This would be the worst thing. It'd turn the encounter into what we hate, where we can't make it go faster through skill.
Haha oh trust me, that was given as a bad example. Faster clears with higher skill should be a cornerstone of encounters that are replayed weekly.
Conflux-Oracles
was a notorious offender. Crota's End was pretty good about this. KF Totems is real boring. And then there's Oryx which is just... guhhhhh.
Yup, I agree with allllll you said.
2. He gets progressively harder the more you take him down. Done hastily can cause disaster if theres alotta adds up, and you get overwhelmed, so you need add control in all 3 sections.
Lol yeah it started as a two sentence reply... then I just kept typing.
I really like the ideas you've listed here. Sounds dynamic with an escalating challenge that can still be beaten quickly once mastered. You also bring up a great point about add control that made me realize how poorly implemented it is in KF. Clearing adds and damaging bosses are almost totally isolated.
Compare that to Templar which was so brilliant about letting teams find their own balance between the two. Better team? Risk = Block his teleports and deal with Minotaurs on top of Harpies, Reward = faster clear and more ass! Worse team? Constant add control, many teleports, slow but reliable clear.