With the instances being burn or die, i though I'd throw in some thoughts on how the current boss mechanics can be tweaked/new ones added that could make the instance a bit more enjoyable, and doable with less gear and more strats (and hopefully none of them overlaps with the current mechanics, because I haven't seen any strat guides for gohh so I really have no idea if the current mechanics can be avoided by any strat... lol). First of all, enrage timer should be tripled on the bosses, so that groups can fight the boss longer so long as they can strat it.
Boss 1:
I'm not sure what the treasure chests are supposed to be for (and I haven't seen anybody that does), but it would make sense if each treasure chest gave a skill that can be used to kill one one of the adds that spawn. Each add killed decreases the buff stack on the boss by 15. (This buff stack is also broken atm - it is still there after the party wipes and does not reset). The cage should also never pull the tank in ( had that happen a few times... lol). Also, please fix the lag on this boss, so people can actually move away from hate Mission like they are supposed to.
Boss 2:
This boss seemed to be designed as a DPS race, but should be toned down a bit. Salt Deflagration should hit for 50% of player HP, and hit progressively harder as the fight goes on. Each Salt Deflagration will hit 5% harder than the previous. The debuffs on players that reduce attack speed, etc should be applied only after 1 minute has passed, and the number of debuffs should be reduced. The first is a 10% decrease in casting/attack speed, then this debuff becomes 15% after another 20 seconds has passed, then 30% after another 20 seconds.
The adds also should not respawn after they are killed.
Boss 4: Deadly water pressure should trigger when the boss has 50% HP instead of 30 seconds, and should be able to be avoided by hiding behind the large stone pillar near third boss. At 25% and 75%, the boss has a new phase that triggers 25 cyclones to travel in predetermined paths in the room, covering the entire room. There should be no place for someone to be able to stand stationary and not be hit. This lasts 20 seconds, and if a player is hit by a cyclone, they take damage equal to 75% of their HP. In normal mode, the number of cyclones should be roughly halved, the damage lowered to 40%, and the speed that the cyclones move at reduced. It also only triggers once at 25% on normal.
Deadly water pressure (I believe that's what the 4 tornados are called?) Should be changed to 1 large tornado around the boss that constantly deals 20k damage every 2 seconds to anybody in range on hardmode, and 10k on normal mode.
Boss 5:
When the boss calls out a player and throws a rock at them, the damage should be changed to 60% of the players HP, and deals additional 100k damage to any other player nearby. The boss should also have an extra mechanic that throws a rock at melee range, one shotting anybody that doesn't move away on hard (reduced to 80k damage on normal).
i can't even tell what's happening at B6 and 7, so no idea where to start from... lol