With the redesign of so many low level dungeons, and the general rework of old content in order to bring the earlier content up to date with current standards, there is no better time to take a look at one of the few remaining bits of slog content.
Fundamentally, the Crystal Tower raids are broken. Their mechanics are either unclear (Bone Dragon, Scylla, Amon, Five Headed Dragon), inconsistent with modern standards (Atmos, Behemoth King, Atomos Prime, Cerberus), or entirely irrelevant (Behemoth King, Scylla, Glasya Labolas). Sometimes, they are a combination of some of the above. But this post isn’t really about me complaining constantly - and I don’t really want to come off as whining. As they say, criticism is import but it must be constructive. Fortunately, there are relatively small changes that could be made - at least from my point of view - to the encounters in order to fix some of the small amounts of slog that build up into a much larger amount of exhaustion and burnout.
Firstly, one thing that I’ve noticed the most is that some of the raid mechanics either force noninteraction, or are too quick to be interacted with. For example in both the Amon and Scylla fights, there is a mechanic whereby players are encased in ice - forced to watch as their fellow party members get to press buttons and engage with the raid while they wait for the moment to be unfrozen either by someone with a slow moving tether or an errant frog who forgot that if you unfreeze people in the Amon fight, the party wipes. These are not particularly easy to change, especially without redoing the fight as a whole. A possible idea might be to have Scylla’s tethers replaced by circle AoEs centered on the target player which fire after a set time, and to have Amon’s attack drop Ice Meteors instead of encasing players in the ice themselves.
Secondly, some bosses simply do not live long enough to do the things that they are supposed to do. The most egregious example of this is Glasya Labolas, though Thanatos comes at a close second. Ever since I created my account 6 years ago, I have seen Glasya Labolas do two entire mechanics, and that includes the one where he summons his robots to increase the rate of his charge. I understand that ultimately, as players consistently gain access to higher level gear certain bosses become much less challenging. This can be seen already with the first boss of Copied Factory, who barely managed to get a single Systematic Suppression off during the final patches of Shadowbringers. However, there is a difference between a boss being less challenging, and being a glorified punching bag. That, of course, is why Cape Westwind was removed. The easiest method to rectify these sorts of things is to simply add a few zeroes to Glasya Labolas’s HP…. But I do not particularly see this boss fight being properly brought up to modern standards without at least reworking how Glasya Labolas’s charge mechanic works.