A guild-mate told me in the afternoon that he noticed some flaws during the secont-last boss in crypts of heart encounter with the void-zones not being properly adjusted and killing players which are not within an other circle though we dps'ed the boss down before any real issues could arrise. With my alt templar healer in a random group however we got hit pretty badly by these voidzones. Beside the group not playing good, at a couple of times I was the only one alive and got killed almost anytime from a void-zone even though I was far away from the second void zone. Death-Recap proved that a single 21k impact killed me, no other dmg before or afterwards. Either there are more then two zones with a single player alive but invisible or there is some other flaw with this boss currently.
Also, Spindlecluth 1 final boss has some issues shooting some deadly bolts instantly onto players without any animations or audio warnings. Especially melees are killed by this bolts without any chance to react. No animation, no warnings, nada. At range you have half-a-second to dodge it. Instant-killing-mechanics are popular at ZOS though. Wayrest 1 final boss kills you also instantly when applying her bleed dmg and instantly casting her killing spree ability (simultaneously). This killed even players which were blocking and had >21k hp.
Hardmode should be hard, I admit, though it should not be unfair. Unavoidable deaths are just a stupidity. ZOS should at least provide some visuals or audio to warn a player beforehand. Also, players shouldn't be able to skip mechanis just due to pure DPS. Link those mechanics to the HP of a boss to give not optimal playing groups also a chance to kill it (at their pace) and eventually slow down bursting groups as they also have to handle these mechanics.