Some of these problems are limited to only the Elemental Data Center, where the language barrier between the English and Japanese-speaking communities are causing some of these issues. For context, I made a blog post on the matter.

Also, it kinda sucks that we have no game feedback forum for English speakers...

On Entry

Party Portals. These could exist for the first 5 minutes, and only allow access from Full Parties (regardless of composition), instead of the relatively pointless Unstable ones that can still be stolen away from pre-formed parties -with- Aetheric Stabilizers. While parties are still free to re-form inside, players would be more encouraged to at least form parties with appropriate compositions (at least 1 tank, at least 2 healers) so as to ensure their own survival in the dungeon.

These could potentially become split into smaller Individual Portals, in the case where not enough Parties are available in the instance, thus allowing the Public Dungeon to still be attempted by individuals. In this manner, you could at least reliably fill up entire parties, fixing the core problem of composition, as well as making each party at least partly feasible. In this way, at least each party would be self-sustainable, allowing the players to focus on the Dungeon proper rather than the competition of getting in, in the first place.

On not Punishing prepared players that reach the Enrage Timer in Proto Ozma.

The suggestion is not to punish and delevel those that have been swept up by Black Hole (please no) but rather to avoid punishing the ones that did get to the end.

Please change the enrage ability of Proto Ozma so that it repeats the combination of a knockback Shooting Star and follow-up Black Hole. This is so as to deal with users that use Surecast or Arm's Length to try to avoid getting out of the barrier, and hopefully catch players knocked off the platform too.

On Boss Health vs Remaining Players

A "Threat Detected" Buff that exists on each of the bosses, scaling the boss's health in the same way that they would scale currently, except this buff is removed as each user is booted from the instance, with a lower limit of perhaps 24 (50%) players, scaling up the boss's health based on each additional player beyond 24.

This way, the bosses' health would scale down to a slightly more manageable value as users are removed, though it might be a slight challenge to reduce the boss's HP based on its current HP percentage, since currently, when Max HP is affected by any source, existing HP stays the same, unaffected by the current percentage.

Still, it would partly mitigate the problem of first-timers quickly dying and becoming removed by Black Hole without significantly reducing the extrinsic difficulty of each fight.