Coming back to this after a few more runs of Drakkar and it's starting to show some flaws. From what I understand the phases move according to health % at these intervals; 80%, 60%, 40%, 20% and it seems to have difficulty scaling according to the size of the group of players fighting him. Of the last 3 Drakkar fights I was in, 2 failed from low dps/too much HP (possibly), and the 3rd that I was just attempting bugged out on us and ended right at the beginning (which I reported).After the 2nd minion appears (40% mark), there are sometimes way too many minions spawning on the field and it seems to be pointless at times since 90% of the players focus on Drakkar and the minions are just sort of hanging around. By the 3rd minion phase (20%) it's even more hectic and they mostly get in the way rather than posing a threat. Using melee up close on Drakkar is nearly impossible without taking significant damage from his feet unless you get in a good spot to avoid the stomping damage, or you wait for his "stun phases" after the 80% mark in the 2nd half of the arena. I brought this up in map chat, however instead of other players discussing creative ways to fight Drakkar, I was met with toxic responses (as usual). The toxic players try to be smart and are quick to dump on any content Anet launches in this game - I'm rather tired of this to be honest, and it makes it difficult for me to enjoy the game or have active discussions on how to improve the game. Drakkar's scaling should be considered for a rework, and his health needs some kind of nerf so smaller groups could still have a chance at beating him if they do it correctly. He spends too much time moving around inside the walls, and I think this is where we lose a lot of time that could be spent trying to get his health down before time runs out. Drakkar has potential that's for sure, and I can't wait to see what they implement in the future. @Blur.3465 I think they scaled down his size because he was too big.