman alt



Speaking as someone who's played since 2.0, Overall time based hard enrages in Normal mode content was barely a thing as is besides the mid-fight add phases which still exist in SHB+ in plentiful amounts. (73, 79, 89, Several 90 trials, 93 all have mid fight enrages)
Off the top of my head I could only think of:
-Amdapor Keep boss 2
-Amdapor Keep HM pack before final boss
-Wanderer's Palace final boss
-Steps of Faith
-Bismark NM
-Technically Shinryu since you'd eventually reach a point where all platforms are broken and chains/Tidal wave/Aerial Blast become unsolvable
-Maybe some of the Alexander raids? Cant remember if any of NMs had a hard enrage or not. (A1 has a hard enrage but its based on boss dying and not time)
-Fractal Continuum HM
-Ruby Weapon NM, ironically, is one of the only NM trials to actually have a time based hard enrage.
Either way, the vast majority of normal mode content even in the old day didn't have hard enrages, the lack of them isn't something new.
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