I heal expert roulette. Its only a GCD penalty if you are melee, I'm guessing. As healer or ranged, i drop the puddle in a corner and do fine. Most melee don't power through it any more than they take every single non fatal hit they can in a dungeon; we're trained to dodge.
Look, if current endgame, including hashmal, is not teaching people to do well, why is puttng an easier form of him in expert any help? They already do it and succeed or fail. It doesn't teach them anything they don't already know. the made hashmal harder because dodges in ex trials are hard or harder than him, he is the bridging stuff you want.Rubbish. Absolute drivel. I see multiple people on every single last Hashmal recording that I've got that are running in the right direction for extreme edge but didn't quite make it for whatever reason. By giving them a few extra seconds, a higher percentage of people would be able to consistently survive thus making the mechanic easier by virtue. Storymode Nid is precisely the same deal, it's even more clearly telegraphed, just some people don't have the awareness or mechanical skill to reliably survive it. Giving these people a larger window to get clear would make it easier for them. I'm really not sure how you can argue against this TBH.
Bonus question, you say there's a lot of other one-hit mechanics in Hashmal, name them. I can think of 2 that are truly one-hits. That's not really a lot is it?
Hashmal can one hit with his rush, his red orbs, his tower drops, his hammer drops, and can if someone misses a dust orb if you are closer to ilvl 310 on dps or heals. Others can survive it, but i am paranoid about people bein at full health and shielded after the stack then.
No, it was the first thing to come to mind as a post 60 boss. Yojimbo is different because he is hamstrung by the number of players and mechanics. You can't make yojimbo harder with his existing mechanics; he'd need to be retrofit completely because even with four dragon adds and three rounds of coins, players pick them all up. You'd have to set wipe potential at 50 or 60 coins, and triple the number of coin drops while adding paralyze or stun to daigoro to make it a challenge.You suggested the mol because it makes your point look good, don't even bother trying to lie to me. Would your point stand if you used Yojimbo as a reference? I don't think so.
It's not all that different. Serously think about how he can be made harder, without being too hard. The antitower last boss is similar, the mechanic design is just too static to really make hard.