And my point is that only adjusting the fights doesn't fix the issue, it hides it, so I'm not going to advocate for that as a fix, as nice as variety would be it's more of a preference and doesn't actually address the issue of having all checks server side. Not really gonna argue that anymore because I just feel like I'm repeating myself.
It also does not fix the issues I am having. As long as a person dies after the heart phase (and in most other fights that aren't Titan), I can live, and my group can pass the fight with that person dead who died to an AOE. It isn't make or break. Me, as the tank, getting killed because Hallowed Ground didn't apply as it was suppose to, or because Benediction didn't apply (even though I saw the words for the heal in the scrolling text), wipes the entire party for more fights than just Titan, including those that have no AOEs.
There are more game-breaking things then just AOEs. If you take out AOEs, things that need to be interrupted, and heavy damage that you need to heal through.. I'm not really sure what else they could possibly do to make fights challenging. So that fix does not work for the issues I do actually run across because of the core issue (which is an architectural one). The AOE thing I still see, but because I can be out of most things by the 90% mark I actually don't get hit by them all that often, and most my FC doesn't die to them (they do get hit by an odd WotL, but it isn't a one shot and can be healed through). They die because that interrupt applied according to the battlelog on ADS, but for some reason High Voltage still went off so everyone is paralyzed, or my Hallowed Ground went on cooldown but I never became immune to damage and died anyway, so the boss went on a killing rampage.
Most people don't lag enough that they literally cannot dodge no matter what. Most people fix it by pre-moving just a little bit to make sure they're out on time (basing this off everyone I've ran into in game, and all the replies to this thread). It is not that things absolutely cannot be dodged, it's that you cannot rely on the screen indicators to dodge them. A ton of people find work arounds actually work for that. Huge lag in any game is going to get you killed, and I wouldn't expect an online game to work flawlessly when you have absolutely terrible latency. Most online games have on the box that they require a broadband connection for a reason.
Your WoW example shows what I would expect. You don't die to an AOE unless you are experiencing such a high amount of latency that you literally can't move. I have never had that happen with WoW, or any other MMO, unless my internet was truly having a crappy night, or the servers for WoW were borked enough to be on the verge of a shutdown (or my computer was crap and didn't really meet specifications for the game >>). Nor was it a problem people complained about on the forums. What's happening in this game is people with normal connections, connections they can play other MMOs on just fine, are getting killed. So you can play an MMO like WoW with 300ms and you won't die to those AOEs, you're not gonna get stuck in them with that latency. You still get hit by them here.