As Deew mentioned in Trinity's feedback, the aggro ranges on bosses (we experienced it with Garau/Vladmal) needs to probably be reduced. Pulling a boss from a mile away when you aren't ready is never a fun endeavor.
Since raids can skip a lot of the trash, if you'd like the trash to actually be cleared you can link specific packs to the next boss in their wings. For example, when we went to Aky to have a look around we skipped all of the trash. However, when we pulled Jornaru all the trash packs in the room pulled as well and swarmed us.
The rate at which and the amount of packs of seacaps that spawn initially seems too high. Instead of it randomly generating either an aoe or ST pack, have either 2 aoe packs and 1 ST spawn on the timer, or 2 ST and 1 aoe pack depending on how you want to tune the raid comp/dps requirement. If only 1 aoe pack were to spawn each time make it so that you'd have to use the boss damage/golem slow on each of those packs in order to kill them more consistently by increasing their hp a bit more.
Since the red aura golem is much more useful in the fight at handling other mechanics, I feel he should be the golem to come out 1st followed by blue then green. Upping the rate at which they all come out would also work.
I really like the idea surrounding the use of Guard on this fight so that players have to make sure they are positioned correctly throughout. This should be a good mechanics-check fight.
You mentioned the death-zone around the perimeter wouldn't be there with the death of Zilas so that shouldn't be an issue. We should definitely test that to be 100% certain, though, as I know a lot of stuff has broken in HK over the years and having an inaccessible boss wouldn't be a good idea.
Rampant Decay and Corrosive Bile need to do damage instantly instead of having a slight travel time. Rampant decay as soon as the cast starts, Corrosive Bile as soon as the cast finishes. That should keep people more on their toes. As it is right now these mechanics are non-factors and don't do enough damage to really scare you away from them. While they shouldn't 1-shot, they should do a significant amount of damage to make you want to get out/solve the mechanic as quickly as possible.
The knockback that occurs right before his submerged phases should apply a slow that stacks with the slow applied by the little ant adds. Movement speed has increased so drastically since original HK that even the stutter-step method of kiting the boss is severely dumbed-down. Being a bit slower should work here.
The death-goop Grug lays down lasts a lot longer now, which I like, but it still seems to disappear while it remains active. Probably just a rendering issue, but something worth mentioning because invisible death is never fun.
This guy has the potential to be a great mini-boss fight again, but our initial tests showed us too many glaring issues with the initial design. The purple/white auras are placed such that jumping off the platform is not only necessary, but the fastest way to travel from the initial fight area. This causes a few major issues:
To solve these issues, the most simple solution is to just put the auras not on the ground floor where they are now, but on the lower platform across the rocky bridge. This way nobody has to jump off the main platform to risk pathing issues, and you can add in death zones on the lower areas so that the adds (works best of the big construct add) can have some sort of tank (or everybody in an area) knock-back mechanic that makes it challenging to take them to-and-from each platform. A way to have people spreading out to be mindful of the edges of each platform/the ramp.
- Adds/boss get stuck in the terrain because of pathing issues.
- Adds/boss can't hit players that are on certain pieces of terrain that are above/below them.
- Adds/boss either reset or disappear because of pathing/los issues.
Jornaru has too little hp.
Love the waves.
Platforms have severe rendering(?) issues. Visually, sometimes they are there, sometimes they aren't, sometimes they are but just in the wrong position (too high/low/tilted/etc.).
Hit debuff is still removable by dueling and jumping in the water.