Aggro range is too high for multiple bosses including Murdantix and VPrime. (bigger than 30 meter aggro range)
The ability to purchase soul walks, Feign Death, Sneak, and Group Summon will grant the ability to skip lots and lots of trash, some sort of social aggro should be considered if you want trash to be attempted.
Moldering Decay hit for incredibly small numbers, needs to be boosted considerably.
No purge mechanic in fight
No tank swap mechanic; If one was supposed to be added*
Healing seems to be very easy for aoe healing, perhaps consider faster ticks of damage or higher ticks of damage, depending on what dev's idea of healing comp should be. As a healer I find it non-challenging in current live gear, imagine once fully geared.
"Death zone" up at the top of the ramp.
Movement speed will cause multiple mechanics to be non-factors, such as the poopie puddles. Suggestion to remove movement speeds from the encounter spaces, or to increase the speed in which the pools tick dmg, or increase the size of the pools to account for movement speed.
Current popular dps specs w/ AoE cleave dmg could cause issues w/ spider buff management.
Consider being able to target/debuff/precast on Grug while he is underground. Although it was classic HK to have him be submerged and immune, it may be a nice QoL change to be able to have him targetable and non immune while submerged pre-pull.
Multiple attempts the spin laser mechanic did not trigger at a consistent rate. Some pulls 70% some pulls 90% some pulls not at all.
Tank dmg is high at some times, and low at others. The skeletons will destroy tanks.
The crystals did not seem to boost dmg taken by any stunned add.
Jornaru had weird health amount (42mil)
The Abyssal silence should be a debilitate.
The 2nd phase platform never appeared after transition, the phase 3 platform was always there.