Quote Originally Posted by KageTokage View Post
A DT A rank has 32 million HP and S ranks have 87 million HP. The current EX bosses have around 60 million HP. That alone should provide a good enough indicator of how undertuned they are.

It does not matter, and has not mattered since the dawn of the hunt system that the developer "intent" was for them to be fought in small groups because people will inevitably min-max the heck out of any system you put into the game, and in this case it was by coordinating ridiculous amounts of players to gang up on the hunts so they die before they can get more then a few mechanics off, which fundamentally makes the experience feel like a dull grind.

I think the simplest solution would be to just give the hunts a special buff that either raises their HP or reduces damage taken by a small percentage for every player over the "intended" amount for them (8 players for A ranks and 24 for S ranks would be reasonable IMO) within a 100 yard radius up to a certain limit.

They added extremely aggressive scaling to the two special boss FATEs this go-around (Such that both can end up with over 1.5 billion HP if there are enough players around) so if they were willing to address that, I don't see why they can't do the same for hunts.
The solution is to make it like Treasure Maps/FF11 where the party goes to the hunt location, use an item to spawn the monster, and only the players in the party that spawned the monster can hit the mob. There you go. Hard bosses for small groups set out in the open world.