wrote: I would argue a dps decrease for the outlier that lengthens the encounter for the cheese setups to still be within 1 mana bar is better than forcing every setup to somehow reg 2 or 3 mana bars in a fight.
Erm ... Maschunga example: right now it is a 1 Manabar encounter - with a roughly 52% dps reduction for a pbaoe grp it would become a 2 Manabar encounter.
Maschunga is tho for a non 75% pp on everyone group already now a 1.5 or 2 Manabar encounter, so it would become literally impossible to group more than even just 1 new player without a massive disadvantage for the entire group.
Wipes should not be forced by overgrind, but by not doing the mechanics right - if you make a 2 minute encounter a 4 minute encounter, the chance the mechanics are understood and played right, but a slight slip of someone leads to a wipe gets doubled + long grindy encounters are super boring to actually annoying - if anything encounters should be shortened but with a way to ensure the mechanic is followed instead of bypassed.
Mother of Ice: Same story, its a 1+x Manabar encounter right now. If the encounter gets prolonged by just 25% that is 25% power not even a 75% powerpool player will have. The impact this has on someone starting with just a handfull of runs will be dramatic - making this a 3 Manabar encounter.
Imagine the frustration of playing this encounter right for 2 and a half Manabars and then get blown up, because the aoemezzer was interrupted in a unlucky moment or was too close to the Mother for just one second.
Zregoo will be literally unkillable for a full noob group.
Ogoga will be a complete torture as soon as you group a single new person.
I actually like that you want to make people follow the intended Zorsch/Rorsch mechanics.
I hope what you intend to do is not Zorsch+Rorsch HP for killing Zorsch.
How about simply making Zorsch Immune to damage by everyone his mark is applied to? Decrease the overall HP so the fastest groups have to switch the bosses once and once back and the average group has to switch the bosses twice and back. So the fast fight ends after 3-4 marks and the average fight after 5-7.
I think no group should be forced to switch more than twice, else it becomes grindy and annoying and the setback if things go wrong late into the encounter is too big.
If you want to shut down HoH completely for Mid and make it an elitist only thing for Hib and Alb you are on the right way.
DS will see a less extreme impact than HoH but the direction will be the same.
I can only strongly urge you to not go forward with this. Think about other ways to enforce mechanics, like i suggested it for Zorsch/Rorsch.