The one thing iv heard from most ppl was that theold system even tho was wierd it promoted smart use of ccs and coordination. Outside of raids thats not the case. The fact that bosses in fractals or dungeons have the breakbar up 100% of the time means alot of encounters are simply spam cc burst with the extra dmg buff repeat with bo much thought in it. I have 2 suggestions, the first one is already in the game in raids and to lasser extend in fractals.
1) That is to have the breakbar spawn only when the boss or mob is about to do a special attack ( and aoe knockback or whatever attack) that can be dangerous to the group. Just before the attack goes off the break bar shows up (like the gladiator in chaos isles) which if you break the bar you interupt and get the extra dmg. Seems good rewards coordinated cc managing and also paying attention to the boss.
2) The other one is to have the break bar as it is in most bosses in fractals and dungeons be there at all times but only if you break it when the boss does something scary (endboss on urban battleground meteor shower or subject 6’s big poison aoes) you get the extra dmg buff while regular break wil not reward you with the extra dmg. On top of that breakimg the breakbar will put it on the recharge like it does pretty much now and you have the danger of the boss doing the attack while the bar is recharging therefor you threw away your opportunity to cc at the right time.
To indicate when the boss is about to do a big attack the bar could glow yellow (or turn to yellow) around to allert players to start the coordinated ccs.
Also attacks that are not short (like the end boss on the colosus fractal where he puts aoe fields or the general in urban woth meteor shower) these attacks should have the breakbar up for the first 2 seconds. If the bar isnt broke by that time the bar dissapears and the boss gets to finish the cast. This also rewards timed and fast cc.
I believe that what i suggest isnt unreasonable since its pretty straight forward and with the propel scalimg from tier to tier is can also have a smooth curve.
Tier 1 the bar is like it is now. Tier 2 the glow for when abig attack is about to come is added but with a bigger window. Tier 3 the extra dmg is only available if the bar was broken while it was glowing. Tier 4 the glow window is reduced to whatever is proper for each boss and the extra dmg buff is bigger to balance out the increase to hp with the fact that you dont get it always.
The second option also work well around bosses that have fast animations on their deadly attacks (like the ensolyss mama and others ^^). Because then the group can slowly cc the boss during the fight and then burst cc the rest when the break bar starts glowing. This also happens on gorse with most groups that do no updraft where slow to none cc is required.
This suggestions were ade because i think the idea behind the breakbar is fantastic but its only a shadow of how great it can be.
(iv put quite the thought to make sure is as much balanced so go ez on me with your feedback. Also im not demanding or anything lul but if a dev from the fractal team could give this a look and tell me if its a cool idea or not and why wouldnt it work i would really really apriciate it.)