Quote Originally Posted by Fendred View Post
I've come back fresh after a two month Hiatus for patch 2.3, and my experience thus far agrees with the OPs observations. Also, I completely agree with OP on the mechanics of fights being the wrong focus for end game difficulty. The design philosophy embraced by the current developers created a fight (Twintania) with little to no proper indicators for special attacks (especially when the opponent in question flies completely off the grid for dive bombs). Even the most hated primal fight in the game (Titan) gives you indicators and enough time to react to attacks.

For a new player, Twintania's abilities range from obscure and misleading to simply too fast and powerful. It is impossible for anyone to one shot Twintania without reading up the rotation and all abilities in great detail. Even then, chances of victory on a first attempt are miniscule.
Welcome back Orrin.

Definitely agree with your post; that's what happened to a few friends of mine (not on my server):

These instant-death gimmick mechanics are really debilitating and detrimental in many ways. Challenge is always a good thing; but when the gimmicks mean instant game over for the entire raid, it just leads to more ill-will, frustrated emotions from everyone and a really negative attitude.

I really hope Yoshi P and his team see this topic (at least the JP Blog and post about it, if not ours) and consider changes in the future.