I'll get straight to the point. First of all, KB SSJ mode is almost as much of a joke as its normal mode (basically just increased defense and it hits harder). Nevermind the fact that the teamup LS composed of probably 40+ people throughout the fight took over 2 hours to kill it. We've already heard of one KB fight on another server where SSJ mode didn't matter. The key point I'm addressing tonight is the fact that KB was being fought for a good hour and a half tonight, lost aggro because it killed so many people after it was in hyper mode, regenned from about 30% to 50%, and then was reclaimed by the same team up LS with hyper mode now off even though PG+Wayfarer was entitled to claim it, allowing the original LS to kill what would have otherwise been either an unkillable HNM for them, or a HNM that would've taken at least another hour or two to kill than it did by what equates to a bug in the game. It is tantamount to a faux win.
Now I'm sure all of you fine members of other NA LSes who joined in this monolithic effort to down KB and are reading this now will object, "How can you say we didn't win? We killed it!" Yes, you killed it in the same way an LS that steals a HNM at 50% can kill something they can't kill from 100%. You killed it in the same way that 50 people can kill Kirin by sheer zerg force. When you have over a certain number of people, it's almost impossible for all of them to be dead even though only a fraction of them may still be on the hate list. KB is designed to become much more difficult after 1 hour, and this team up clusterfuck of Japanese and NA players circumvented that by "losing" via allowing KB to go unclaimed and begin regenning, then reclaiming while the next LS in line was waiting for it to regen to 100% as general etiquette suggests. Nevermind that the next LS in line is practically another teamup LS. I dislike the concept of teamup LSes in general when it comes to easy HNMs, but that's not the point of this post.
There are two main points to this post.
First of all, KB's hyper mode needs to be adjusted in the following ways to make it matter more:
- Immunity to gravity after hyper mode sets in
- Immunity to bind after hyper mode sets in
- Meteor damage needs to be boosted higher (1500-2000 range at full power and less resists)
- Thunderbolt damage needs to be boosted higher (400-500 range at full power)
Second of all, any LS that makes hyper mode on a HNM wear off in this way (by losing all aggro from it, letting it partially regen, then reclaiming) can be seen as essentially forfeiting their right to continue fighting it to the next LS in line, and I would hope that HNMLSes see this as the only way to prevent future clusterfucks from happening; clusterfucks which clearly circumvent the entire point of having these hyper modes in the game. Any LS that objects to this should do like another LS tonight that (afaik) didn't team up, and killed an even harder HNM within not just the current time limit, but in about half that time (and coincidentally the amount of time I've suggested it be adjusted to).
Please opine upon these thoughts.