Quote Originally Posted by Jeeqbit View Post
Alliances Raids splitting up has actually always been pretty common. Often we are given 3 routes, 3 bosses or 3 adds.

Most likely they don't have trash for the same reason as always. It's a waste of time when you want to get to the real boss and not have to go through it all again every time someone leaves. And people do leave this one quite often, so imagine if you had to go through a 20 min alliance raid just to get to the "real boss" every time someone left.

I don't necessarily mind body checks, but in such a large raid it can help for there to be at least a little tiny bit of leeway like 1 or 2 missed. From what I've seen though, there can be a few people making mistakes at any given moment, they just can't all be at once or it'll have a domino effect and wipe everyone.
I don't think you understood what I meant by splitting up alliances. I mean people within the SAME ALLIANCE have to be split up. Because each side platform has 6 tower spots, and the middle platform has 12. So it requires separation of players from their own alliance. In fact, I would be looking for more things like you mentioned. Each alliance having a unique responsibility or mechanic to resolve and maybe having those mechanics interact with the others in some way (such as the baited beams in the Nier triple boss, or even Cerberus)

Also trash can be made more interesting as well, especially looking at criterion dungeons. It would help with the difficulty as well, allowing some out of combat "checkpoints" so that newer players aren't expected to be fully focused for 12 minutes straight and instead can learn more comfortably in shorter bursts of 4-6 minutes. If anything, multiple bosses would actually also discourage leaving, since you would actually be losing progress when you do leave instead of throwing yourself at the same wall from zero every time. If you've done any 2-phase savage fight or even DSR you'll see that effect. Sunk cost fallacy and all.