Based on the question I chose the best of the two options.
I would love to see some combination of the two though. Perhaps the event could run for four days with the same recharge and coalition ranking leaderboard systems we have now but each coalition would have its own boss/boss health. Personal progression ends at 650 but then the coalition itself also has a progression board for how much damage they do to the boss. Say booster packs and/or crystals every 25% damage done and a bigger reward for killing him off. Killing the boss would require something like an average of 300 extra points beyond personal progression per member. Some balance where it gives players an incentive to keep playing the event after they hit progression, even in less active or non-full coalitions.
Just eliminate the boss health bar, it serves literally no purpose other than to block other players from being able to make progression if it’s not big enough, and leads others to complain if the boss is unkillable.
There’s literally no benefit to anyone if the boss dies otherwise in terms of reward, so just remove it and make it a timed event like any other.
One thing that would be cool is for the coalition to have their own goal of beating the boss, basically a progression for the team. Beating the boss could give an additional prize, and be moderately hard (something like 16000 points). That way, we could still have the beat-the-boss gimmick while keeping the competition fair.
I’m more in the “just get rid of the boss health entirely” camp. It’s always some arbitrary number that either isn’t high enough , so the event ends at like 3am Sunday, or it’s so high, it ends on Tuesday morning . Just end the event on Sunday . I’m beyond tired of the 20 minute final charges.