As some people were mentioning previously, I feel it would be for the better if encounters with enrage timers had less mechanics that were immediately lethal and instead just applied damage down debuffs so you can see more of the fight and get more time to actually figure out the mechanics instead of having to reset every time you reach a new mechanic due to it generally causing a party wipe.
Stuff like Selenomancy being an instakill isn't that bad because you have ample time to figure out that something bad is happening and that you should be doing something to stop it, unlike a lot of other mechanics that will just wipe you instantly if you haven't figured out where everyone is supposed to be when the cast resolves. I still feel like for consistency's sake that the debuff ought to actually specify that reaching five stacks will kill you because virtually all similar debuffs do mention that important little detail.
I also think some are misinterpreting people wanting more information about mechanics as them wanting the game to literally explain exactly how to resolve them. The game itself has already been making things "easier" by adding new markers to mechanic types that were not immediately apparent at first (The Abandoned Factory introducing indicators for chasing AoEs and ranged tankbusters are the most recent example of this). They should at least go back and retroactively add the new markers to old fights for consistency's sake because in some cases the markers are straight-up misleading (IE, the fire stack AoE from the second boss of Sohm Al using the generic red marker).
