Firstly, I would like to say that I am thrilled that you guys have put together some content that is truly challenging in a PvE setting. The changes you guys have made to the Tequatl fight are truly epic and in truth, I sincerely hope the devs are drawing up plans to update many of the other world bosses, especially the dragon lieutenants in a similar fashion. This is the kind of content that is fun to play in an open setting.
Now, as wonderful as I found this fight to be, there are several other indirectly created problems with the Tequatl fight, some which are Anet’s responsibility, others being caused by player personalities. As fun as this new, revamped TACO fight is, it is bringing out some unfortunate side-effects. For instance, in order to successfully kill Tequatl, you need a full map-worth of players fighting in a coordinated fashion. This by itself is not truly a problem, having such a difficult fight that you need to rally together and work hard is truly rewarding, but the problem stems from the overflow system. Players stuck in overflow have absolutely no chance of beating tequatl. There are not enough players in the overflow to constitute a viable force, and players stuck in overflow are usually left without the rallying points of commanders in their fight.
To try to get around this problem with overflow, players are taking to logging in, and SITTING STILL in sparkfly, waiting between tequatl fights. Gamers are feeling coerced into staying in the one zone, just so they are able to participate in the event. It is not fun to remain in the same zone for hours on end just waiting for a boss to spawn, and in my opinion this goes against Anet’s professed vision for GW2.
I do NOT think Tequatl needs a NERF.
I think what needs to happen is that the Devs (in future releases like this) seriously tinker with the scaling of the event, so that it is always a hard and challenging fight, but there is always a CHANCE to beat it with a fewer number of people. Same level of complexity and cooperation required, but adjust the scaling of the event so those stuck in overflow still have a chance to complete the event.
As it stands now being stuck in overflow (especially when you were in the main server with the organized group and then your connection borks, dumping you into overflow once you re-log) is just heaping frustration and dissatisfaction on your players.