Finally getting back to reading this thread again, a few weeks later lol.
You make a good argument for this being a once a week only fight - clans will still dominate this to a certain extent, given that they will go in with enough to down the boss and then try to pick up some unsuspecting others to act as loot fodder, but at least they will not be able to completely control things such as in the example you provided to counter my suggestion.
As far as player requirements, I think that Jagex should tune the boss to require 50-75% of the players participating, on a sliding scale (assuming that the remaining 25-50% of the players are stupid and get killed off real fast) - this will mean that things will get harder/slower as the fight progresses and players are killed off, but that a lot of players can also be killed while still leaving a reasonable chance to down the boss.
Ideas on ways to get the boss to target a specific player - Have a bait bucket (infinite / instant respawns) that a player can pick up and throw at another player, which will be destroyed on impact making them have a higher aggro rate. This way you can force the boss to target your 'enemies' - this will lead into a bit easier time of clans dominating by luring in loot fodder players, but that is what it is.
To lose aggro, you must do damage to the boss (or use support abilities on your friends), because in further reverse logic, the boss is most interested in going after those that participate in the fight the least - this will prevent leaching, since if you don't participate, you become bait. This non-participant attraction will cause a higher aggro on the player not actively participating, than any amount of targeting of others that they could cause by having all their actions being to run around and throw bait buckets at others.
Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?
07-Aug-2020 01:22:45